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Messages - dazhat

#16
Ideas / How to make wealth and attacks more balanced
April 14, 2015, 04:02:50 AM
I understand that one of the driving forces behind when you get attacked is the level of wealth of the colony. I think that the outside world should not automatically know how much wealth a colony has. I think it should be possible to hide wealth away so other colonies do not know it is worth attacking you.

Specifically, the outside world (and the wealth value used when the game decides if there should be an attack) would be affected by the following factors:

Would only calculate wealth based on the last time the colony traded or had visitors.

Visitors would only know colony wealth based on what they walked near when they went to the colony. If you have a huge pile of gold locked away in a store room they will never know.

When a colony trades the rest of the world will know how much they were trading.

The rest of the world would work out wealth based on the higher of what was seen by visitors or what was last traded.

What do people think?
#17
Will we be able to set grass to be cut like snow being cleared? Does grass length have a beauty effect?
#18
General Discussion / Re: Changelog not updating?
December 08, 2014, 04:24:09 PM
Give the man a day off! He has earned it!
#19
General Discussion / Re: Should Tynan have a day off?
November 29, 2014, 06:06:01 AM
Quote from: Halinder on November 29, 2014, 05:56:05 AM
Somehow I think Tynan considers developing Rimworld a form of break in its own -- perhaps not in the restful manner but the feeling of accomplishment, and my it certainly is an accomplishment.

Yes, I am joking really in the post I don't seriously expect him to organise his life around what we ask him to do on the forum.
#20
General Discussion / Should Tynan have a day off?
November 29, 2014, 04:38:29 AM
I have noticed in the change log that Tynan has only had one day off in the last 18 days! Personally I think he needs a day off. Please vote.

Edit: yes Tynan, the community is now telling you how to organise your personal life ;)
#21
General Discussion / So, about turrets....
November 23, 2014, 03:06:24 AM
As far as I can tell turrets do not help defend colonies very effectively. The way they explode means that they are a liability in a fight. Also they are not really very powerful compared to an armed colonist after the early game. When using turrets before my colony is fully established I find I have to have a few on each side meaning often less than half of them actually see combat. I find the ones that do get in fights get destroyed easily and become a big drain on metal.

They one thing I have found them good for is killing animals which have gone mad or even for food.

As they are 'improvised' can I suggest that to create a turret requires destroying a weapon which the colony owns to incorporate it into the turret. So early on a pistol would provide a slow firing short range turret but later it could be upgraded to an R4 charge turret of death.

Just a thought I had.

Edit: I just noticed I put this in the wrong part of the forum, sorry!
#22
General Discussion / Re: Replacing shoulders
October 19, 2014, 10:16:17 AM
Replacement shoulders should exist. I work in a university department which researches this kind of thing. You can get a shoulder replacement just like a hip replacement.

In the rimworld universe if you can have a bionic leg, a shoulder would not be a big step.
#23
Not sure what is going on here. I tried going to the forum from an incognito tab and it said I was banned as a guest!

I can still post from my phone......
#24
Ideas / Trade in keeping with the game's back story.
October 04, 2014, 12:47:28 PM
I have read the back story to rimworld and one of the things I notice is that there is no faster than light travel. Without magic warp drives it become insainly expensive to take a spaceship from one star to another.

With this in mind, I suggest:

Commodities such as food and wood are only traded between tribes and settlements.

Rare items such as bionic eyes and so on are traded from trade ships but very rarely available from other tribes and settlements.

Pirates might sell body organs and offer to sell back any colonists they have kidnapped with a penalty if the colony does not buy their friend back.

I think it would be good if tribes and settlements sent goods for trade by caravan at random and also when requested at the comma console.
#25
A couple to time now my colonists or prisoners have had a leg shot off and they have had no movement. They get stuck in bed and need feeding forever and can do nothing. Is there a way they can either move very slowly or build a crutch or something for them? Have I missed a part of the game?

I hope this is just temporary and I appreciate the game is in development. I know Ty is working very hard developing the game and adding new features and but i really hope we get something for this soon. I know prosthetic limbs are planned for the long term but in the short run it would be great if we could do something with people who have lost a leg.
#26
General Discussion / Rimworld is great
August 25, 2014, 03:43:58 AM
Just played it after a couple. Of months and I think it has improved a lot! I love the new damage system with lots of different body parts.

I saw in the change log there will be a stuff system. Does this mean when you build a table it will be made out of any material like in dwarf fortress?
#27
PayPal does all currencies. I used PayPal and I paid in pounds.
#28
I think it should randomise all of the starting characters at the same time but allow players to make small changes to the starting stats.
#29
General Discussion / Re: Merging logs and planks
June 08, 2014, 04:44:56 AM
Now I have seen the DF version of resource/item managment written down, I think i really like it.
#30
Quote from: a89a89 on June 05, 2014, 07:34:04 PM
Quote from: Tynan on June 05, 2014, 07:08:07 PM
Alpha5 will have a stats/info panel you can bring up for any selectable thing.
Sounds awesome!

Thank you very much.