Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Lakuna

#16
General Discussion / Re: Outdated versions
June 11, 2016, 03:18:46 PM
Quote from: Alitaria on June 08, 2016, 06:28:03 PM
I believe there was a thread a little while ago about older versions. Can't remember which board it was though.
I keep all the old versions I download so i think the earliest version I have is around A6-7.

You should also have access to the prototype pack as well if you really want to see the game in its fetus stage.

I play on a mac, so I can't use the prototype pack, I think.
I keep my old versions, too, but the oldest I have is alpha 8.
#17
Ideas / Re: Remove Bionics after death.
June 05, 2016, 05:49:21 PM
Quote from: Tynan on June 02, 2016, 11:56:10 PM
This is already a problem with guns.
Maybe if when a person dies with a weapon, the weapon turns into a "broken weapon" item of some sort. Then you could change the "smelt weapons" option in the smelter to a "smelt broken weapons option", or you could keep both.
#18
Ideas / Re: breaking up fights
June 05, 2016, 05:39:42 PM
Quote from: SuperCaffeineDude on June 03, 2016, 04:52:43 PM
I like the idea of a hard cap on number of punches thrown, or a pain dps threshold that isn't as high when your not fighting for your life. In reality I think brawls like those simulated would be shunned by a small colony, inflicting permanent bodily harm would cause outcries for justice.

The pawns aren't robust/restrained enough to have a common brawl, I couldn't ever really see myself popping someones eye without some deliberate effort, I feel like most punches aimed faceward would hit the jaw/nose/temple, if only out of the opponent flinching away. Adding dodging and parrying into the game might also sidestep a lot of drama.

Generally though I'd like to see fights result from escalated arguments, with the social skills used before a challenge to fisticuffs that can be refused by defendant, and defused/broken up by a 3rd party at the risk of offending the challenger, and surrender by either party through physical or social argument. Like how a stereotypical old man might argue with reason over violence, and a good friend can talk you out of a fight.
So maybe a "best friend" relationship between colonists might be a good thing to add?
#19
General Discussion / Outdated versions
June 04, 2016, 08:45:24 PM
Is there a place to download old/outdated versions? I would like to try to play alpha 1 or previous to see all of the changes that have been made. If not, no big deal, but I think it would be interesting to see.  :)
#20
Ideas / Re: breaking up fights
June 04, 2016, 08:31:40 PM
Quote from: Wex on June 03, 2016, 11:09:18 AM
One of my best shooters has now a scar on the eye by human fist. Great.
How do you get a scar from a blunt object?
#21
Off-Topic / Re: FTL: the game
June 03, 2016, 07:12:47 PM
Quote from: JimmyAgnt007 on June 03, 2016, 09:26:30 AM
Bombs that bypass shields and cause fires, breeches and one laser weapon of some kind for when the shields go down.

Also, im just in the first stages of making my own game thats like FTL merged with Dwarf Fortress.
What language are you using?
#22
Off-Topic / Re: FTL: the game
June 01, 2016, 10:06:06 PM
I do!
#23
Off-Topic / Re: Count to 9000 before Tynan posts!
June 01, 2016, 10:05:32 PM
3512
#24
Ideas / Re: breaking up fights
June 01, 2016, 10:05:14 PM
Quote from: jere8184 on May 31, 2016, 07:56:00 PM
when two of my colonists are trying to kill each other can i plz have the ability to break it up with another colonists before one of them is clubbed to death
I just send all of my colonists to beat the less favorable one to death.
#25
Ideas / Re: Your Cheapest Ideas
June 01, 2016, 10:04:35 PM
Quote from: Ramroc on June 01, 2016, 07:05:47 PM
Vents.

They are annoying as hell to me.

What would make them better, is if they could be installed into a wall, rather than replacing them.

It get's quite annoying to build a room, then to take down a single wall piece in order to make room for a vent. And lose a single resource in tearing the wall down.

That is my single suggestion. A plea, actually please do it ;_:
+1
It took me so long to figure out how to use vents because I couldn't place them on a wall except in dev mode.
#26
Quote from: Kraehe on May 03, 2016, 10:01:04 AM
I was bored and tried if it is possible to create relationships between animals/animals and colonists/animals with the dev mode... now one of my Wargs has an affair with a colonist >_>
You should use the dev mode and click "start marriage ceremony".
The warg and colonist should have a marriage wherever you put your marriage spot.
#27
Ideas / Re: Your Cheapest Ideas
May 29, 2016, 06:32:00 PM
Quote from: hwfanatic on May 29, 2016, 04:29:06 PM
- Context-sensitive deconstruct e.g. deconstruct only conduits if power tab selected, etc.
+1
#28
Off-Topic / Re: Count to 9000 before Tynan posts!
May 27, 2016, 09:43:54 AM
3489
#29
Ideas / Re: ADD as a Trait / Health Ailment
May 27, 2016, 09:42:09 AM
Quote from: vomov on May 27, 2016, 07:03:54 AM
Quote from: king komodo on May 26, 2016, 11:41:25 AM
To say something Autism and ADD/ADHD are actually very similar.
A lot of these disorders have large overlaps; some variants of autism are heavily associated with ADD/ADHD, some with bipolar disorder, and a few have nice links with psychopathy. However, that might go a bit far for Rimworld :)

Quote from: king komodo on May 26, 2016, 11:41:25 AMSecond I actually think it'd be funny if someone with OCD could "break" some of those rules. They may not be allowed to flick switches but if something really feels off about a switch they may just do it anyway. Just not during combat.
Quote from: milon on May 26, 2016, 02:11:42 PM
Not while drafted, I would say.  (It's totally fine if they do it while others are off fighting somewhere.  Maybe even more likely.  ;)
Based on stress level, symptoms could get more prevalent. A big battle is going on, and the OCD-guy starts flicking switches, the ASD-guy goes to his bedroom, because it's bedtime, and the bipolar guy starts work on a huge statue. The ADD-guy, obviously, fights the whole battle by himself, but switches targest often.

And with that, I reduced four kinds of people to stereotypes. No offence intended.
Oh, that's hilarious. We should add all of these!
#30
Ideas / Re: ADD as a Trait / Health Ailment
May 26, 2016, 09:54:48 PM
Quote from: milon on May 26, 2016, 02:11:42 PM
@yaplash, it's personal pet peeve of mine for someone to put their reply IN the quote block.  Makes it quite hard to read what you are actually saying.  Please consider editing.

Quote from: king komodo on May 26, 2016, 11:41:25 AMThey may not be allowed to flick switches but if something really feels off about a switch they may just do it anyway. Just not during combat.

Not while drafted, I would say.  (It's totally fine if they do it while others are off fighting somewhere.  Maybe even more likely.  ;)
What do you mean?