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#1246
Ideas / Re: [Poll] What would you like for A12?
June 11, 2015, 09:03:17 PM
Ah, being able to take in pets, an idea I've really liked for a while. With wargs being flesh eaters, even better, as they make great guards. Let's go over this ludeon forumers! So, I agree with nego, I'd prefer not having cage traps. How it would likely happen is we'd need some new equipment. You'd need a dog bed, which would take up 2 spaces, and work like a normal colonists bed. The dogs(Wargs, but since domesticated lets call them dogs, it's easier) would have a lot of in common with colonists, enough to be able to control them, yet be different, as we don't want them taking up colonist spaces and doing little.

Lots to go over. Lets start with getting a dog. You'd need a dog bed first, and unlike colonist beds, dog beds serve for medical and sleeping, as they're dogs, they don't really care and it makes it less complicated. I'm pretty sure wargs can be incapacitated like other animals(Have yet to play alpha 11), makes sense, so if one is, you're able to rescue it to a dog bed, which automatically becomes theirs. Thing is, to make it make more sense, you have to tame it with a colonist, and it becomes theirs! So the wargs all have somewhere in their stats requiring say 5-15 of the social skill (Skills are only stuff that is always relevant, we don't want to require a new one, and hunting wont make sense). If a colonist has enough of that, say the warg that's down requires a level 10 social, you can go have your colonist assigned to 'tame' that warg. That means it becomes theirs, they deal with it. One you have the dog (Warg) assigned to a colonist, you can have it rescued and healed by a doctor on a dog bed. Heal it up, you got yourself a new dog!

Now, lets go over what it does and stuff that's going to get in the way. Firstly, animal doors. You can place them in the wall, it requires maybe 2-5 extra steel. It's small enough to let wargs, bunnies, squirrels, boomrats, deer in. It does not allow muffalo, the mechanoid enemies, or humans at all. This is all because wargs cant operate doors, and if automated doors don't trigger for normal animals, even muffalo, wargs probably can't trigger it. So we need a door for wargs, but anything smaller then wargs could probably get in too. Lets pretend for the sake of the game though the humans can't crawl in it while wolves can. So when you decide your bed location for the dog/warg/wolf, you want it by your entrance, in a room separated from it but also from everything else, just for the dog beds. This is so you can heal it, and have a room for the wargs, but don't need to have them outside, and other animals may come in but the wargs will probably kill them.

So, how wargs work is next. Wargs require a bed, the door to go outside, and food bowls, which is also assigned to a warg. This is because the person taming the warg feeds the warg, brings it food. So wargs...This pretty much ALL depends on whether they feed on normal animals and food, but just don't prefer it. You can feed it to them, but they get a negative bonus for eating it, just either normal meat or veggies so it's less complicated, micro management and stuff. Let's see. Wargs, when you select them, have an option at the bottom of the screen like the furniture tab and such tabs, and like humans. It allows you to put down a flag, and a cube distance to a certain max and minimum. That flag is where the warg will spend it's day when not eating/sleeping, and while still tamed.

So the flag is basically where the warg guards. The warg will have options to attack enemies, humans (Not yours), and animals within the distance. By default, it attacks animals around it and raiders. So you'd place the flag in front of your base, in your killbox if you had one likely, and when raiders come in or animals, it'll attack em. Hunted animals will be attacked right away, animals that aren't only when it's hungry. When the warg becomes hungry enough, it wanders away from the flag area and kills animals, which it eats. It'll bring back the animals it kills near it's bed, and eat them (I'm assuming, as I saw in the alpha 11 video, they don't actually eat the humans off the ground but just kill them.). So they'd 'eat' the animals and it would probably eat away about half the durability of the animal or such depending on it.

This is just full of holes, but it's how stuff is made. Gotta make a base idea and build. So let's talk a bit about how the warg acts for joy and mood. They could get a mood negative for eating anything but human flesh, but since that would be a lot, it would be better to just add a mood boost if it's human flesh. They need space, and lots of it, while awake, more then humans. Instead of cabin fever, they'd get upset at not being able to go outside, I don't know the exact name but basically too much energy. They could have an energy bar too, which refills after sleep, and they get upset if it fills, the longer it's full like cabin fever the more it effects the mood for a negative. They wouldn't care much for beauty, so the negative would be much less for them. In order to not have pointless managing, they'd just have a much higher tolerance. There's the part about small rooms remember, so yeah.

