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Topics - Quasarrgames

#21
Ideas / Make televisions n' stuff
May 31, 2015, 06:32:08 PM
If our colonists can make auto-targeting rapid-fire gun turrets and comms consoles that can communicate with spaceships in orbit, surely they can make a telly. Or grow cocoa and make it into chocolate.

Just a thought.
#22
General Discussion / Rimworld now or later?
May 30, 2015, 11:51:54 AM
I have not played any of alpha 10 (i know, right?). I haven't even downloaded it. And now i'm starting to get a hankering for rimworld.

However, based on the changelog, it looks like alpha 11 should come fairly soon, So i'm torn. Should i download a10 and play it now, or just wait a couple days and play a11?

Plz help me decide :)
#23
Stories / Haikus
May 02, 2015, 09:53:47 PM
I struggle through snow.
Wind whips my face as i dig
a grave for my friend.

As i bury my
spade in the earth a thought
persists in my head:

Why is it that the
good ones of us are always
the ones who die first.

I want to kill them.
I want to kill them in ways
that would make hell weep.

But if i did that,
i'd be no better than them.
We'd both deserve death.

No, it's honour that
fuels the raging flame of hope
and lights this dark world.
#24
Ideas / Illuminati Connections
April 30, 2015, 06:10:06 PM
Anyone else remember when there was a trait called "Illuminati Connections"? I guess it's long been taken out, but what if it was added back in...

...wierd things could happen. Like, suddenly almost all the plants on the map either die or grow to 100%. Drops of gold, silver, and plasteel are unusually common. So are lightning strikes. Occasionally an entire raid will just drop dead, or all the colony's turrets will simultaneously explode for no reason.

It would add some... interesting gameplay, dontya think? :)
#25
General Discussion / How long have you been here?
April 25, 2015, 09:52:12 PM
As in, how long have you had this game/ been on the forums?

I got the game in alpha 1 (oh i remember the days when colonists were bullet sponges, there was only the arid shrubland biome, no temperatures, no mechanoids, no factions, no stuffs, no crafting, no art or doctoring, stockpiles were introduced that update (ahhh nostalgia))
I still have me old alpha 1 install

What 'bout you? :D
#26
General Discussion / After Rimworld... (concept art)
April 25, 2015, 02:32:08 PM
I know it's a little early to talk about this, but still, i think that it might be fun to think about what could come next in the far future.

JUST BRAINSTORMING

It's clear that a lot of thought has gone into the rimworld universe, especially around the whole lightspeed space travel and the societal shifts that occur based on this. Thus, perhaps this universe should be used again in another game.
I have an idea for a relativistic space empire game. A little like sins of a solar empire, but with a little twist:

maybe, to keep with the lightspeed diversity of the rimworld universe, different star systems would be percieved in different times.
let me explain:
so, you start a colony on a planet that's two light years away from your home planet. when you mouse over and look at that planet, you see the planet as it was two years ago. So, your colony ship arrives at the planet two years in the future, but you don't see it arrive until 4 years in the future. This proves to be an interesting logistics problem/puzzle, since over the course of two years a war or could take place that decimates the planet. So, you'd have to take the necessary precautions to prevent a war from happening.

a space battle over a tropical planet (Scroll right) yes, i know, it's not great, but it's the bes i can do with my limited photoshop knowledge

There would also be lots of stuff to do, like ship customization (as in, you could actually build your ships, not just select what cargo and weapons they have) a very large, procedurally generated galaxy to explore and colonize, and some very strange xenohumans to interact with. You could become a fierce warmongering or peaceful trading race, or research your society into transcendence, or conduct social and genetic experiments on your population.

What do you think of this idea?
#27
General Discussion / How to make money?
March 21, 2015, 05:57:17 PM
It would appear that all my hard-grown items that i used to be able to make a living on in previous alphas now have the selling value of half a ball of bellybutton lint.

I need a scheme to make some dough. You know what i'm saying?

So, what's the best way for a novice crafter/artist to get rich? Digging for some precious metals, then making them into weapons? Making clothes out of cloth or devilstrand? making some sculptures? What is it?
#28
Stories / Proposal: A rimworld novel
March 21, 2015, 01:22:16 AM
Ok, this is a late-night idea, so i'm not certain how good it will be, but here it goes...

I've seen a lot of really good stories here. It's clear that you have some good writing talent. And rimworld is such an excellent platform for character and story development.

So my proposal is that we all make a book that contains short stories about our colonies. We could each write one or two, with a lot of effort put into them, and put them all together. And maybe, if everyone's okay with it, we could throw it at some publishing companies and see if anyone would go for it.

What do you think? Midnight drowse post or legitimately good idea? :)

#29
I change all their priorities to 4 for the day, so they can do whatever they want. What about you?
#30
Playing this game...






























wait for it...






















