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Messages - porcupine

#106
Quote from: Fernbhoy on December 11, 2015, 02:00:43 PM
Though admitting to piracy isn't the best idea for a first post :D

Did he admit to piracy?

I mean, for all you or I know, he has friends who bought it, and tried it there, etc.

Jumping to assumptions is probably worse. 

Heck, even if he pirates it, I'm sure Tynan has already done some of the basic math on why "x level of piracy is desirable", God knows any serious software outfit has, look at M$ in HK/CN and all :D.
#107
While I agree entirely, Tynan is entitled to do whatever he wants, it's his company, and his prerogative... The people defending a 6 month vacation as something remotely normal clearly don't live in the real working world.

I've run my own company, going on the 14th year now.  It's not by any means small, and I can tell you with certainty, I've never taken a 6 month leave, heck, I've never taken a full 1 month leave.  6 Months in my industry would be absolutely unheard of, people who do that, normally do so after cashing/selling out.
#108
General Discussion / Re: Crash ship part destroyer
July 24, 2015, 10:41:18 PM
I tried something similar, but instead used wood walls... first attempt resulted in a fight/fire... everyone burned up...

Returned to my save, determined fire would be more fun, took down my walls to replace 'em with slate walls and make a wood pile to burn... upon doing so, the roof fell in, and crushed the ship.  Couldn't help but laugh :)
#109
General Discussion / Re: Solar flare side-effect
July 20, 2015, 10:38:18 PM
Am I the only one who thinks that solar flares should muck with bionics, and moreover the scythers and centipads?
#110
Quote from: Frankenbeasley on May 27, 2015, 03:59:42 PM
Maybe Centipede miniguns should be taken out of the portable category. How about Centipedes have a chance to drop any of their weapons and those weapons can then be mounted and turned into manned turrets? So, you could have Minigun, Inferno Cannon, or Charge Lance emplacements, which require personnel but have the kill-power, and standard auto-turrets, which lack the oomph of the manned weapons but don't cost you colonists.

I like this idea, take existing weapons, and make turrets craft able in stages, and impacted by the weapons you use to power 'em.  Maybe the turret is effectively just a modifier of the gun that's built into it, once the gun is built in, it cannot be removed to be re-used, only scrapped.  Sure, you can build a turret with a lee-enfield rifle, but it won't be that great.  Down the road if you pick off a charge lance, you can rebuild this into the turret. 

Staged upgrades (IE: adding sights, sandbags/metal shields, ammunition auto-feeders, pivot mechanisms to improve field of fire, enhanced mounts to increase aim distance/decrease aim time) could all be added, and maybe scrapped when changing the gun (so you're back down to basic turret).  Maybe some of the addons/combo's require energy as the existing system, maybe a lot, and the whole bit requires 1+ colonist to operate at all.

#111
Quote from: Mikhail Reign on April 19, 2015, 01:53:08 AM
Heh you can shorten that once again to %appdata%\locallow.

Actually, that won't work on Win7 (appdata actually pushes into roaming, don't ask me why).

This fix worked for me, nuking everything under the ludeon locallow for anybody curious.
#112
Ah ok,

We can express this as "%USERPROFILE%\AppData\LocalLow" as well :), gotta love those windows shortcuts :)
#113
Quote from: Tynan on April 18, 2015, 02:38:41 AM
People keep reporting this but I can never repro it.

The solution seems to be to delete all the old data in your saved data folder.

Hrm, can you remind me where this is?  I had nuked the old rimworld version folder prior to install, but I know saves are buried elsewhere, I just can't remember where off the top of my head...

Still no idea why they're not dropped within the games installation directory :).
#114
General Discussion / Alpha 10c, can't form new game?
April 18, 2015, 01:58:20 AM
Anybody else run into this yet?  I tried to make a new colony on Alpha 10c, using the hardest mode on C-classic, and on the select world screen, I couldn't select the world (no error, but no action either when depressing select button).

I tried deleting the world, and generating a new one, same result.... Seems like a pretty big show-stopper to be missed....?
#115
Quote from: TheSilencedScream on February 09, 2015, 02:09:51 AM
He's still working through bug reports from the testing, but assuming all goes well, I'm hoping it'll be out by the end of the month. In another Gen Discussion thread, several people were wagering for March.

There's been no official word, yet, though - so Tynan may just be bug crushing before moving on to new features.

Three weeks of bug crushing, and no new features?  I doubt it, Tynan isn't that slow.
#116
Given the changelog hasn't included any new features in awhile, I assume Alpha 9 is about to emerge...
#117
Ideas / Re: Realistic Research
January 25, 2015, 03:04:03 AM
It'd be nice if research required some material inputs as well.

I mean if you want to research hydroponics, maybe you need a variety of plants, if you wanted to research gun turret cooling, maybe some advanced weapons, etc. etc.
#118
Ideas / Re: What do you want in alpha 9/10?
January 23, 2015, 05:51:36 PM
Anybody heard hints as to when Alpha 9 is coming out?

I hate starting a new colony, getting it going on/off, then the new Alpha comes out, and my savegame is incompatible =\
#119
Ideas / Re: What do you want in alpha 9/10?
January 21, 2015, 01:04:34 AM
It'd be nice if there were more interactions with other factions.  Raiders come, and they either attack, or attack... in awhile...  Here are some ideas against the wall:


-  What if bad factions came to steal (suggested before, I know)? 
-  What if they came to your map, and "hunted" (maybe make that a tale, "was hunted")? 
-  Maybe they'd come to your map to steal resources (IE: hunt your game herd, mine your mountains, pick up stuff they saw fall from orbit)?
-  What about a small team to try and abduct somebody who is far from the colony protection?
-  Maybe they'd simply camp out and deny you access to an area.
-  What about migrations through your map?
-  Per above, maybe they're moving through you to attack an ally, and thinning 'em out a little will win you points with the allied faction.
-  Perhaps they'd have demands, "raiders will leave when they have 5000 silver, and they're going to ransack until they get it" (and they head for your silver stores, but are more interested in grabbing then fighting unless provoked).

Maybe mechs could have some of the sort of things?:

-  Perhaps they'd loose interest in you, "borg" style, if you had nothing advanced to offer. 
-  Maybe rebuild crashed ship parts if left alone (mine the materials/internally construct/etc.)
-  Maybe come looking for uranium, as a power source (if existing on map)?

I think there are a number of fairly "easy" options here that are being missed in the current design, and would add a lot of late game flavor.
#120
double-thick stone walls + smooth stone floors have always worked well for me.

Raiders never get my generators, only mechs that pound the doors down, or the walls down (as I usually have 3-5 doors in a row, plasteel if possible, to hold 'em off as long as possible, or a straight shot into my base walls, with doors on my side for internal repairs)