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Messages - Silvador

#46
Ideas / Re: Graphics
April 19, 2016, 02:24:05 AM
You know, it's funny, because I can pull DOZENS of screencaps of games I know nothing about and look at them and I'll get the exact same " thought" of "wtf am I looking at?" From Commodore 64 games to Star Citizen. A screencap will tell you NOTHING about a game, no matter how "informative" it is if you know nothing baout the game. Do you know how this is resolved? Research. Talking to people. Watching people play. Playing the game.

If the graphics were going to hold this game back, how is there so many people playing it already?
#47
Ideas / Re: Graphics
April 19, 2016, 01:07:09 AM
I have zero issue with the graphics as they are. In fact, I'd prefer they stay as they are. They are a part of the charm of the game. As for them being similar to prison architect, I never once even thought of that until you brought it up. And on that not, it wouldn't be the first time that games share graphical similarities. Terraria and Starbound, for example. Graphically, they look similar. But the similarities end there. The two games are entirely different and that is what will make RimWorld stand on its own, just as it already does.
#48
Ideas / Re: Religions
April 19, 2016, 01:02:33 AM
I think adding specific religions to the game will only serve to complicate things needlessly. iirc Tynan stated that he deliberately made the praying social activity ambiguous to prevent offending anyone. Going and adding specific religions, even if fictional, may very well counter that. Not to mention all the complexities it'll raise for game mechanics alone.
#49
Ideas / Re: Land Buggy
April 18, 2016, 07:48:17 PM
I can see that being an issue as people will complaining that none of their pawns will have the required skill to ride an animal, ever.

Honestly, I don't see how riding the animals can not be unbalanced in any way. But this thread isn't about riding animals, it's about land vehicles.
#50
Ideas / Re: Land Buggy
April 18, 2016, 09:45:54 AM
Ridable animals might be a touch OP. With just one pawn with a high handling skill, a player could easily tame and train all the animals he or she wants/needs from almost the very beginning, so that every colonist could be zooming around on their own mount, every where, all the time, by the time a year has passed, and all for the cost of a larger plot of farmland.
#51
General Discussion / Nice Chat Mid-brawl
April 18, 2016, 07:08:25 AM
That was it! It was the last straw! Navarro had had enough of Naharis' shit and was going to put a stop to it. Chairs clattered to the floor, wood bouncing off wood as both colonists stood and readied their fists.

"Call my mother a Worg, will you?!" Navarro charged at Naharis, his fist balled and sailing through the air. "Let's see what you have to say about my fist!!!" Naharis barely had time to dodge before retaliating. She brought her knee up, connecting with her rival's gut. Navarro doubled over, clutching his abdomen while Naharis readied a second blow. As she raised her hands in the air, clasping them together, McDowell stepped into the dining hall from outside.

Naharis smiled at her friend, "Evening, McDowell," she said, her tone friendly and calm. With all her might, Naharis slammed her fists into Navarro's back, "Well, you sound like a Worg, keeping the whole place awake with your snoring. Who else could bare such a loud snorer?" Naharis bellowed at Navarro.

"Evening, Naharis," McDowell returned. He picked up one of the chairs and, taking no notice of the brutal brawl taking place just a few feet away, sat at the table to relax. "Care to throw some horse shoes later? Looks like the rain is finally clearing up."

"Sure thing," Naharis agreed, "I don't have anything planned for tonight."

Gasping for air from the blow that winded him, Navarro reached out to grasp Naharis by the ankle. Pulling with all the strength he could muster, Naharis pulled Navarro to the floor, causing her head to small on the smooth wood, dazing her in the process.

"Well, maybe if you'd pull your finger out and build us some damned rooms...!" Navarro shouted.

"I've been practising my throw," McDowell added, "I think I might have a chance to beat you for once."

Navarro's fist smashed into the side of Naharis' face as she remarked to her friend, "Haha! You care to wager on that? You know I've been taking it easy on you, right?"

McDowell laughed, "Yeah sure," he said.



[attachment deleted by admin - too old]
#52
General Discussion / Re: Stomach Transplant?
April 18, 2016, 05:11:48 AM
Quote from: Robovski on April 17, 2016, 07:10:39 PM
Gut worm infected puke a lot, feel bad and eat more but otherwise it isn't too bad - I turn the meds down to herbal for an infected colonist so they don't burn through the good stuff. I also tend to make the puker clean up their own puke - it doesn't mean anything but it amuses me.

