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Topics - Quasarrgames

#41
General Discussion / How do you play so fast?
December 26, 2014, 10:44:17 AM
a couple days after alpha 8 came out, i saw that people were already saying "yah im on year 2 now and everything is great!"

Seriously? it takes me about 6-10 hours to get through one year, on fast-forward. How are these people already on year 2? Do they just play non-stop, or is there some kind of super fast-forward that i don't know about, or is something else going on?
#42
Ideas / How to prevent cave turtling
December 24, 2014, 04:13:10 PM
EARTHQUAKES!

Just another event that collapses random ceilings around the map, and has a greater chance of collapsing thick rock ceilings.

That's all. As far as i can tell, that's all you need to prevent mountain turtling.

I've been suggesting this for months. I can't quite understand why nobody really acknowledged it before.

that is all.  :)
#43
Ideas / What do you want in alpha 9/10?
December 19, 2014, 04:35:42 PM
I would like better faction relations, or better raider mechanics, or some new events, or just a bunch of extra balances to make the game more fun.

As well, the ability to rip up floors would be nice. :)
#44
General Discussion / Good or Evil?
December 17, 2014, 09:18:23 PM
HOW DO YOU PLAY RIMWORLD?
#45
Ideas / HYDROPONICS ARE WAY UNDERPOWERED!
December 17, 2014, 09:16:36 PM
I get that hydroponics needed a bit of a buff. 25 metal to build such an advanced apparatus is a teeny bit unrealistic. That being said, i wouldn't have minded them costing 50 or 75 metal, but 150? That's way too much, especially considering how many of them you need to make in order to feed your colony.

My point: please decrease the amount of metal hydroponics tables cost to 50 or 75 please
#46
General Discussion / If...
December 13, 2014, 08:23:09 PM
What if instead of rimworld being the colony building game it is today, tynan had decided to go with one of the prototypes, like the starship builder, the school sim, or the zombie tactical game? would you have still bought the game? would you play it as much? Would you feel as compelled to discuss the game on the forums? If it was as complete as rimworld is now, would you like its development?

personally, i probably would not have bought the game if it was the zombie tactical game (sounds cool, but that's not really my style of play) or the school sim (unless it was done really well, NO! NEVER IN A MILLION YEARS!!). however, if it was the starship building game, i would have bought it immediately. i would probably have played it for at least a thousand hours by now.

What about you?
#47
General Discussion / Will it blend? NO! Why not?
December 09, 2014, 09:38:00 PM
What happened to manufactured walls blending in with natural ones? when will/will we get it back? Thanks:)
#48
General Discussion / Melting Chamber
November 26, 2014, 06:40:39 PM
 in alpha 8, instead of a killbox, i plan to have a tiny room with lots of heaters in it. raiders enter and are burned alive. mechanoids are reduced to a silvery puddle of molten metal.

what about you?
#49
Ideas / Another idea on how to remove the killbox
November 22, 2014, 02:00:18 PM
Make Sniper turrets part of the normal game!

I say this because the main reason why i make killboxes is so that enemies can't potshot at my turrets from beyond their range with their sniper rifles and charge lances.

also, to prevent burrowing underground, i'd keep suggesting that earthquakes should occur.
#50
General Discussion / THIS IS A RAGE GAME!
November 22, 2014, 01:22:21 PM
Has anyone ever had a big raid or a seige, and due to some stupid mistakes over half your colony gets killed, and that guy with the sniper rifle who unfairly one-shotted two of your most treasured colonists is the ONE GUY who gets away, and you want to reload and correct your stupid mistakes, but you don't want it to be "cheaty", and he whole thing just makes you so ANGRY?



No? Just me? ok...
#51
Mods / How to (possibly) make vehicles
November 17, 2014, 05:14:04 PM
so, apparently with the new stuff system it is possible to have items affect most of a character's stats (speed, damage dealt, etc.) and i thought that maybe this could be applied in a certain way to  make vehicles.

You could make a new character-equippable item, like a duster. you could then change the move speed like this or something:
   <equippedStatOffsets>
      <MoveSpeed>5</MoveSpeed>
    </equippedStatOffsets>
then you could retexture the item to look like a jetpack or a skateboard or something (not sure if overdraw works for items, but if it does it could be retextured to be a motorcycle or a mech too).

have not tried it my self. not sure if it would work in the slightest.
also, this seems like the type of idea that someone would have come up with before me. has anyone?
#52
Ideas / new world generation
November 14, 2014, 04:24:19 PM
i like the world generation system. it's really cool to have multiple colonies on the same world that share common enemies and stuff. however, currently it seems a little limiting on what worlds you can generate. it's almost always just a large oblong continent surrounded by water with equal amounts of each biome. If this game is inspired by firefly, where's the desert planets? the ice worlds? why cant we have pandora-like planets? or ruined planets?

basically, i think it would be cooler if there were different types of worlds you could choose from. maybe terra (world generation now) ice (creates a world that is mostly tundra with little ocean) desert (which is mostly desert and arid shrub land with very little ocean) and pandora (which is mostly jungle with a little forest).

there could also be a new biome called 'ruin' which is mostly just randomly-generated ruins, and a floor made mostly of concrete and tile. there could even be ruin worlds as well.

what do you think?
#53
Ideas / Growing Should Change!
November 13, 2014, 07:56:27 PM
There are just some things about growing that seem a little sad and silly. Food growing in two days ( guess this is kind of believable, but still a little silly), colonists starving to death in two days, plants not growing at night even if there's a sunlamp right net to them, are just a few.