I make too much of this up off the top of my head and building off previous stuff. So I think I covered mostly everything... Let's discuss food again though, as it's the biggest problem. They'd need to be able to eat off human corpses and animal, and I'm not sure about if they can or probably can't at the moment. If they got hungry enough, unlike a human, they'd go off from the area, kill an animal, haul it back and eat it.
Here's an idea though: If they 'break' like a human from low mood, they'd run off from the area. They'd be made to roam the map for a bit, maybe a week eating animals and humans, but not being hostile to the colony, until the time is up, and then they'd leave the map. In that time, because of them breaking from the effects, their social requirements would raise. Instead of being say 10, they'd grow to around 15, due to the humans. So someone with a higher level (Which may even be the same colonist, they might of even slowly leveled high enough from the animal, which they could play with) could try to tame it again. They'd have a chance like a prisoner, maybe just 20% at the lowest, goes up 10% for every level higher then the required, maxium 90%. (So a level 5, breaks, requires a level 10, the level 17 would have a perfect 90% chance to tame it and be it's new master).

Okay, so I just spent I think about an hour writing this. Let's talk the last bit about some other stuff for it. They'd enjoy sharing a bedroom with other dogs, being around them, more then being alone, which might even give a negative, to combat that could even make it so if they're with a human they're okay. There could be a "Playing around with dog" boost, like socializing with humans, and the dog could get the boost 'Playing around", which would work for humans and other dogs. You could have playing fetch and such, as there's the horse shoes, but I'm not sure how well that would be for putting in and might be too much trouble for what it's worth for Tynan, as most of this post is. Dogs, domesticated, tamed wargs would be pretty much mostly useful for guarding. You could make it so they could also hunt though, by having an option for "Hunting" on the bottom too, where they'd drag back the animal close to their room as possible. The wargs could be poisoned by food like humans, pretty sure none of the food currently would actually kill them as normal wolves even or dogs, they'd vomit. They might also shed in warm weather, because why not. Wargs would not haul, they would not do other things, because it just seems unlikely. Dragging a sled, maybe, but I don't feel like having a moving sled hauling an object attached to a dog is very rimworld-like at the moment, just imaging how it would move and such around things.

So yeah, I know I've spent at least an hour on this so far, maybe a bit over by 10 minutes or something. Thank you for reading this stuff that come off the top of my head as I wrote it all pretty much, which is why it's not in any order and I probably say stuff that contradicts myself. Have a nice day Ludeon Forumers! Or night... since the suns pretty much coming down for me right now and it was shining an hour ago. Looking at this in preview, this is a lot of text! Damn you'll enjoy reading this.

I wish I could tl;dr read this, I really wish I could, but if you're hoping for one, sorry mate.
#1247
Ideas / Re: [Poll] What would you like for A12?
June 11, 2015, 08:18:06 PM
Massive post incoming.
#1248
General Discussion / Re: Sappers
May 24, 2015, 10:49:01 AM
Remember, they can go through mountain though, so the MMMMMMM wall might just be cut through to get in.
#1249
Once again tho there's no way to really get it without having it open for people who don't own it, unless you put up a download you can take down right away after, and it's put up by someone who owns the previous version (Which people do)
#1250
General Discussion / Re: Welcome back everyone!
May 22, 2015, 07:22:35 PM
Quote from: Arigas on May 22, 2015, 07:06:32 PM
Quote from: Rahjital on May 22, 2015, 06:16:08 PM
Nah, don't listen to them, Tynan. They are just trying to blackmail you into releasing Alpha 11 early!
Thats an option?

