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Messages - Dran

#1
I've had them spawn 3 times in the same spot and it was close enough to me where I could kite them to my turrets. I've gone a little deeper into their tunnels once and still managed great. I dunno how you guys are having so much trouble just requires a little kiting.

I wonder if you could make a compound and let them infest all the surrounding area and use them as a defense from raids.
#2
General Discussion / Re: Family Visitor
April 15, 2016, 12:04:48 PM
I've notice that when you go to arrest someone it's best to use someone who has the a high bond with them. There is a less of a chance they will go berserk on that pawn if you use that person so I believe that is a good interaction that I've noticed.

As for deeper interaction I believe that maybe some more mood buffs and debuffs should be put in place.
For example.

+20 Saw/Chatted long lost family member
-20 Saw/Chatted hated family Member (grudge?) 10% Chance of fight?

The pawn should drop what it is doing and run up and chat to it's family member once they've arrived at the colony if they have a good relationship. However if they have a negative relationship they would be cold and avoid them and get a negative debuff. Hell this should even happen in raids (if they have a positive relationship) where a there is a temporary truce and your colonist attempt a social roll to see if he can talk them out of raiding. Winning the roll makes them leave with a 25%? chance of the family member joining you. Losing the roll makes the family member 100% join you however the truce ends with in 5 seconds and your pawns have a high risk entering combat with the raiders.
#3
Quote from: Tynan on April 11, 2016, 02:42:27 PM
There is a bug about this, I'm afraid.

Time Traveling isn't a bug it's a feature.
#4
Ideas / Re: "Gay" as a trait
April 11, 2016, 04:59:15 PM
Interesting thing happened to me I had a gay couple who did not have the gay trait. They were both female is this a bug or something?
#5
Does anyone know if like madness spiraling out of control is now possible because of relationships now being in the game? I know in Dwarf Fortress if one dwarf went mad and attack another and kill another ones family member the whole colony could spiral into madness because the loss of their family basically a giant riot in the colony. I was just curious if it could be possible now in Rimworld.
#6
I found out about this game through Sips and he has a decent following as well. Really it matters what kind of audience you have. Sips is a really good at making a story up on the spot so Rimworld really suits him and his audience in general. Never heard of Nerd3 but I would suggest just posting your suggestion on their reddit pages if you wanna get them to play a game you like.
#7
Ideas / Re: Will Hygiene ever get added to the game?
February 23, 2016, 01:25:44 PM
MFW there is another chore for colonist to do
#8
I found the game from watching Sips play it on youtube.
#9
Ideas / Re: Mechanoid Spy Event
June 18, 2015, 04:39:51 PM
@MeowRailroad - Just have him tear down walls when enclosed in an area?

@DDawgSierra - I thought about that but then they'd be like the Cylon from Battlestar Galactica and I didn't like that. Though I did like the idea of them being like the guy from the Venture Broths going. "IGNORE ME!" at the top of its lungs.

@JimmyAgnt007 - I like that as well :) also when were spies added and removed? 
#10
Ideas / Mechanoid Spy Event
June 17, 2015, 10:14:15 AM
So just a quick idea I had and couldn't find any other threads about it. A Mechanoid that joins your colony disguised as a human. It's very obvious that it is only there to spy and observe your behavior however it proves very useful in helping the colony as it has 10 points in every skill and doesn't need to rest or eat or play. However it is a ticking time bomb and can off in day, a month or even years and suddenly attack the other colonist. You can choose to attack it now or use it as a tool to help build the colony.
#11
Ideas / Re: New Raid: Prison Break!
March 28, 2015, 04:16:41 PM
If a prisoner has a higher warden skill then the actual warden he should have a chance to convince the warden to let him go or even rarer chance convinces the warden to let him go and join his group.
#12
General Discussion / Re: RimWorld change log
March 26, 2015, 10:51:23 AM
Quote from: Dr. Z on March 26, 2015, 10:45:30 AM
A month has twelve days, ten in the next Alpha, so Friday the 13th would be difficult  ;)

Maybe Tynan is superstitious? lol Or make it 7th of the month? I dunno throwing out random ideas.
#13
Reading about Colony history? Maybe also have Recording colony history a fun activity as well?
#14
Ideas / Re: new traits ideas
March 26, 2015, 10:05:59 AM
Quote from: Keychan on March 23, 2015, 08:45:49 PM
Insane - Will have frequent social chats with him/herself, mostly when alone.  Other colonists will have bad conversations when with them.

I'd rather have that be effect of some kind of event. Like maybe ate a mushroom or something like that and do actual insane stuff like hurting themselves and others.
#15
General Discussion / Re: RimWorld change log
March 26, 2015, 10:01:21 AM
So with this new system is there going to be a night owl trait if there isn't already one? Not only should we have a trait were one prefers being up at night but maybe one were one specifically hates Mondays and gets like -5 mood every Monday. And superstitious colonist that refuse to do any work on Friday the 13th but maybe that is oddly specific.