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Messages - Devon_v

#241
Quote from: isistoy on June 20, 2015, 04:52:37 AM
ok,

this is now basically in for K9:



Looks nice. Don't forget to use HIS (all caps) to have the game substitute "her" as appropriate. NAME could be used in place of "This dog" to make it automatically read as "Buster is quite well-tempered..."

HE also prints "he" or "she" by pawn gender, and HECAP capitalizes it if you're starting a sentence. Or writing a backstory for a deity.

Edit: "breed" is the word you're looking for.
#242
Tynan just wants to get the Steam Key interface working. He's burnt out on Rimworld itself at the moment which is why he's been fixing up the website and learning PHP instead. The Stream release is not actually imminent.
#243
General Discussion / Re: Events reset?.
June 19, 2015, 04:38:40 PM
Don't do that! It glitches the game in a10 and makes ALL events stop!
#244
Yeah, it might be possible to save him with a mod, if it doesn't require a new colony to work. In vanilla he's brain dead.
#245
Wouldn't be hard at all. I might do that over the weekend if SCa11 doesn't get released.
#246
General Discussion / Re: Feeling great!
June 18, 2015, 10:56:05 PM
She's a joywirer. "No reason" indeed!
#247
General Discussion / Re: Difficulty in A11?
June 18, 2015, 10:54:18 PM
I think crop growth rates were slowed a bit in general. The easier difficulty settings do give you bonus yield at harvest though.
#248
General Discussion / Re: How often do traders come?
June 18, 2015, 10:49:42 PM
I think it got toned down to make you rely on yourself more, while still having occasional access to special items.
#249
Fire is great, but without a ready source, such as the Incendiary Launcher, they are hard to start.
#250
General Discussion / Re: Difficulty in A11?
June 18, 2015, 03:33:38 PM
The issue was that ONLY the tribe was attacking, not the pirates, so no guns or plasteel weapons were dropping.

I still find the bows much better than nothing and would recommend that all engagements be made at range in the early game.
#251
Help / Re: Where are pawn body graphics defined?
June 18, 2015, 03:28:34 PM
Thank you for the code snippets. Is that in one of the included source files?
#252

Quote from: mipen on June 14, 2015, 08:08:35 AM
Imagine all backstories as being in a big pot. When a pawn spawns, it gets a random backstory from the pot, says "this is what I am" then puts the backstory back in the pot. But with a bio, it takes the backstory out of the pot, says "this is mine and no others shall have it" and keeps it for itself. This let's the game have unique 'one time' characters that cancan appear once and only once per colony. For example, if you ever get Tynan as a colonist in your colony, he will always have the two exact same backstories. And if he dies, you will never see another pawn named Tynan with those backstories in that savegame; he is a unique character. I am not too sure how Prepare Carefully interacts with this system though. All backstories have a field called "shuffleable", which when true allows them to be randomly assigned to a colonist. I don't know if the prepare carefully menu takes this in to consideration when building the list of backstories to choose from. The unique characters can appear randomly in game, but they will always be the same and only appear once per colony

Prepare Carefully allows all backstories to be selected. You can tell the ones that belong to backers because they use NAME and HE/HIS erratically or not at all and are generally much more character specific in their wording.

I'll have to experiment.
#253
General Discussion / Re: how to capture
June 18, 2015, 12:43:01 PM
Raiders give up and go home if they run out of food.
#254
Took almost a half hour for the email to arrive, but everything looks good.
#255
Mods / Re: Looking for a mod - help!
June 17, 2015, 10:00:25 PM
http://ludeon.com/forums/index.php?topic=11741.0

Hit F5 until it says Alpha 11. :)