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Messages - Kalshion

#16
General Discussion / Re: Forever Volcanic Winter
October 22, 2015, 03:28:10 PM
Hmmm, I have had it last longer than 80 days (in my current game, it went up to 91 days before I decided to force it to stop) if it goes beyond that then you can simply edit the save file. If you need help on that just ask :)
#17
General Discussion / Re: Why so expensive?
September 28, 2015, 11:08:03 PM
Quote from: StorymasterQ on September 28, 2015, 08:46:52 PM
Kalshion, I think what they mean by 'CoD kids' aren't necessarily kids in the sense that they are young of age. It's that they're kids in the sense that they can't even grammar properly. And you have to admit, those types don't have an age restriction, and (it may be slightly biased) are found playing games such as CoD.

Ahhh, if that is the case, then I do in fact agree with what the man said. Its actually one of the reasons I do not play MP in those games anymore - got tired of having to look up a dictionary on the net just to figure out what some people are trying to say!
#18
General Discussion / Re: Why so expensive?
September 28, 2015, 03:29:59 PM
30 isn't that high of a price; in fact I find rather rare to find good games below 40 now-a-days. I typically avoid paying 60 espically if its from certain companies that have lost my trust.

However, whomever pointed out that 30 will keep away CoD 'kids', I would like to remind them that they are making a baseless - and very false - assumption, as there are many here whom I know of that also play CoD and they are in their forties and fifties or even early thirties (such as me) so no this won't discourage us 'kids' from buying Rimworld. Also, insulting a segment of the gamer base demonstrates that you lack the ability to properly argue your point without resorting to baseless insults.
#19
I can understand the larger raids but I think they really need to be toned down, their sizes often times causes performance issues (for example, had a one person raid today that brought my game to a crawl, had to flick developer mode on and just lay waste just so I could MOVE the camera and even then it took the game several minutes before it realized that everything was dead *thank god for them being all bunched up, at least in this instance where I could easily take em out*)
#20
Ideas / Re: Remove Turrets
September 07, 2015, 08:38:25 PM
No. How a person chooses to play their game is up to them, no one else. If Tyran was to remove turrets, then a modder will just readd them and the majority of people will use that mod, better to just keep the turrets in the game. After all, your colony DOES need other forms of defense, not just your colonists and it would make sense for colonists to eventually developed a kind of automated turret over time.
#21
Yeouch, didn't know wealth played a part in it... guess I shouldn't have purchased those Alpha Poly knifes (one of the mods that adds those weapons) as each one is worth 7,560.. think I better start melting them down along with some of the other weaponry =(

#22
General Discussion / Are raids supposed to be this huge?
September 05, 2015, 05:35:03 PM
The past few raids I've run into the issue of them being very huge - the one involving the pirates had easily over forty pawns and I was only barely able to beat them back (thank you turret collection mod with overkill mod!) but I've noticed that these raids aren't just retricted to the present faction but also the mecha faction as well, my last game which I lost I had a pawn shoot a crashed ship and it spawned so many mecha's that my game went into a crawl.

Anywho, by huge raids I refer to this image here:



I lost count after FIFTY >_>
#23
Ideas / Re: Suggestions wanted: Animals!
September 05, 2015, 04:18:37 PM
Looked through the thread and didn't see this, so maybe I missed it or it was never suggested.

But, how about the worms we see in the movie Tremors? Very aggressive but also quite lucretive in terms of the meat they would provide, but to balance them out, they wouldn't be common-place but more of an event.
#24
Ideas / Re: Suggestion - More realistic time and chunks
September 05, 2015, 04:15:28 PM
Personally I couldn't careless about full realism in these games, after all; if I wanted realism I wouldn't be playing games.

However, I do see the point of having at least some realism in a game. For example, I wish that there were more days in a month, instead of ten make it twenty. Make the days a bit longer, as I've seen that it seems to take a pawn almost an hour to eat their food (which makes no sense), so make it take less time for them to do that in order to make the days feel longer.

