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Messages - Mithradates

#31
Video / The (obviously unofficial) Alpha 10 Challenge.
February 20, 2015, 10:44:26 PM
Since we have a lot of Let's Players, I thought it might be interesting to establish a challenge of sorts for the up-coming Alpha 10. Now, obviously we don't yet know what will be in Alpha 10, but it is likely to be something rather large, given that it is, after all, the number Ten.

So, I thought it might be interesting to establish a challenge of sorts for our Let's Players. In Alpha 10, we shall see who can get to space first (in game time), on video. Sounds fairly simple - most of us have launched ships before. But here is the catch; Not only must the the difficulty be Extreme Challenge (Cassandra Classic), but there can be no substantive mods (I'll allow aesthetic mods) used besides perhaps Viceroy's Darkness mod (technically an aesthetic mod, but because it makes things so hard for the player to see, it is almost an added difficulty mod).

There are to be no temperature traps, nor are players allowed to completely wall themselves off.

Oh. And No Turrets. Not a One.

There will be upwards of five winners, each receiving an imaginary prize of absolutely nothing. I guess Honor, or something. Anyway.

1. A prize for the first player into space (in game time).
2. A prize for the player who gets the most colonists into space.
3. A prize for the player who has the highest percentage of colonists (all told, across the entire series) make it into space.
4. A prize for the player who gets the most cumulative likes for the series.
5. A prize for the player who pays me the most, in US Dollars.
                    A one week, three-votes-per-person, vote for overall best series in the challenge.

Again, the rules for the competition are:
1. Must play Rimworld: Alpha 10 under Cassandra Classic on Extreme Challenge Mode.
2. Must not use any functionality mods, UI mods, nor any mods besides purely aesthetic mods (and perhaps Viceroy's Darkness - still unsure about that for now.
3. No turrets of any kind may be used.
4. No temperature traps (killing attackers with temperature) are to be set up.
5. No walling off of the colony completely.
6. The entire series must be filmed.
7. (I shouldn't need to say this, but just in case) No Development Mode.
8. Honor-Rule; No reloading saves after unfavorable events. Obviously we have no way of checking this, but where's the fun if nobody gets killed?
9. Each participant implicitly agrees by registering on these forums to send me $10.00 USD monthly until the heat-death of the Universe.
10. Have fun, or at least pretend to have fun.

Anyway, that's enough typing out of me for right now. Tell me what you think of the rules, or if you have any suggestions. I'd like to have your thoughts!
#32
Ideas / Re: Your Cheapest Ideas
February 20, 2015, 11:57:49 AM
Quote from: A_Bandit!!! on February 19, 2015, 11:33:41 AM
With the tale-system now in the game, tombstones with a random tale from the dead colonist�s life complete with birthdate and time of death. Could probably use the sculptors table for making it. Right now there isnt any friendships or even basic relationships ingame, but it would be nice if colonists in the future would visit graves of friends from time to time.

EDIT: Right, this might be alot of work so forgive me if this is way to much work for nothing much. Aging of alcohol. You can store alcohol in a cool room , this effects its potency and also gives it a higher quality. This gives a small mood boost for the pawn consuming it, it also nets a higher price with exotic vendors.

Eh...well, I'll agree to your first idea IF we change 'random' to 'semi-random'. I don't want Tara's Tombstone to be talking about that time she got really drunk on the even days of months with vowels on them and vomited all over the valley. Maybe Random (Positive) [I'm not sure if that's an actual thing]. Also, I would like to see some more gravestone types along with that.

For the second idea; I could agree with that - I'd also like to see other types of alcohol added (I'm sure they will be) with different ingredients (Potatoes, Fruits, Urine [For the PBR enthusiasts], etc).
#33
Quote from: Barley on February 20, 2015, 02:43:30 AM
Booted up a new Rimworld Colony. Chose to go with the first randomly generated colonists. Who did I get?

Two 56 year old men.
And a 38 year old, genetically engineered, female sex slave.

Oh, I can one-up you here.

I've had 'Ellie' before. She was 23. And in the same generation...Mi/Mia (I forget her name) the Teen Pop Star; 16. And then some 25 year old dude whose name I believe was Mike. He was an Oaf.
#34
Ideas / Re: Your Cheapest Ideas
February 19, 2015, 01:54:11 PM
Quote from: artemas on February 19, 2015, 01:26:56 PM
Allow colonists to force prisoners into bed in order to provide them with medical treatment. Currently, they seem to only be able to heal prisoners when the prisoners aren't 'active', which is currently the number one cause of death for the interned.

That and Trogo of the damned Trado of the Tree Tribe, whose apparent definition of 'leaving' is 'wandering around the prison attacking any prisoner who gets out of bed for any reason'.
#35
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.1)
February 19, 2015, 12:05:47 PM
OMG 420 NO SCOPE OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH #smokeweederyday
#36
Ideas / Re: Write an event!
February 19, 2015, 09:59:01 AM
Quote from: litenthadark on February 19, 2015, 04:26:32 AM
Alpha creature: A single creature goes psychotic, but instead of attacking the player, it attacks other animals. In it's rage it gets a huge boost to all stats, and is very dangerous. It can wipe out all other animals if you don't handle it.

Eh. I think that needs to be toned down significantly. I'm not looking to fight an Epic Creature from Spore.
#37
Quote from: TrashMan on February 19, 2015, 03:17:02 AM
I meant from a gameplay/mechanical/micromanagement standpoint.