...is like eating spicy food! At least it seems that way. You eat it, burn your mouth, drink some water, and then go back to eating the spicy food, because it has a certain tastiness and allure that you can't get away from.
The game is similar because you play it, feel sad that the colony you nurtured and worked for has crumbled, go play something else, and then go back to playing this game because it has a similar strange allure and tastiness.
Consequently, i don't really like spicy food, and i've never been able to wrap my head around this "losing is fun" concept.

Just a random thing i came across. Sorry for making you scroll so much, i thought it would add drama. Oh well...
#31
General Discussion / So many wonderful new suprises!
March 16, 2015, 10:28:45 PM
From being able to force my colonists to eat (THANK YOU SO MUCH TYNAN!), to rescuing an outlander with only one leg (and then starving him because i couldn't do anything else), to opening up a tomb and finding ancient hostile mechanoids, to encountering a trade ship called FU securities, to rescuing a spacer called Badluck, This alpha 9 has proven to be quite exciting!

What about you?
#32
Ideas / Operating on guests
March 16, 2015, 09:32:01 PM
So a guy is incapacitated outside my base. I decide to treat him as a guest, and nurse him back to health, so i do. Problem is, he doesn't leave. He just keeps lying on his sleeping spot. Turns out his leg was cut off.

darn.

Oh well, i have wood, i'll make him a peg leg. Except for the fact that i can't operate on guests.

double darn.

am i getting my point across here?
#33
Got back into rimworld after a long time. Played a tundra on challenge. Got three psychopaths. Decided to make a first-person story about them. Hope you find it entertaining!

Ty, day 1:
Well, it would appear, from our rather gratuitous entry into this frigid bioshpere, and the fact that my escape pod was decoupled from the mothership, which then rudely disintegrated, that, i am, in fact, stranded in this tundra. I am not alone, as two other escape pods ambivalently touched down beside me, and opened up to reveal two humans. We promptly ambled about for a bit, and then decided that, since we were, for all intensive purposes, freezing, we would set out to find shelter in an oddly mysterious building nearby. Jolly good.

Nurro, day 1:
6.
i will tell you this story.
so, i crash-landed along with two other individuals, and we decided to take shelter in a nearby building. I rolled a 3, so i volunteered to open it.
1.
when i opened it, i somehow had a feeling that the place was dangerous. i don't know why, i just did. also, there were four cryptosleep caskets arranged inside the building, each one with an angry person clutching a powerful gun inside. What a great place to settle down and build a colony!
5.
We speedily built some heaters and a wind turbine, which fluctuated its power output erratically for absolutely no reason whatsoever. we then doored the place off. it wasn't very warm, but at least we had a shelter.

Nick, day 3:
Things were mostly uneventful after we got the initial colony up and running. However, we realised that we only had enough food for 7 days on hand. We were going to have to make more food somehow. So, we built a research bench and ty started researching hydroponics, while i started to work on a greenhouse. i also started to build a tiny torture room for prisoners. i do hope i get to use it! also, we decided to name our colony existentialism, on account of , as ty would put it, our profound meaning cumventing the complication of this existent nonexisting positively destitute (but still oddly warm and inviting) isolation.
Now, let me ask you something, what is pain? Sure, it's nerves' reaction to distress. However, why is it interpereted as so... bad? i don't understand it. I don't know about you, but i never liked feeling bad. thus, i just make everything good! I've made pain into a good thing, i don't understand why everyone else doesn't. Consequently, i also make everything else int a good thing. family murdered? it feels nice. that's why i mudered them myself. economically destitute? ooh what a feeling! i collapsed the economy myself twice so i could feel it! is everyday a suffer so great that you wish you were dead? i could get used to this! I did! it ws great!

Ty, day 4:
oh dear.

It would appear that we have a raider on the horizon. His name is doc (although i lowly doubt that he is a registered physician(not that it would make a difference, regarding that he is an enemy(and posesses a rather menacing club(with which i have a feeling he will try to bash our brains in with(although i am not entirely certain of this(and would prefer to murder him and take his club than talk to him about it))))))).

anyways, we started construction of sandbags and a turret, to defend ourselves. It turned out, however, that this was not needed, as the raider, by a freak coincidence, was bashed, on the head, by a rather, if i do say so myself, beefy tribal, wielding another menacing club. They must have had a disagreement. I dare say that i think nick will be a little disappointed. i think he was hoping to take a club or two in the face, (you know how he enjoys that type of thing).

Nurro, day 4:
4.
I will not tell you about what happened today.

Oh, you want to know why i roll a dice to decide things?
3.
People say it's what we do that defines us, not our intentions. I want to be a person who is purely defined, with no added fluff. I want to simply be, and not to have to question it myself. I have a feeling that would get me nowhere. Thus, i roll a dice to decide what i do, without thinking about it. Of course, given my luck, it's led to me murdering more people than i could possibly count, both in person, and by baiting a fleet of mechanoids into destroying a major planet with over 20 billion people on it.
7.
those were good times.

