The game is still in ALPHA! There's still Beta to go lol XD
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#107
General Discussion / Re: New Randy
June 20, 2015, 06:36:52 AMQuote from: Axelios on June 19, 2015, 04:51:32 PM
I can speak some languages of code, and from what I can tell of the code skully posted, the chance of an incident increases or decreases when the population increases or decreases. No effect on size of incident that I can tell. That doesn't sound very interesting to me, it just means that when people die it gets quiet and when people join it is more likely to get ""randy""
So, in short, Randy and Phoebe got jiggy and named their love child Randy II.
I can live with this, I guess. It would still be nice to maybe have an option to elect to play with "old" Randy.
#108
General Discussion / Re: New Randy
June 19, 2015, 05:40:13 AM
Bump? Would still like to hear more on this matter.
And to skullywag, I appreciate the gesture, sadly it means nothing to me as I don't know how to read code; it's all just moonspeak to my brain.
And to skullywag, I appreciate the gesture, sadly it means nothing to me as I don't know how to read code; it's all just moonspeak to my brain.
#109
General Discussion / New Randy
June 13, 2015, 06:23:43 PM
"Randy's event chances are affected by population (somewhat)."
OK, so, I have played with Randy from the very beginning of my Rimworld playing experience, and I love him. He can be unforgivingly brutal one moment, and then immensely generous the next, or just straight up random. This is why I love him as a storyteller. Nothing in life can ever truly be predicted, especially if you are dropped into an unfamiliar environment and forced to survive. I understand that Random is/was probably intended as a "more challenging/difficult" AI, due to his randomness, but it's that very randomness that makes me choose him 99.9% of the time, not because of difficulty, but because of pure unpredictability. That unpredictable nature, for me, gives the game another level of realism that simply doesn't exist with storytellers that "progress" in difficulty depending on the player's own progression and development.
So, when I saw in the notes for the most recent release that Randy's event spawning chances were tweaked to consider the player's population, I honestly felt a little... dismayed. For this reason I just have to ask, exactly how extensive was this tweaking? Are these changes going to be noticeable, or negligible? Just how random is Randy if the chances of him spawning an event are effected by the player's own actions?
OK, so, I have played with Randy from the very beginning of my Rimworld playing experience, and I love him. He can be unforgivingly brutal one moment, and then immensely generous the next, or just straight up random. This is why I love him as a storyteller. Nothing in life can ever truly be predicted, especially if you are dropped into an unfamiliar environment and forced to survive. I understand that Random is/was probably intended as a "more challenging/difficult" AI, due to his randomness, but it's that very randomness that makes me choose him 99.9% of the time, not because of difficulty, but because of pure unpredictability. That unpredictable nature, for me, gives the game another level of realism that simply doesn't exist with storytellers that "progress" in difficulty depending on the player's own progression and development.
So, when I saw in the notes for the most recent release that Randy's event spawning chances were tweaked to consider the player's population, I honestly felt a little... dismayed. For this reason I just have to ask, exactly how extensive was this tweaking? Are these changes going to be noticeable, or negligible? Just how random is Randy if the chances of him spawning an event are effected by the player's own actions?
#110
Stories / Re: An almost blind 84 year old with dementia attacked my colony alone with a shiv
May 23, 2015, 07:25:40 AM
"Dang young whipper snappers building bases and growing crops. Get off my world!"
#111
General Discussion / Re: Does your colonies distance to a faction base matter?
May 19, 2015, 03:21:26 AM
It would be interesting if at some point it did, though.
#112
General Discussion / Re: Removing Floors?
May 19, 2015, 03:17:42 AMQuote from: Adamiks on May 18, 2015, 06:12:34 PMGo kill some mechanoids! I want to see a Charge Lances!
But you can't get Charge Lances. :c
#113
General Discussion / Re: Somthing Very Interesting I found on the Rimworld hompage
May 19, 2015, 03:15:34 AM
Anyone else thinking of the bug that randomly teleported pawns to the corner of the map?
#114
General Discussion / Re: Visitors from .... who cares
April 30, 2015, 05:22:20 AM
I've rarely found visitors an issue. Nine times out of ten they were just passing by anyway.
The only time any visitors were an "issue" was when I had one guard from an allying settlement inexplicably stop by... and never actually leave. The guy was a freeloader in all senses. He just hung around, ate my food and that was it. He did occasionally pitch in when raiders stopped by, though. In fact, it was during a raider attack that he died defending my colony.
The only time any visitors were an "issue" was when I had one guard from an allying settlement inexplicably stop by... and never actually leave. The guy was a freeloader in all senses. He just hung around, ate my food and that was it. He did occasionally pitch in when raiders stopped by, though. In fact, it was during a raider attack that he died defending my colony.
#115
General Discussion / Re: Your ship just crashed.
April 25, 2015, 09:16:52 AM
1) I immediately look for a way to pause time so that I may plan a colony layout of structures, farming and defenses... then realise this is real life and panic.
2) Maybe a day? Probably more after I stupidly get myself killed.
2) Maybe a day? Probably more after I stupidly get myself killed.
#116
General Discussion / Re: Builds coming so fast I can't play one world long!