In both cases you have resource A that you take to crafting station B to make resource C.

Well, this would require two resources, at a minimum. If you're using charcoal, then that is an entirely different step (and trust me; you're using charcoal) that needs to be done beforehand. If you're making ingots (you are), then you have yet another step.

Electric smelters would work for cast iron...and of course there are other ways of melting iron and adding carbon rather than burning the carbon.
#38
Some sort of machine that slowly transforms water and non-arrible terrain into arrible terrain. Like some kind of...fertilizer pump.

Seriously; I get that technically, in order to make such areas build-on-able, we would need to lay foundations of some sort or another, but we should still have the ability to fertilize ground.
#39
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 11:46:44 PM
New Trait; Taste for the Paste.

Gives a mood bonus for eating nutrient paste instead of a debuff.

It has to be called exactly that.
#40
Just an FYI, you have Stun Gun and Tazer backwards. Paradoxically, a 'Tazer' is the brand-named version that looks like a gun. The 'Stun Gun' is the little box looking thing that requires you to actually make contact with the target.
#41
My favorite part of that entire series was when Daenerys was about to pronounce herself the Dragon Queen of Westeros after going power-mad and killing Bran, Ari, and Tyrion...but then right before she sits on the Iron Throne, from the corner of the room, an onyx statue is thrown on the ground, a puff of mist appears, and a six hundred pound black panther jumps through it and digs its eight inch fangs into her throat. Then, as she is bleeding profusely, she hallucinates one last time about her rapist-lover, Thrall Drogo, of their romantic adventures on the beach and in free cities, before a certain lavender eyed dark elf steps out from behind a conveniently placed curtain, one scimitar drawn (Spoiler Alert: It's Icingdeath), one hand holding Blackie's severed head. Guenhwyvar finishes her Call-easy Golden-coin dinner, and the True King of Westeros tosses the severed head aside and takes his rightful place on the Iron Throne.
#42
Mods / Re: Mod Request: Samurai mod
February 18, 2015, 10:34:54 PM
Katanas should take twelve years to forge, eight hours a day by a level 16+ craftsman, but should be able to cut right through centipedes because it is the most balanced weapon and uses the most advanced smithing techniques ever known to man (they would fold the metal over and over and over again, and use low carbon steel for the spine of the blade, but high carbon steel for the edge itself). It should have an attack speed of 1.8, but 1.2 in the hands of a trained master samurai or ronin (masterless samurai - imagine something like a pirate faction). Samurai should  also get a bonus to deflection against all ranged and melee attacks aimed at them (not area of effect though). Their armor should be craftable from wood, cloth, and metal, and should be just a little weaker than Power Armour, but should require a lot of time to make. As well, they should be able to dual weild Katana and Wakisashi (basically a smaller, faster, weaker version of the Katana). Characters of the Samurai class should have 'Bound By Honour' as a trait, which gives them a -20 to Mental Break threshold, but if they do break and end up killing one of their fellow colonists, they should commit seppuku (ritual suicide).  and should get a mood bonus from killing other samurai and Ashigari, and of course from oppressing Japanese peasants.


                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Totally Trollin'    8) 8) 8) ::) ::) :P :-[ :-X :'( ;D >:( >:( >:(  8) 8) 8) 8) 8)
#43
Ideas / Re: Write an event!
February 18, 2015, 01:42:00 PM
Some kind of positive psychic event would be lovely. As is, a lot of people just reject 'psychically hypersensitive' people out of hand.

A new colony is established somewhere on the planet (not necessarily in the same manner as your own). You can choose to assist them materially early on for diplomacy bonus - regardless, a new faction is added wit which to negotiate. If you want to be awesome about it, you can have versions of this where they are themed in some way (A new band of pirates, reawoken Ancient warriors, a proper colony ship from another planet, an expansion of one of the other settlements, refugees from a conflict resettle, etc).

Having other people settle your area would be interesting - especially early game. You can attempt to convince them to join with you, you can fight for resources, and all the other things that have doubtless been said a dozen times already in this thread.

I know this isn't very specific, but I would like to see more high-level technological items (like the AI Persona Core) and quests regarding them/uses for them. As an example, a crashed pod has a damaged cloning array, which if repaired can grow lost organs if given enough time, energy, and resources (Read: Biological material) to do so. However, such things are highly valuable on Rimworlds, and pirates will attempt to take it, whilst other settled factions might want to trade for it, giving a strong relations bonus among other things.

Other things?
#44
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 12:50:43 PM
Give us the Gravity Giants/Dwarves! Those shouldn't be teribly hard to implement (just don't have the giants be perminently weakened - given enough time, they should build up a normal level of muscle-mass).
#45
Ideas / Re: Zombies
February 18, 2015, 12:49:15 PM
Eh. I think that this should be left to mods. Maybe if Ludeon is in lean times, a $5 bonus pack or something like that. I definately don't want to see Zombies in game normally - and it wouldn't really fit, even under the situation described (how would zombies get to a planet which didn't have a biological catastrophe (don't even say that the people didn't know they were infected, went into cryptosleep, died, rose again, and crash-landed on [INSERT PLANET HERE])?

I would, however, like to see the different planet types from the lore represented somewhat (maybe not ubworlds, transcendent worlds, and probably not even Glitterworlds, for obvious reasons). It would be kind of cool to land on a planet, and be assaulted by biologically engineered, sentient xenohumans. Also, I totally want Gravity dwarves/giants in the game.