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Messages - Mithradates

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Ideas / Re: Do you think Steel ore should be Iron ore instead?
« on: February 23, 2015, 02:05:42 AM »
I'm not sure I like the idea of having to smelt iron and coal to make steel unless you are also able to build things out of iron.
The idea was exactly this sorta.  You make things out of iron, but those stronger type things like guns, need to be made from steel or better.  Iron is a weak metal so things made of iron will also be weakish.  Steel would be sort of optional for many things, an iron bed or a steel bed.  Obviously the steel bed would last longer in a fire or under attack or whatever, but yea.

Actually, Iron isn't *that* much weaker than steel. It would be more akin to the difference between stone types than anything else.

Regarding Firearms; remember that for a few hundred years, cannons were made of bronze and brass - including the ridiculously big ones, such as the Basilica Cannon of 1453.

During the autumn of 1452, Orban set to work at Edirne, casting one of the largest cannons ever built, while Mehmed stockpiled substantial quantities of materials for guns and gunpowder: copper and tin, saltpeter, sulfur and charcoal. Workers excavated an enormous casting pit and melted scrap bronze in the brick-lined furnaces, superheating it with bellows and pouring it into the mold.

What finally emerged from Orban's foundry once the molds had been knocked off was "a horrifying and extraordinary monster." It was 27 feet long. The barrel, walled with 8 inches of solid bronze to absorb the force of the blast, had a diameter of 30 inches, enough for a man to enter on his hands and knees and designed to accommodate a stone shot weighing something over half a ton. In January 1453, Mehmed ordered a test firing of the gun outside his royal palace. The mighty bombard was hauled into position near the gate and primed with powder. Laborers lugged a giant stone ball to the mouth of the barrel and rolled it back to sit snugly against the gunpowder chamber. A lighted taper was put to the touchhole. With a shattering roar and a cloud of smoke, the mighty projectile hurled across the countryside for a mile before burying itself six feet into the soft earth.

I'd be fine with them degrading more quickly.

Help / How do I import my own music into the game?
« on: February 22, 2015, 03:11:25 PM »

I am sure that someone somewhere has already asked this (but I couldn't find it via Search), but how do I import my own music into the game? I don't even see sound files in here..surely someone knows the arcane language necessary to call forth mine own musical scores?

Ideas / Re: Prioritize entire construction job
« on: February 21, 2015, 10:46:04 PM »
I don't care WHO finishes that job, but somebody better do it and not require me to click 5-10 times, pausing the game over and over, etc etc.

This is, in my opinion, by far the most annoying thing about Rimworld ever.

General Discussion / Re: Alpha 9 - Initial impressions
« on: February 21, 2015, 08:52:28 PM »
Maybe it's just playing on R.R on Extreme Challenge, but I think the price drop for items sold is a little steep. What a ship sells for $450 silver they will buy for about $70. Too much, in my opinion.

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: February 21, 2015, 08:41:22 PM »
Well, thats... nasty... ;D although I am quite intrigued how he managed to depict a burning turtle in a erotic way ;D

No-no; it's not the turtle that is being depicted's the people looking on. You have some sick colonists.

Ideas / Re: Your Cheapest Ideas
« on: February 21, 2015, 07:43:03 PM »
My cheapest ideas?

Weapons and Armour:
  • Axes.
  • Pikes. Read: I want a little range on these things.
  • Crossbows.
  • Atlatls.
  • Slings.
  • Daggers.
  • Warhammers.
  • Plumbata (big, heavy, War Darts).
  • Actual hand-shields of various types.
  • Various types of craftable classical-and-medieval armours and helmets
  • Tabards of all colors (which go over armor sets - primarily used for visual organization of similarly dressed figures)
  • Required Ammunition for ranged weapons.
  • Craftable Firearms - Think simple shotguns, arquebii, matchlocks, and similar smoothbore guns (requires a Lathe). Complete with optional research of Rifling, to allow for the production of rifles.
  • Two-handed swords
  • To Hell With it; Katanas and all of that jazz.
    Other things.
    • Dual Wielding/allowance of carrying multiple (two) weapons, and switching between them (short timer - ~1 sec)
    • Allow Fires to cook simple meals.
    • More types of cover - tall plants (like corn) should provide (minimal) cover!
    • Melee skill also improves block chance against melee attacks.
    • More animals and plants.