#25
Ideas / Trenches!
September 05, 2015, 04:12:26 PM
Something I actually found that was surpringly not in the game. Basically making a new kind of tile that allows you to make a trench in the ground - it could be used mainly for defense by allowing your pawns to fire from it (reducing the chance of taking damage by making them a much smaller target)

Another idea for a trench is to add the ability to fill it with water - and by that - I mean another tile that is already water filled that you can spawn out, drastically reducing the speed of anybody (including your own) that go through it, giving your defenders more time to take the enemy out but at the cost of not allowing you to pass wiring through it.

Heck if need-be I could even make the model for it, although trying to code it is beyond my capabilities =(
#26
Ideas / Exploring beyond your settled map
September 05, 2015, 04:08:32 PM
Something that I think would be nice for this game, espically after you've been on the same map for awhile, it gets to a point where you may start to run out of a certain type of resource and well, some resources do not respawn in the wild (like steel, silver, gold, and now plasteel and such). While trading for those is fine, it would still be nice to be able to actually go beyond our settled map.

Basically the idea is this: once your settlement is big enough (let's say, twenty people or more) you can send your pawns out to start exploring beyond the map, as you do so those area's start to become visible to you - now to reduce the chance of it causing performance issues you can have those maps in thier own seperate layer which means that when you are not focusing on that layer everything there is using lower textures and less sharpening of the graphics.

As you explore these new map layers, you can end up finding other resources; remains of drop-pods and perhaps even eventually find fragments of the ship your original pawns were on before it.. well.. meet its horrible end, you could even find up finding settlements of other pawns.

Now, I'm sure some people might think that this would increase the load time potentially when you first start off a settlement. A way I see around this might be that when you create the world, that generator would estimate where to place those other faction settlements, perhaps up to ten random locations. Then, once you settle you'll be able to build yourself up and then start searching out these settlements.

Naturally however you'd have to find some means of getting your pawns to communicate with your main settlement, thus this could be a good reason to add in communicators of some kind that a pawn can equip and use to communicate with the main settlement to report on new resources, other factions, remains from drop-pods; but it could also be used by a pawn for if they spot an inbound raiding party in another layer that they could report that to the main settlement which would give you more time to get ready for an attack. Of course, this doesn't mean that orbital raiding parties (like those that typically come from the pirates) can't happen.

This is something that myself, and a few players I've talked to on Steam, would actually like to see; as it would add to the exploration value of the game and open it up much more. Naturally though I feel this is more of a complex request, and not something I'd expect to see straight away.
#27
Was the option to customize the equipment the characters start out with removed? I seem to recall having that ability with this mod, but it isn't there anymore =(
#28
General Discussion / Re: Power generation nto enough?
August 26, 2015, 01:26:26 AM
Huh, never thought of doing any of that Menuhin.

I often have those sun lamps outside because I remember reading - think it was on Reddit - that they allow plants to grow even during the night but I'm guessing that isn't the case if they have a rest period (which would make sense, now that I think about)

Think I'll fire up a new game, and try out some of your suggestions (along with others I've found)

Thank ya Menuhin! :)

@ Tagasaki

Didn't know they had that kind of range, I thought those lamps only had a 3-4 range.
#29
Releases / Re: [A12] Glitter Tech v1.0
August 26, 2015, 01:22:49 AM
Any idea whether this mod is compatible with other mods that have turrets in them?
#30
General Discussion / Re: Power generation nto enough?
August 26, 2015, 12:52:55 AM
Admittedly I may have to redo my game, I do think I made my base a tad 'too' big for the number of colonists I have; something I've always had a problem with given I can't tell how big some things need to be (like the rooms for my colonists). Anyway, here are two screen shots, errr sorry about the side scrolling into my second monitor =(

http://www.starfleetplatoon.com/~suisfonia/Tempfiles/Rimworld1.png
http://www.starfleetplatoon.com/~suisfonia/Tempfiles/Rimworld2.png

Maybe I'm just making things too big and such? Dunno :(