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Messages - Elixiar

#106
I understand that sometimes less is more, but we already know what these types of colonies are likely to look like. We know that bow and spear using pawns aren't likely to live in steel buildings surrounded by turrets. Similarly we know that pirates have access to all levels of weapons and thus assumed technology. A small picture wouldn't be a concrete definition of every colony but a generalisation in the same way that tribals always wear tribal drapes/ parkas. But it would open the window onto the rest of the Rimworld somewhat.
The gameplay area feels alive and fleshed out but what about the world itself?

Also I know that things are obviously going to be fleshed out in the future. This just seemed like a relatively small but in my eyes important idea for being able to expand on the world in a low effort and cool way.
#107
Please add a general faction colony screenshot (can be one stock image for each type).
The Alpha 14 video with the tribe made me thing it would be a really cool thing to help fill out the faction pages when you click on them for more information.

E.g the wood tipee type colony for tribes.
Generic colony type for outlanders.
Generic colony but camp fires, prison cells and a spaceship or 2 in the screenshot for pirates. (Since they sometimes drop on top of you)

Before the steam release of you get chance  ::)

Also, it would help people put an image to the types of people we encounter on the Rimworld. As in their bases since we can never actually see them.
#108
Where is the change log?
#109
I just don't think there are enough events, and I don't think events happen often enough some times.

There's a metric ton amount of possibility but events currently come down to.

It's too hot.
It's too cold.
Mad animal.
There's a trader.
There's a raid.
You can't use solar panels.
There's a storm.
There's a blight.
Good mood boost from distant AI.
Bad mood boost from distant AI.
Friendlies are visiting.
There is radiation.

There's just not enough there for the game to be as interesting without combat as it is with it.

"Allies are setting up an outpost in the area."
"Allies and raiders are skirmishing in the area. Assist them."
"A contagious virus is sweeping through the colony, isolate the infected until a cure is found".
"Space debris is crashing" (crash landing mod gave me that idea)
"A mechanoid base has been established in the area. Destroy it before their machines corrupt the ground."
"A super siege has been started! We are outnumbered 3-1."
"A flood of refugees are heading for the colony, they will need food for a few days."
"A super strain of rabies had emerged in local wildlife. Be sure not to be bitten!"
"A glitterworld starship has landed in the area for repairs. This is sure to bring unwanted attention!"
"Colonists are celebrating the colony anniversary."
"A colonist is suicidal, keep an eye on him."
"A distant settlement has deployed an EDEN device. Plant/ wildlife growth has been dramatically increased."
"The colony is now well established across the Rimworld and will become a bustling hub of trade and increased pirate interest." (5 - 6 years on with large wealth.)

I know there is still some combat orrientated suggestions there but you get the point.
The list could go on and on.
#110
Id like to be able to send colonists to other factions to improve relations and know that there is a way for them to exit the game world in a nice, un-painful way.
#111
Ideas / Integrate EdB Prepare Carefully Mod
July 10, 2016, 03:00:53 PM
EdB Prepare carefully should be integrated and unlockable after certain pre-requisites are met in a similar way to ship B and C is done on FTL.

E.g launch 10 colonists into space.
     Have a colony survive 6 years.
     Attain 10,000 silver in a game.

Obviously the game wasn't designed with fully customisation in mind, especially on the first play through a but I think sooner or later everyone wants to recreate themselves in the game.

Nothing wrong with it being a mod, but it always adds more value to something if it's vanilla.


Sorry if this has been suggested before which I imagine it may have in a slightly different circumstance.
#112
Quote from: Mightyrick1 on July 09, 2016, 09:43:49 AM
It might be quite simple to accomplish that, just get rid of the weapon code you don't want. Of course, you'll want to keep a backup around so that you can place them back in if you want to

Thanks for the response!
Should I overwrite the Core file to achieve this?
Where can I go about finding the weapon code folder?
#113
Mods / Re: need ideas for a mod
July 10, 2016, 11:07:12 AM
A lightening gun (fired from barrel). Or an emplacement which causes it to fire from the sky.

Big range, causes max flame size on a 3x3 (4x4) area and causes instant burn damage to targets caught in the blast.

Uses same graphic as normal lightening. Moderately accurate high warmup and cool down (if a weapon) or 1/3 longer than a normal mortar. (Since it's basically an upgraded incendiary but more interesting)

Or, both 😄
#114
I do have to agree. Threat level should jump up a level at end game definitely. (For those who don't want that - that's why there is multiple difficulty settings)

Though I have felt this way recently on randy random at all stages of the game. It can be a good 40 minutes before a real event happens (e.g raid or space trader) and it can be kind of dull to sit there watching research bars come up and waiting for something exciting to happen.

On a side note, what is the reason space traders are like, super, super rare now?
#115
Quote from: Brille65 on June 28, 2016, 10:39:11 AM
I've waited all the time till this mod became compatible to alpha 13 but it still don't correctly :( having the same problem like some dude before. I create everything etc. etc. and then when the game loads it gives me some random dudes and none of the stuff i choose :(
I've tried everything, even complete reinstall with just this one mod installed, still the same :(

Edit:/ Nevermind! I'm an Idiot! I've deleted everything... besides the folder in %AppData%... Stupid me. Well. Now everything works again >.>

Can you elaborate? What was causing the issue?
I've tried loading the mods in different order but either crash landing doesn't activate or prepare carefully is ignored and I am also given random colonists.
#116
General Discussion / This Game Will Flop on Steam
July 08, 2016, 06:00:23 PM
...










Just kidding.

It will be phenomenal.
Can't wait to get my positive review written!
#117
This is an exceptionally good mod but the new weapons feel grossly overpowered.
Extreme accuracy or extreme CD for burst fire but everything high just hurts the balance for me.
#118
Help / Pawns don't rush base
July 07, 2016, 05:42:10 PM
Attacking pawns don't assault the colony and instead stand still as soon as no path is available to a colonist.

Even if one enters reachable space the invading pawns are 'locked' in place almost indefinitely.

Help?

Thanks.
#119
Been trying to modify the code myself (very very limited knowledge of how to actually get a result)

But I can't for the life of me work out how to stop the zombie infection being cured by normal medicine, lower their damage threshold and not just stand dead still for target practice when they raid.

A massive horde just appears and stands still because for whatever reason they don't know how to bust down doors anymore in this patch :|.
Great mod but serious problem.
#120
Mods / [Mod Request] - Disable most pawn weapons
July 06, 2016, 01:09:36 PM
Hi,

I'd like if someone was able to create a mod where all pawn weapons are disabled except the pistol, pump shotgun, Molotov grenades, survival rifle and tribal weapons was possible.

I want a modded wild west themed world though still with pretty much everything as normal except stuff like charge rifles and sniper rifles.

Would this be possible?

Mostly though having these sort of weapons should slow the combat down. Which is really what I would like more than anything.

Thanks