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Messages - M

#16
General Discussion / Re: Bows: The Antichrist?
March 18, 2015, 06:23:40 PM
Guys, even a kid with totally no fighting or even "aggressivity" experience could hurt badly someone's limb, by breaking it with a rage kick, by cutting it randomly... I know it sounds crazy but it's reality.

I agree with Cazakatari about limbs that just fall off when reach 0hp instead of having a chance of being badly hurt forever or in need of an amputation. I think this is beacause the game is still in development and there are other trizzillion of stuff to add/improve, plus Tynan is keeping stuff "simple" to not make the game too tedious.

I disagreed the "a  bow cannot make you lose a limb" part, even a random rock picked form ground could make you lose a limb with one hit, or kill you... There are quintrillion variables: weapon type, weapon form, where, how, strenght, armor covering the point being hit etc. etc. etc.

I would agree about a better "damage range" for weapons based on more variables (that's already in the game, but maybe it could be improved).
I would agree about some sort of parry/evasion chance based on colonist melee when fighting in melee combat.
#17
Bugs / Disappearing roofs/mountain tops
March 17, 2015, 03:26:01 PM
I found that bug while in an icy game (no harvesting season).
I dug my base in a huge mountain. The base was going well and hydroponics were all set up and doing their job.
I had 2x11x11 rooms with hydroponics and from one of those I dug into the mountain farther to create new rooms for stockpiles.
Once dug I discovered a new unroofed area and suddenly and instantaneously even my 2x11x11 areas have become unroofed (both with mountain roof). The new area was connected by a corridor (10x1) to those 2x11x11 areas.
Building a door in the corridor solved the problem (the farthest regained a mountain roof and the nearest a constructed roof), but I still think this is a bug.

Unfortunately I do not have the game-save but it was in Alpha 9.d

To reproduce this bug dig into a mountain with undiscovered open unroofed areas.
Build a door on the entrance of your cave only so you will have roofs on the next rooms.
Then build rooms without doors (10x10 size, or big at least, mine were 11x11 with L shape colums on angles) near the undiscovered area. Once dug the rooms dig to discover the unroofed area and the bug happens.
The unroofed area can be distant from the rooms (mine was connected by a 10x1 corridor).

I think the bug occurred because the game tought that was an unique room cause there were no doors between the new area and the old one. The room was considered too large and the roof was removed as half of the room was already unroofed.
#18
Great poll, for me is no, since micromanaging stuff is a core part (in my opinion) of advanced colonies.
Tynan response is great :D
#19
If you could operate rescued people without the harvest organ options and only with the install part ones all would be fine :)
#20
I really like those ideas. :)

A Backpack with some slots (for sleeping bag, meals, medicines and even other items like 3 metal for an instant cover sandbag or beer) and the ability for the colonist to use the materials in it if, while needed, X tiles away from a better or equal source.

Backpacks could be found on raiders or could be craft with tailoring.
It would be cool to set the backpack items for each colonist and then they would refill their own backpack automaticly when empty.
The quality of the backpacks would modify its carrying capacity (from 2 to 4 slots) and its mov. speed malus (they should have one).

I would make the backpack with at least 1 sleeping bag and 1 meal a MUST for those going scavenging out of the map.
#21
Ideas / Re: Write an event!
March 17, 2015, 11:51:09 AM
This thread is awesome! I think more and different events would add much to the story of our games.

- Betrayal:
One of your colonist (most recent ones) betrays you the next raid/siege from his previous faction, disabling defences, powering off stuff, decostructing the main entrance, shooting colonists etc. He will only shows himself as an enemy (red) once the battle starts or enemies are at the gates.
Prerequisites: *10+ Colonists, *Enemy Faction Raid/Siege, *First raid after colonist admission in the colony, *Very rare event

- Military Support Request:
One of your allied factions request for immediate military support! One of their scout squad is under attack! A small squad of the allied faction enters the map and runs in your base direction, few seconds later an enemy squad enters the map(mechanoids or pirates or enemy faction or even anther allied faction). Both squads start a battle after taking cover or after a few seconds chase. You gain +15 relationship if you kill ALL the enemies (no capture), lose -15 relationship if you let ALL your allies die.
Prerequisites: *5+ Colonists, *At least 1 allied faction, *Uncommon event

- Checkmate:
The group of visitors inside your base is actually a disguised group of pirates/riders/enemies. They will start breakingsome power conduits, disabling some turrets or melee/shooting some of your colonists before this event and its message pops up and they become red.
Prerequisites: *10+ Colonists, *At least 1 allied/neutral faction, *Rare event

- Foraingers:
Foreigners of a faction (maybe exiled from that faction) start their own colony in the map (simple huts, farms, campfires, hunting animals, mining in an area, chopping trees in an area, building some defences and basic energy). They seems neutral... For now... But there are three hidden possibilities:
*1) They are cannibals. They will hunt down your colonists. (30%)
*2) They are insane. They will do random creazy stuff like burning forests or stealing items and weapons etc. (30%)
*3) They are normal and neutral but will contend resources harder. (40%)
Prerequisites: *5+ Colonists, *Medium-Large Map, *Very rare event
#22
Ideas / Re: Water Resource
March 17, 2015, 09:51:31 AM
I like the idea of implementing water, but I would use it in a different, simplier way.