Nick, day 7:
i feel very hungry. and cold. he snow keeps falling, the greenhouse isn't even close to complete, ty still hasn't finished researching hydroponics and we've run out of food.

I FEEL SO GREAT RIGHT NOW! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOTy, day 8:
i killed the prisoner. I plan to make a coat out of his skin, eat his flesh, and cut out his intestines to use as condoms (apparently people used to do that way back when, so hey, why not try it myself?)

However, in order to butcher him i need a butchering table, in order to tailor his skin i need a tailoring bench, and in order to sculpt his intestines i need a low-yield nuclear device. I could probably do all these without these attributions, but i positively insist on having them first, for organization and whatnot.

also, i think nurro may have lost his die in the snow. Hee hee, that's funny, "die". hee hee.

Nurro, day 7:

CHAOS COLLAPSING NO ORDER EV ERYTHING I WORKED FOR BUILT UP AGAIN ITS ALL GONE PEARLOOPGRAVYTYSHAPED NODECISION NOJUDGEMENT GOODPEOPLE DOBAD THINGSINTENTIONDOESMATTER AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALISLOSTANDREMADELOSINGCONSCIOUSNESSMUSTSLEEP SLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP...

Nick, day 8:

WOW! I'VE NEVER FELT THIS GOOD! THIS IS GREAT! I FEEL SOOOOOOOOOOOODEAD! HOLY CRUD IS THIS ECSTATIC! WOW! IM IN EUPHORIA! OH LOOK AT THAT RED LIGHT BELOW ME ITS SO PRETTY!








X_X
#34
Mods / [suggestion] War Mode!
February 17, 2015, 06:23:27 PM
Hello again!

you know how everyone always says how horrible raider AI is, how they'll just charge right into a killbox despite the fact that they'll probably get killed horribly?

It's a little like the behavior of soldiers in world war 1.

Anyways, I think that it would be cool if colonists spawned on one side of the map, and enemies spawned on the other side. slowly colonists and enemies would spawn on each side of the map, and the only way to win would be to kill all enemies and secure their side of the map.

I think that would be awesome!

Pleasepleasepleasepleasepleeeeeeease somebody make this!
#35
Mods / complex world generation inquiry
January 07, 2015, 09:56:09 PM
I would like to make a mod that allows me to save a colony (and everything in it) as it is, and then remove the world around it and generate a new one.

i was just wondering if this would be possible with rimworld's current moddability, and how much coding skill it would take.
#36
Ideas / The Grand Exploration thread
January 07, 2015, 07:49:29 PM
Every other day i see threads saying "it would be great if we could go and attack pirate bases!" or "i'd love to be able to travel to different areas and explore!" It seems like being able to move around to different areas of the world is the most suggested feature for rimworld (aside from maybe multiplayer).

That is why i have made this thread, so we can collect and discuss ideas for how this would work.

Also, if you are reading this Tynan, it would be awesome if you could give a little feedback on this idea. like when/if you want to add it, how long it would take to implement, and wether or not you actually like this suggestion.

PEACE OUT!
#37
General Discussion / No Pause Challenge!
January 05, 2015, 09:59:13 PM
The challenge is just to survive as long as possible.

The catch is, you can't pause the game.

GOOD LUCK! :)
#38
how do you survive extreme challenge mode? I always survive about 2 months, and then wave after relentless wave of enemies (or just a crashed ship part) come and kill all my colonists. Usually by then my killbox is under construction, and i don't have any decent weapons, just a couple of turrets scattered around. I start building a killbox as quickly as possible, but it's never quick enough.

also, how do you survive without a killbox? It never works for me purely because of scythers and their sneaky potshotting-from-beyond-my-range tactic.

THANKS!
#39
General Discussion / PLEASE HELP ME UNDERSTAAND!
December 28, 2014, 06:56:16 PM
I just don't understand this game morally! I've rage quit like a dozen times now. i don't understand why we're supposed to make a connection with our colonists when its so easy to lose them, making us feel sadness at their loss and overwhelming ANGER at their murderers! I also don't understand how losing is supposed to be fun. It's not fun for me, but i'd like to MAKE it fun, as its something i do alot!

If you can help, you will be greatly rewarded.

THANKS!
#40
General Discussion / I CHALLENGE YOU...
December 26, 2014, 12:40:54 PM
...To survive on the coldest ice sheet you can find, starting in winter, on extreme challenge setting, with three nobles (and no-one else!).

Also, you cannot use dev mode, hacks, or any mods besides EB prepare carefully, the Icesheet mod, and the viking mod.

Furthermore, you cannot take clothes off dead enemies, or use geothermal heat.

GOOD LUCK!