Albeit, it's nearly impossible for a colony to fall due to starvation, though you can easily come pretty close in deserts. i had a colony of 19 dwindle to only 5 out of starvation and nothing else after a raid and a solar flare.

So, to change it i'd suggest these things:
doubling growing time for berries and potatoes
removing plants' inability to grow in night
changing the time it takes to starve from a couple days to, say, a month

what do you think?
#54
General Discussion / Berries or Potatoes?
November 07, 2014, 04:36:13 PM
Which one do you use? Why do you prefer them?
as far as i can tell, potatoes give a bigger harvest and grow better in gravel, but are less tasty and lead to mental breaks if eaten raw.

Personally, i grow about 2/3 potatoes and 1/3 berries just because i can. However, i doubt this is the most efficient way to grow, hence why i asked this question.
#55
Help / a wee bit o' gun trouble
November 03, 2014, 10:12:52 PM
1. does anyone have a reliable way to make a never-missing gun? <canMiss>False</canMiss> makes it so that the bullet always hits the exact right square, but when it hits a person, a lot of the time it doesn't register as a hit.

2. on the note of accuracy, is there a way to make human error not apply (or at least be dampened somewhat) when firing a gun?

THANK YOU SO MUCH! :))
#56
Ideas / What next new feature should rimworld have?
November 03, 2014, 09:52:59 PM
What do you think should be the next new thing that tynan should add to rimworld?

Personally, i'd go with better ways to interact with factions, or better raider mechanics.
#57
General Discussion / Ludeon Launcher?
November 02, 2014, 03:36:33 PM
Tynan, What is this Ludeon Launcher thing that you've been working on for the past few weeks? Is it simply an auto-updater, or it it something bigger?

<harmlessSpeculation>Maybe it's a new SPACESHIP launcher!</harmlessSpeculation>
#58
Help / Gun Trouble! Please Halp!
October 29, 2014, 07:25:49 PM
So, alpha 7 brought so many changes to xml stuff (specifically guns) that i'm completely lost. I tried to remake a gun i made in alpha 6 by taking the weapons_guns file and making a new gun with new values, and then storing it in a mod folder with all the correct file paths and all that.

However, it doesn't exist! I can't find it in the spawn menu! (yes i did remember to turn on the mod)

is it something in the code that's causing it?
      </li>
    </comps>
  </ThingDef>
 
 
  <ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
    <weaponTags>
      <li>Gun</li>
    </weaponTags>
  </ThingDef>


  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>

  <!-- ============================================================== -->

  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_accuPistol</defName>
    <label>AccurAIM pistol bullet</label>
    <graphicPathSingle>Things/Projectile/AccurAIM_Bullet_Small</graphicPathSingle>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <DamageAmountBase>10</DamageAmountBase>
      <Speed>55</Speed>
    </projectile>
  </ThingDef>


  <ThingDef ParentName="BaseHumanGun">
    <defName>Gun_accuPistol</defName>
    <label>AccurAIM Pistol</label>
    <description>Garunteed to NEVER miss! Warranty void if fired.</description>
    <graphicPathSingle>Things/Item/Equipment/AccurAIM_Pistol</graphicPathSingle>
    <soundInteract>InteractPistol</soundInteract>
    <tradersCarry>True</tradersCarry>
    <baseMarketValue>250</baseMarketValue>

    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <cooldownTicks>40</cooldownTicks>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_Pistol</projectileDef>
        <accuracyTouch>999</accuracyTouch>
        <accuracyShort>999</accuracyShort>
        <accuracyMedium>999</accuracyMedium>
        <accuracyLong>999</accuracyLong>
        <warmupTicks>85</warmupTicks>
        <range>24</range>
        <fireSound>ShotPistol</fireSound>
      </li>
    </verbs>
  </ThingDef>

<ThingDefs>


</ThingDefs>


or is it something else?
#59
Ideas / Transcendant Superpowers!
October 15, 2014, 08:44:56 AM
Since we're going to be able to find and buy mysterious transcendant artefacts, and they're supposed to be unimaginably, near-magically advanced, wouldn't it be awesome if they could give you superpowers? They could give you a range of superpowers, including:

Telekinesis: pick up any object and move it across the map

Teleportation: we're already getting the "near-magic teleporter" so 'nuff said

Psychic powers: the ability to control people and animals, drive them insane, and make them do your bidding

Controlling the weather: summon a monsoon to stop fires, or call down lightning to strike the evil raiders

The power of life: spawn plants and animals to help you

The power of death: everything you touch dies

What do you think? :)
#60
General Discussion / If you could Make a Character...
September 23, 2014, 05:40:59 PM
...what would they be like? I bet a lot of people here have some really good character ideas, even if they can't afford/would rather not spend the $100 to make their character a reality.

Here's mine:

Nero "Glitch" Glitchwright

Nero grew up on a colony vessel drifting through space. His childhood was calm and uneventful, until around his 16th birthday, when the colony ship flew into a transcendant system...

Nero was found exiting the system in an escape pod over 500 years later. The transcendants had changed him. He possessed knowledge no mortal should ever posses, and he had seen... unspeakable things.

He then went on to join the Space Illuminati.


So, what are YOUR character ideas? :)