Collect water from rain, snow, lakes with a powered cistern or building powered wells on floor (those would need pawns and time to actually collect the water from the ground instead of the powered cistern doing it in auto and storing it inside the cistern itself, once collected water could be hauled/stored as Water"bottles"(75) in a fridge or in a stockpile like beer now).
Water could be used as a raw material to cook meals from the cook stove (not nutrient machine, giving the nutrient machine an additional role), to heal people with medical herbs (water+medical herbs) and to clean floors faster, NOT for drinkin like beer, water would be included in meals.

This way you would add an higher challenge for survival (you need new buildings and a new raw component to cook good meals and to heal with herbs), not changing too much the current system and keeping it simple (instead of using water to grow crops you use it as raw material to cook food, without the need to purify the water, it would be too tedious).
#23
General Discussion / Re: Bows: The Antichrist?
March 17, 2015, 07:21:38 AM
Limbs removal is a myth for you... But it should not be.

Displaced fracture, comminuted fracture, open fracture, all those kind of bone fractures are very difficult to recover and need a proper hospital to heal completely.
Bones can shatter or fracture in a way you cannot fix or properly fix, making you lose the limb instantly.
Nerves can be cut off inside, ligaments cut off badly or totally, bone marrow could make you die.

Arrows can cause some of those injuries ad even instant death shot from a longbow, even a simple bow, even medieval ones. Mid-Large Melee weapons (knives and shivs maybe for fingers/hands) would also make you lose a limb easily in the proper hands.

Crushed shapeless, cut off completely, cut badly inside, badly torn, shattered inside... Limbs in a survival enviroment can be lost easily and in several ways, ways that would probably lead to a fast and horrible death.

Armors only cover torso and main organs while your limbs are exposed.
Power Armor should cover limbs properly but simple armor won't save colonist limbs from doom.
#24
Ideas / Re: Your Cheapest Ideas
March 17, 2015, 06:35:29 AM
- Quarantine: a room in which you can place your own colonists to isolate them from the colony. You could use it for malaria, plague, flue but also for mental breaks and alchool breaks to not let your colonists hurt others or themselves until they are fine. This way you could arrest your own colonists without the recruit time needed after the arrest. (With a command similar to arrest. Quarantine)

- Relationships: states colonists would gain after time (months/years) spent with eachother. There would be conditions, prerequisites to gain those Social related States.
Examples:
* "Friend With X". This state would make the colonist social chat with X more enjoyable and X death more traumatic.
* "X Best Friend". Like the friend one but with greater effects on the mood, there could be anxiety for best friend injuries or joy for their successes.
* "In Love with X". Non-reciprocal state, like Best Friend but non-reciprocal. The colonist in love would have negative mood if not in sleeping in the same room/bed of X, positive in the same room/bed with X but X would hate that (hetero, gay, more than one at the same time).
* "Engaged with X". Same as in love but reciprocal. Engaged colonists (hetero, gay, more than one at the same time) love to chat/sleep together. Like best friends there would be a lot of anxiety for injuries and traumatic effects for deaths.
* "Jealous of X&Y". While in love or engaged with X the colonist would have negative mood if X chats or sleeps in the same room with Y. X&Y could also have negative mood from that.
* "Despises X". This state would make a colonist chats with the colonist X not pleasant and their lost less weighty.
* "Hates X". This state would make a colonist hate chats with the colonist X. Colonists would not mind X death. The colonist could also brawl with X if in bad mood, drunk or accidentally shot/hurt by him.
* "Enemy of X". Like "Hate X" but much more marked on mood. The colonist would sometime "accidentally" shot or hit his enemy during dangerous situations or battles, trying to kill X.
* "Respects X". The colonist respects X and have better mood when X his near him while working or in battle, X would gain some positive mood too.
* "Disrespects X". The colonist disrespects X and have negative mood while working or fighting near him, X would gain some negative mood too.
#25
General Discussion / Re: Introduce Yourself!
March 17, 2015, 05:20:17 AM
Hi my name is Max. I am a student and player (not pro player, I just love videogames).
I play Rimworld since Alpha 7 and the game is doing great. One of the best games I have played.

-What introduced you to RimWorld? Or to this style of game in general?
RimWorld. I was looking for a game of this genre for the first time and from the few options available RimWorld was the one for me. Game style, themes, art, strategy, management, dev progress, almost everything is outstanding.

-What's your favorite other game?
Unreal Tournament 2004, C&CGeneralsZH, KillingFloor.

-Most embarrassing gaming-related story?
When I was 16 I spent 2 days gaming with friends nonstop... We had turns to sleep, to play, to cook, to eat, for bathroom... I am too old for this s#!t now...

-What kind of breakfast cereal is the best?
The one that keeps you going