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Messages - Quasarrgames

#16
Muffins do you DRAW your artwork?! I could swear i could see marker in some of your art!

If so, that's astoundingly good art skill!
#17
General Discussion / An Interesting Fact:
July 24, 2015, 12:50:39 AM
Everyone in this game is commando.

...

Think about it :)
#18
Aww it would have been cool if because he had over 100% protection any damage that was done to him would be reflected back on to his attacker. But nope.
#19
General Discussion / Re: How long?
July 10, 2015, 02:52:01 PM
On fastest speed a game hour is about a second. So 24 hours times 10 days times 12 months means that a game year is 2880 seconds, or 48 minutes. Of course, this would be if a person just left it on timewarp the whole time. Not sure about the other speeds though.
#20
Mods / Re: Vehicle mods yet?
July 10, 2015, 02:47:06 PM
Quote from: Shinzy on July 10, 2015, 02:28:15 PM


XD Ah, shinzy. What would we ever do without you?
#21
Mods / Re: Vehicle mods yet?
July 09, 2015, 08:16:57 PM
Quote from: Jaxxa on July 09, 2015, 07:17:31 PM
I am working on it, no ETA yet.

Not 100% certain that I will be able to get it to a state that I will be happy to release, but working on it.

Hooray! If there's anyone who can make it, it's prolly you. If you ever needed a tester...
#22
As HeadShotKill said, cover up or turret up the open space to the right.

Also, it don't do you much good to have multiple killboxes. Disassemble one and use the materials to beef up the other.

Also, put some turrets in the open space to the right of the crop. It'll provide a defense from drop podders.

Putting some mortars in that space would also help (you seem to have enough wealth to supply the shells)
#23
All fps do in my mind is spread a thin layer (like 20-30cm) of dirt over the existing floor. So i do think that they are not op should be added back in. Perhaps after further research an advanced pump could be made that creates rich soil or grinds up rock and turns it into soil.

Also, while we're on the topic of growing, hydroponics are very overpriced, no?
#24
Mods / Vehicle mods yet?
July 09, 2015, 11:29:11 AM
Has anybody made a vehicle mod yet? One with cars or trucks or helicopters or tanks? Ones that actually move? I know the great war mod has tanks, but are there any others? :)
#25
Stories / Re: Wheels
July 09, 2015, 11:23:03 AM
It started as a small dust cloud in the distance. Then it grew. The colonists heard sounds of burning rubber and screeching metal, which eventually grew to an earsplitting roar. Then they saw the vehicles. Some midworld colonists bluntly recognized them as "Cars" or "Trucks", but they were twisted, warped, with way too many spikes and gibblet cages hanging off of them. (Does anybody here remember gibblet cages? Ah, good times...) Then the colonists saw the raiders. Mentally they too looked twisted and warped, hooting and hollering and swinging weapons. The cars skided to a hault in front of the base.

"This is bad..." Tail said, shocked and scared.
A vibrantly-clad raider climbed to the roof of a car. He held a microphone. His deep voice boomed through the car's loud tinny speakers.
"CITIZENS OF THIS COLONY! YOU HAVE STOLEN THE SACRED AMULET, A DIVINE OFFERING TO THE WHEEL GODS! FOR YOUR TREACHERY, YOU SHALL PAY THE DIREST PRICE! SURRENDER THE AMULET, AND ONLY HALF OF YOU SHALL DIE! REFUSE, AND ALL YOUR ASHES SHALL BLOW IN HE WIND!" To this, there were hollers and cheers from the other bandits.
"This is VERY bad..." Tail said, biting her fist.
"Wheel gods?" Said reed quizically.
"RAMMERS! START THE CARNAGE!" Said the lead raider. Two cars with battering rams started ramming the walls of the colony. One broke through the thin wall of the killbox, charged through half the waiting turrets, and exploded.
"We still have half our killbox..." Said a worried colonist.
"I didn't create this" Tynan said, "this shouldn't be here at all! This can't be a mod, can it? No, it can't! this is all just a big bug! It's all defective code! YOU HEAR ME?!" He yelled at the raiders "YOU'RE ALL DEFECTIVE CODE!"

Tynan was having a little bit of a mental break. (he still seemed to have the pride and charisma of a charging stallion, though)

Tail grabbed Reed by the shirt. "We have to find Jimmy." She said. The two hurried off to find him.

To be continued...
#26
Ideas / Re: wheelchairs
July 09, 2015, 10:44:14 AM
Welcome to the forums! :)

This is a good idea. It is one of those ideas that (i think) people generally agree upon, but there isn't quite enough support to make it happen soon.

Also, wheels are forbidden in this game.

But it is quite a good idea. :)
#27
Ideas / Re: Suggestions wanted: Animals!
July 06, 2015, 05:58:42 PM
Dinosaurs! T rex/stegosaurus/giant lizard.

Plesiosaurs! (or some other sea animal that pops out and eats any animal/human that comes close)

Alligators! They live in swamps and occasionally pop out to be hostile and eat things.

Birds! Hummingbirds that pollenate plants and make them grow faster, vultures that prey on corpses, and massive killer alphaeagles!

Bees! Same as hummingbirds above^ but spawn from hives. When colonists go near hives, bees attack them, and the colonists get a "Not the bees!" mood debuff.
#28
Oh! I had an idea for this a while back that i posted...

Quote from: Quasarrgames on 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?
#29
General Discussion / Re: The 'City' of Morosia
July 03, 2015, 04:49:24 PM
How do you defend this colony? Iz very curious :)
#30
Ideas / Are frag grenades... op?
July 02, 2015, 11:25:52 PM
I don't know myself. But based on their stats, they do seem pretty powerful. They reload relatively quickly, do immense amounts of damage to colonists, but most of all, they are the only explosive weapon that does not have a one time use and can be used an infinite amount of times. But nobody's said anything about them in the past, so i don't know.

Do you think they're op, or just right?  :)