I can't say I've noticed my pawn with gut worm vomit a lot. I wish his gut worm would bugger off, though. I'm burning through meals like no man's business and he's just one person! :c
#53
General Discussion / Re: Beavers of DEATH!
April 18, 2016, 02:04:24 AM
Problem is, them Alphabeavers, they're ALWAYS hungry. They'll eat every tree on your map, and to the best of my knowledge, any wood in your stockpiles and walls made of wood. Only when every bit of wood has been consumed will they leave. So, culling them it sort of a must.
#54
General Discussion / Re: Beavers of DEATH!
April 18, 2016, 01:52:03 AM
Unless it has been recently changed, I believe the alert states that they'll eat anything made of wood.
#55
General Discussion / Re: Beavers of DEATH!
April 18, 2016, 01:22:46 AM
New colony, new Beavers! I'm about half a month off my first winter and I'm faring reasonably well. But most of my structures are built out of wood and I don't have sufficient components to make a fleet of turrets. I'm terrified that if I go out to hunt these beavers they'll turn around and kill all my colonists again. But if I let them alone, they'll eat all my buildings!

HELP! Does anyone know the percent chance of a herd of animals enraging??? I don't want to lose my colonists again!
#56
General Discussion / Re: Stockpile Priority Question
April 18, 2016, 01:19:33 AM
Quote from: RazorHed on April 18, 2016, 01:14:15 AM
or maybe an option on things like work benches and prisoner beds to link to specific stockpiles for input output

This would be good. Gnomoria has a system where stockpiles can be set up to take from specific stockpiles. I don't remember if work benches can as well. But, yeah, being able to designate a stockpile for a specific purpose would be good. Prison Stockpile: goods in this stockpile are used only on/for prisoners. Hospital Stockpile: Goods  in this stockpile are used only on people in medical beds, etc, etc.
#57
Ideas / Land Buggy
April 18, 2016, 01:01:11 AM
So, I'm playing on the Ludeonicrous sized map, 400x400. I like big maps with lots of room to move, expand and generally work with. But as much fun as it is to have all that room, it has it's down sides. The primary downside being distance.

I'd like to see some form of small/light land vehicle added that can be used to more quickly traverse long distances. This can be particularly useful for rushing out to rescue pawns who have crash landed in escape pods, or simply to cut down the time needed to travel from one's settlement to a mining project half way or more across the map.

So that it isn't totally OP, I'd suggest that it require research. Make it "mid-game" and require multiple materials, from steel and components, to leather (for the tires). I would go so far as to even make it require a battery. A recharge station could be built which the buggy would dock in and its traversable distance would be determined by the amount of charge in its battery. Pawns could use it semi-automatically, meaning that if they need to travel beyond a certain distance away from the "Home Zone" they would take the vehicle to their destination and then return in it without interaction from the player, but the player could allow/disallow usage of the buggy to prevent it being used constantly. This aspect may need more detailed consideration.

I'd propose making the vehicle a two-seater, with a tray on the back that can be used to either carry a third person, materials, or a pawn that is being rescued/captured/whatever (or even animals from a hunt). Later in the game, research could even be done to retro fit an existing vehicle with a turret. Making the construction of the vehicle relatively expensive could help to discourage "spamming" construction of the vehicles. A prosperous settlement could afford to have two or three buggies mid to late game, where a less prosperous colony could only afford to build one. Valuable resources and all that jazz. An important decision to make. Commit resources to a convenience? Or use them to build or make money?


Would appreciate any feedback.
#58
General Discussion / Re: How to use turrets
April 17, 2016, 10:01:46 PM
HAHAHA! This is awesome. XD
#59
General Discussion / Re: Stockpile Priority Question
April 17, 2016, 07:54:39 PM
Quote from: RazorHed on April 17, 2016, 07:03:27 PM
I think what would fix this is in each bill add a stockpile destination option

That won't help tell pawns what stockpile to take from, though. It's not storing that I'm asking about, it's taking.
#60
General Discussion / Cyborg?
April 17, 2016, 07:42:51 AM
Has anyone attempted to make one of their colonists entirely bionic? Bionic eyes. Bionic arms. Bionic legs. And anything else that could be replaced with bionics...

I'm curious to know if there is a limit to what can be done, and if not, how effective a "cyborg colonists" is, especially in combat.