    Good enough for now.

    Creative Rewards / Re: What, precisely, is an "internet handle"?
    « on: February 21, 2015, 10:27:31 AM »
    As the title says. This might seem like a bit of an obvious answer, but not necessarily. I've seen a lot of names that people go by on the internet and while many are... quite obviously not a "real world" name, some screen names could possibly be legitimately accepted as a name. I ask this question in regards, specifically, to the short/nickname aspect of naming a character, and wish to know at what point a name ceases to be a believable, if fictional, name and becomes an "internet handle".


    And the like.

    Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
    « on: February 21, 2015, 12:36:22 AM »

    I thought you might want to see a prototype graphic for characters who have gotten 'high' off of a marijuana.

    This person has used two marijuanas. He gained 400 pounds and got lesions all over his body after the first 'hit'. You can here see that he is currently 'high'. This is apparent because of the 'purple haze' that follows him, and by the fact that he is bleeding profusely, is naked, and has urinated all over himself in public (and probably in front of his parents).

    Feel free to use this. I will let you have it for free to help spread awareness of this dangerous drug. 

    [attachment deleted due to age]



    How, pray tell, do I make them sound like Tyrannids?

    It's a basic mechanical break down of the aging process. . .

    Haha, I am referring to the names you have given them. 'crawlers', 'breeders', and the like. If you replaced 'Infant' with 'larvae', it could be a life cycle for one of any number of bug-type aliens.

    And why would everyone hate you? People keep saying slave labor, but in reality they are still prisoners. Using prisoners for labor is nothing new or something to be dispised. Now if you were knocking out friendly visitors for prisoner labor, that would be slavery, but you're already getting relationship loss for that and they will end up hating you and becomming your enemy.  So that is a moot point.

    I should think that forcing someone to work in order to eat/continue living (outside of times of true necessity of such) would qualify as slavery; whether they are 'prisoners' or not is of little consequence. The Pirates take slaves. They are the enemies of both the tribes and the towns (and usually each other as well). If you started taking slaves, and word spread, why shouldn't the towns and tribes (or at least those what don't employ slaves - that is not really addressed as of yet) consider you a threat? Oh, sure, you're only enslaving pirates today, but who is to say that a couple of months from now, you won't be taking some tribesmen? Surely they wouldn't make peace with you whilst you held their people in bondage...and the other towns? Again, that would probably need to be fleshed out more. It depends on what each town does.

    I hold basically the same position on slavery as I do on cannibalism. It should be largely detested, and while there should be factions who engage in these activities (minor - randomized), there should be some serious consequences for doing so. And, at least in the case of slavery, it should be difficult. Enslavement shouldn't become an 'easy' substitute for convincing people to join your colony.

    People whom are comming to your settlement to kill you are already your enemy so taking their wounded prisoner and using them for labor and maybe or maybe not hiring them on as colonists is more merciful than putting them to death. Their basic needs are obviouslly met, or they die/go crazy, so you're already treating them better than what they were aiming to do to you.

    I don't know about that. Usually, the pirates and tribesmen incapacitate my colonists and try to kidnap them. I assume that they would be enslaved or forced to join. I imagine that the only real difference is that we're doing it to them rather than the other way 'round.

    Aging could look like this:

    -Infants are unable to do anything; they simply stay swaddled on their mother, which precludes the mother from certain activities.
    -Base time, two days. One extra day possible at: 25% chance (Alternative: RNG, 1-2)

    -Crawlers do nothing but get under other colonist's feet.  X% chance of a dwarf tripping over a crawler when passing.
    -Base time, one day. Two extra days possible at: 25/15% chances. (Alternative: RNG, 1-3)

    -Walkers tend to wander off from the home-zone, possibly endangering themselves.
    -25% chance to do a light hauling task.
    -Base time, five days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG 5-9)

    -Talkers talk. A lot. X% chance to distract another Colonist from their task.
    -50% chance to do a light hauling task.
    -Base time, twelve days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG, 12-16)

    -Helpers try to emulate the adults. They can do simple tasks like fetching pails of water.
    -Can do a light hauling task, and 25% chance to do a medium hauling task.
    -Base time, twenty days. Eight extra days possible at: 50/45/40/35/30/25/20/15% chances. (Alternative: RNG, 20-28)

