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Messages - Lonely Rogue

#31
Ideas / Re: Outbound Trade Caravans
June 14, 2016, 12:10:41 PM
That would be something to consider. Perhaps those that used to have jobs dealing with trade could get more of a bonus when dealing with it, more than the social skill bonus they already have.
#32
Quote from: Songleaves on June 10, 2016, 11:47:03 PM
Apologies for delving so off-topic. I support lengthening the starting game, but feel that should mostly be done by fleshing out the starting game with more content (adding ways of preserving food without refrigeration, for example), rather than slowing down the rate at which the current content is encountered. Although I do support removing the starting guns because I feel they are overpowered and make early encounters a breeze, after which you gain better access to weapons which leads to a snowballing effect that ultimately ends in combat never being challenging or satisfying.

Try opening the ruins from the start of the game. You haven't lived until you've killed two centipedes and three scythers with nothing but a rifle and a pistol. Oh, and superior tactics vs. the AI.  8)
#33
Ideas / Re: Guard Mode
June 13, 2016, 11:03:37 PM
I concur with your analysis of Rimworld's shortcomings presently revolving around combat.
#34
General Discussion / Re: Animal Husbandry
June 13, 2016, 10:46:59 PM
I'm almost afraid to.
#35
Quote from: Jymmie on June 13, 2016, 12:18:26 AM
so I spawned in and there was one of the large rooms with cryopod in it right where i wanted to setup shop. i built it into my wall just because it was the best spot on the map. know there could be a mech or two inside i chose to not open it. about a month later i thought i was ready. had some defenses setup. but to my dismay there where 2 centipedes and 2 scythers and i was like holy shit RIP colony. i was at least smart enough to deconstruct the wall outside of my defences. but as it turns out that that was their home and they stayed there for about two months. so i just locked my doors outside and just let them be.(i had one other way into my base.) anytime visitors or raiders came by they got destroyed  by the mechs until i got the "friendly's coming to help" notice and was prepared to watch the blood bath when they snipe the two scythers from afar and then bust into the room to and killed both centipedes all without losing one pawn. after that i went in and looted about 50 corpses.

I've killed that number immediately after landing with only the pistol and rifle. I had on no mods, just superior tactics. It took ages.  :D
#36
Ideas / Re: A few small suggestions
June 13, 2016, 07:08:47 PM
Telling caravans where to go would be overpowered. I know Blitzkriegsler for one murdered all visitors with a high temp. room when you could kinda do that.
#37
Ideas / Re: Crops and ecology
June 13, 2016, 07:04:51 PM
I agree, I get tired of looking at barren dirt.
#38
Ideas / Baby Creatures Reduce Milk Production
June 13, 2016, 07:03:44 PM
   Milk has one simple purpose- to feed a mammal's young. Therefore, baby creatures should reduce the rate of milk production by eating it, and not eat grass as much as adults. It's logical, and would provide a drawback to breeding new animals.
    Maybe every time they feed it subtracts 10% of 'Milk Fullness.'
#39
Ideas / Re: Trade Caravans
June 13, 2016, 04:32:14 PM
Oh... I assumed they could based on the trade caravans already used. I don't need to train mine, so I haven't looked.
#40
General Discussion / Animal Husbandry
June 13, 2016, 04:30:02 PM
    Are related animals able to mate?  :o
    If so, are there repercussions? I'm trying to herd muffalo, and the male I got was ALREADY old when I tamed him, so now I need to know if his kids can mate with their relatives.
#41
Ideas / Outbound Trade Caravans
June 13, 2016, 04:22:13 PM
    I've not seen it here, so I'd thought I'd say-

    I think being able to send out your own caravans would be cool, I'm thinking it would set a timer for how long they're gone, and you could set which faction they're headed to. Some of your colonists and tame muffalo could leave the map with chosen items that would have a random chance to be bought with min. and max. chances based on the faction selected. For an ex, tribals would not buy high tech. You could also set items that they should attempt to buy, such as artillery shells or medicine.

    I think another, similar idea, is to set up what would be bought and sold via comms. console, then send a caravan with what is needed to retrieve said items, and deliver what you trade in turn.

    I hope this makes sense, I'm playing Rimworld ATM, and typing this on my phone.
#42
Ideas / Re: play chess with the colonists
June 13, 2016, 04:02:41 PM
    That's a great idea!
#43
Mods / Re: Where are all the goats? (and sheep)
November 02, 2015, 10:09:45 PM
The question is whether you would want a wild variant, what it should be called, what animal I should base it off of, etc.
#44
Mods / Re: Where are all the goats? (and sheep)
November 02, 2015, 10:04:12 PM
I could make a VERY basic mod for this, I want something to work on. The art would even be OK.
#45
Ideas / Re: harvest explosives from Boomalo
August 25, 2015, 04:02:03 PM
I made a mod to have Boomuffalo. I didn't ever take it out of 'unfinished' though.