April 22, 2015, 10:48:07 PM
I got those "different version" messages too. Just assumed it was from the current version detecting that the save file was created by an earlier version, and not that it would create incompatibility issues. As Tynan said above, old files from A10 still work with the newer versions, as said in the patch notes.
#117
General Discussion / Re: Fire in 10: Way way too much
April 22, 2015, 11:39:09 AMQuote from: Mystic on April 22, 2015, 10:21:47 AMQuote from: Goo Poni on April 22, 2015, 03:24:56 AMQuote from: rmurdocci on April 22, 2015, 01:23:44 AM
So, what are these "anti-fire materials" -apart from cutting grass- we can use to prevent fire from spreading out?
A two thick layer of stone or metallic walls, or flooring of any type. Fire "sparks" hop two tiles at most when the fire is at a full blaze on a tile so a two wide gap stops any fire from spreading.
This has caused me to wonder: do strong winds cause sparks to hop for longer distances in the game? Your statement suggests that they don't, but it would be extremely realistic if they did (as the Fire Weather Warning in my real-world area today because of high winds and low humidity aptly demonstrates). Similarly, I'd think that plant seeds would travel longer distances during periods of strong winds. I think it would be pretty cool if these mechanics were reflected in the game.
Heck, maybe there could even be a "windstorm" type of weather event where high winds could actually knock down and destroy lightly-built walls and exposed structures (with varying percentages of likelihood based upon their construction materials).
I don't think wind is actually 'something' that is in the game, at least, not in the sense that fire is. There's sound effects and wind turbine results, sure. But I'm not sure that wind is an entity in the game that can actually interact with other aspects in the game world. At least, not yet. It would be great to have such a mechanic at a later date, though. I even mentioned in a thread a small way back about having varying amounts of wind in relation to biomes and elevation, something that could have a greater impact on the practicality of wind turbines as a dominant power source. There are already heat waves and cold snaps. It would be neat to see other weather events added, such as hail storms, dust storms, flooding, heck, even tornadoes or earthquakes!
#118
General Discussion / Re: Fire in 10: Way way too much
April 22, 2015, 07:40:16 AMQuote from: rexx1888 on April 22, 2015, 07:32:40 AM
fire causing lag is gonna be a processor thing, not a graphics thing(which is why it doesnt happen for me).
an really, i enjoy the big terrifying fires... what id love is for floods to be a thing
Oh, oh! Rivers that swell and break their banks during heavily rainy seasons!
#119
General Discussion / Re: Fire in 10: Way way too much
April 22, 2015, 04:29:45 AMQuote from: Goo Poni on April 22, 2015, 03:24:56 AMQuote from: rmurdocci on April 22, 2015, 01:23:44 AM
So, what are these "anti-fire materials" -apart from cutting grass- we can use to prevent fire from spreading out?
A two thick layer of stone or metallic walls, or flooring of any type. Fire "sparks" hop two tiles at most when the fire is at a full blaze on a tile so a two wide gap stops any fire from spreading. Sandbags also stop fire spread. So not only does outdoor flooring give you a pathway that your colonists can walk faster on, it also helps keep everything past the pathway unburnt. Just make sure you're not building with wood outside or you're gonna have a bad time. Wooden walls should really be replaced as soon as is viable.
I'd go three-wide, just to be safe.
#120
General Discussion / Re: Fire in 10: Way way too much
April 22, 2015, 12:51:03 AM
I can get behind a fire consuming an entire map, because in reality, a fire is just that much of a threat. But, a small fire not being put out, even with nine guys stamping on it, does sound a tad bit OP.
I had no issues with fire, in all honesty. My only gripe was that it wasn't permitted to thrive as it would in real life, by means of the 'rain-sprinkler' mechanic. I know a lot of people don't like fire spread. It was the same with minecraft. Fire is a force of nature that we, as human beings, frequently take for granted, forgetting that if it is not respected and properly handled, it can and often will fuck your shit up in no time at all. Yes, it's a game, but to me, enforcing a restriction on a life force such as fire, and preventing it from acting normally is just a bit on the... cheating side. But most people disliked that fire was realistic and so it was nerfed, its spread was reigned in and instead of being the real threat it should be, it was turned into a minor inconvenience. At present, that is what fire is in this game, as well. I know the current rain-sprinkler' system is just a place holder for future mechanics and methods of fighting fire, so I'm not making an issue about it. But a small fire should be able to be put out by a couple of colonists with relative ease.
I had no issues with fire, in all honesty. My only gripe was that it wasn't permitted to thrive as it would in real life, by means of the 'rain-sprinkler' mechanic. I know a lot of people don't like fire spread. It was the same with minecraft. Fire is a force of nature that we, as human beings, frequently take for granted, forgetting that if it is not respected and properly handled, it can and often will fuck your shit up in no time at all. Yes, it's a game, but to me, enforcing a restriction on a life force such as fire, and preventing it from acting normally is just a bit on the... cheating side. But most people disliked that fire was realistic and so it was nerfed, its spread was reigned in and instead of being the real threat it should be, it was turned into a minor inconvenience. At present, that is what fire is in this game, as well. I know the current rain-sprinkler' system is just a place holder for future mechanics and methods of fighting fire, so I'm not making an issue about it. But a small fire should be able to be put out by a couple of colonists with relative ease.