    -Workers start really helping the colony.
    -Can do light/medium hauling tasks, and 50% chance to do a heavy hauling task.
    -Leave their parent's home.
    -Base time, twenty days. Twelve extra day possible at: 75/70/65/60/55/50/45/40/35/30/25/20% Chances. (Alternative: RNG, 20-32)

    -Able to marry; Each colonist requires a piece of jewelry. There must be an available Private Quarters with a double bed.
    -Married Breeders can have children. Pregnancy lasts 3 days.
    -Can do light/medium/heavy hauling tasks.
    -Become Elders at two hundred days old.

    -No longer work themselves, but instead "Mentor" other colonists, it increases that colonists skill gain and increases production speed. It is much more effective than the "Aid" feature, which allows two colonists to work on a single task to help a less skilled person benefit from a more skilled worker.
    -Has a 75%/50%/25% chance to do a light/medium/heavy hauling task.
    -After they are 240 days old, they have an acumulative 5% chance per day to pass away.

    Jesus, man - You make colonists sound like the Tyrranids.

    I vote NO to children, unless the game gets to the Century mark.

    And regarding slaves; I would accept slavery, if:

    It was not a simple "ur da slave nao" "ok cool" kind of deal. No. Forget that immediately. Either you have taskmasters, overseers, and all manner of cruel people forcing them to do each and every task, with mood penalties and escape plots and all the rest of it - or don't even bother. Oh, and none of this 'shock collar' nonsense. That is as nothing. Chattel Slavery was never a simple proposition, and always required a strong, active hand in keeping the institution alive and the slavers safe.

    I would also require Slave Revolt events, and Spartacus-type characters/factions who will come and kill you and take your stuff if you hold slaves (and, of course, your own slaves revolt when this group gets close to your compound). Some (maybe all) non-pirate factions will despise you, and become hostile. I want Mithradates Eupator VI of Pontos Himself to issue a Night of Vespers on your little colony. I want all of your colonists to wake up dead one night. I want the slaves to inherit your property.

    Ideas / Re: Prioritize entire construction job
    « on: February 20, 2015, 11:31:11 PM »
    This is one of my biggest pet peeves about this game.

    Please, in the name of all of the Gods, fix this.

    Ideas / Re: Soldiers/Warriors
    « on: February 20, 2015, 11:26:23 PM »
    Sounds good at first, but then you realize that melee is useless as they have no better chance than ranged. Maybe the shields, but yeah.

    I personally don't like melee too much. 1-2 max and much later in the game.

    If what you suggested was implemented, there would only be ranged and there would be no penalty to having a 100% ranged colony (in the case of a swarm of melees coming in.

    I don't know how the personal shields work though. I know they block bullets, but I don't know about melee. Maybe it's gun/melee or shield/melee and still viable?

    Erm...I don't see what you're saying here.

    Melee characters are highly valuable if used properly. They must be micromanaged, yes, but they are far from useless - even before the new personal shields. I also don't see how having people be able to equip two weapons (presumably with a second or so buffer time when switching them) would lead to all-ranged colonies.

    Ideas / Re: Different alien species?
    « on: February 20, 2015, 11:21:28 PM »
    It's been a little while since I read the lore primer...what's the official stance on non-Earthly lifeforms? Flora and Fauna, and such? I know that we sent teraforming probes everywhere, but I can't remember about native plants and creatures. I want to say that 'aliens' means more 'the greys' or whoever else and not simply 'Earth was the only planet with life.'

    Ideas / Re: Childbirth?
    « on: February 20, 2015, 11:17:29 PM »
    I vote no; or at least until Alpha 20 or something. I definitely don't want to add children to this game unless the game is going to last long enough for them to grow to be adults. As is, most people who want to be off-world (and survive) do so in under four years on the outside. It also makes the game very dark when pirates are shooting rocket launchers at toddlers.

    Ideas / Re: Your Cheapest Ideas
    « on: February 20, 2015, 11:14:16 PM »
    While I know that this isn't an ideal solution (for story reasons), building an enclosure for the beacon and removing the roof whenever you want to trade is a viable option for gameplay purposes. Or, at least I should think so, anyway.

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