Now it is.
#1251
General Discussion / Re: Barricades again...
May 21, 2015, 02:51:02 PM
Although traps are added anyways, so. And my previous and this comment was pointed at Oashe, I forgot this was the 2nd page and not an actual post itself.
#1252
Ideas / Re: A use for the coast and water....
May 21, 2015, 02:19:30 AM
Quote from: Elixiar on May 18, 2015, 02:36:38 PM
Quote from: Z0MBIE2 on May 07, 2015, 03:55:30 PM
Eh, maybe. The coastal exclusive stuff wouldn't be good mostly because it would be a lot of work and exclusively for those locations. Boat building would be construction, fishing would be hunting, swimming wouldn't really be a skill and would be exclusive to those locations, so useless in most biomes. Water isn't currently used for anything and crops don't require it. Seasonal joy is the same issue, it would be exclusive for winter so a lot of places wouldn't have it, and time could be spent on other updates. And the bad events, they would take up time(Although I can't say much as I don't know for sure, but it would take some) that could be used for other updates of more priority, and wouldn't work out for the best in the long run as they're also exclusive.

No offence but,
the problem with this is that with your logic there isn't any reason for different biomes at all. If there isn't something unique about playing in a certain place then whats the point? At the moment water can take a big chunk of the map and sits unused and its potential unseen.

Seasonal joy is the same flawed logic. Why not build snowmen when its snowing? Whats the point in having winter at all since its exclusive to only half the regions on the map! You see?

If there are exclusive play styles in certain biomes the games replay ability and uniqueness each time goes up incredibly.
I think the water should be used for something at least. Hydro power and fishing are very good ideas and boat raids (non usable) could be broken down into wood resource after the fight, providing another method of wood especially in the desert regions.

Do you want no variety in a game or?

Actually, the biomes are different due to different animals, the growing seasons, some experience cold and warm, just cold, or just warm, some have different terrain for more hills or less. My logic was saying that this is a lot of work to do that could be spent on more majority subjects for things that less people experience. I'm for a use of water, but for this much complexity for it and things exclusively for it, not at all for now and for awhile.
#1253
Ideas / Re: Bones
May 21, 2015, 02:09:15 AM
I thought of this before too, in the thread ol' the dead squirrel bodies. My variation was the fact bones decay so little, so they would be about the same as wood, but have just the general bonus of lasting virtually forever, since your game wouldn't last long enough for em to be ruined. The resource would just be "Bones", as humans are also animals so animal bones and human would be the same. Different creatures would just give a different amount, it wouldn't tell you exactly how many bones make up a pile so it's easier to assign amounts for creatures and such. Depending on how many per creature it might use x20 as other small resources. Crematoriums would also only melt the bodies, but leave you with bones. I'd imagine it would have a negative bonus for looks too, as skin and bodies, human or 'animal' gives negatives in beauty, so it makes sense if leather would bones would.
#1254
General Discussion / Re: Noob friendly settings?
May 21, 2015, 01:37:22 AM
Can always upgrade your package if you feel it was worth more. Or Tynan should have a donation page, maybe a patreon, because some people might be willing to pay a few dollars instead of say upgrading from 45$ package to 120$
#1255
Ideas / Re: Skin's and Fur
May 21, 2015, 01:30:30 AM
This could be in suggestions.
#1256
Like I said after to it, if people who own the actual game can download it, those who don't can too.
#1257
Just wanted to point out what's with peoples polls. Like we have these few options for those who have played it, and then there's just a option saying you haven't, and you never will, instead of just not having played it. Just pointing out it happens in all the polls usually .-.
#1258
General Discussion / Re: Barricades again...
May 21, 2015, 01:21:43 AM
Actually, I support this, although this belongs in suggestions. Being able to build another item in the security tab, you have sandbags but barbed wire, that would be great. Like you said, percentage to scratch cut the person and bleed. Would cost a bit of steel, probably 5-10 per square. The only problem is, if you live on a mountain map, people would be willing and I know I would to just completely layer thick blocks of it just in front of their base to block enemies, and nothing would stop people because if it costs too much steel it becomes silly. Then there's if it would effect your colonists, and if you would need a way to get through for colonists, because then other people could just walk through the same way.
#1259
Not without mods. Due to the method you play rimworld, it's played expecting the colony to one way or the other eventually end after some time, as in by updates, the ship take off, death. Research you can go into dev mode and instantly finish all research though, but for the same colony not that I know of.
#1260
I usually have a food cap I make sure my cook has us stay at for meals, so the nutrient dispenser yeah, not using. Gonna remember that storage set-up for the prison and the dispenser though, I'd use that.