Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Darkfirephoenix

#31
Quote from: picollo on October 28, 2016, 06:28:17 AM
QuoteHow about a way to terraform Mars? Genetical engineered plants and stuff to slowly turn Mars at least survivable to humans without suits (would take a REALLY long time... 20+ years at least)
Seriously? 1-20 ppl colony terraforming Mars in 20 years?
Even our whole civilization can't do that- it took us like 150 years (since industrial revolution) to increase temperature by around 1 degree. And we are working really hard on this.
Not this scale. It could be done in Civilisation like game, but not in survival sim

Quote from: Canute on October 28, 2016, 07:26:14 AM
20+ years arn't realstic except you got some godlike mashines around.
But yes gen eng. plants will work, and they are the cheapest way to do the first step of a terraform.
But once these plants generate a human breathable, you have the next problem, these plants ! :-)
If you want a fast terraform, these plants need to grow fast, that fast that they prolly will eliminate any other kind of flora and possible fauna.
And maybe these plants mutate and generate a plantelike inteligence and will fight any intruder :-)
Oh I know that it will take a crazy amount of time in RL, I was only spitballing a value that one could reach (and not lose interrest) ingame.

I really want those gen-tech plants now and the results they will bring. First one would have to research/prepare them (maybe also add a "killswitch", a gene that could get targeted via bacteria/whathaveyou), then get rid of them/change them that they stop spreading like crazy (activate "killswitch"/animals/some other way) and ofc while managing all the problems that may appear.

"Hmmm the plants mutated too much, the bacteria aren't working..."
"How about we modify some bugs to eat the plants?"
"GREAT IDEA! Let's do it!"

1 year later
"Hmmm now we have problems with the plants AND the bugs..."
"At least it can't get worse th..."
"GUYS! We just found a mutated plant/bug hybrid! It seems the bacteria also influenced the bugs and..."
"OH MY GOD! I just got worse! But it can't get worse than THAT!"
"Ermmm it seems those hybrids are intelligent, rapidly multiplying... and don't like us... They are comming for the colony!"
"F...!"
#32
Quote from: Canute on October 27, 2016, 12:57:29 PM
Terra formar Anime, not zombies but humanoid bugs :-)
It's called Terra Formars with a s. It's kinda a wordplay on Terraformer and Terra for Mars (From Terra to Mars OR Terra getting taken by Mars).

Human sized bugs on Mars would only work if they got send after some kind of initial terraforming (like in the Anime/Manga) as even bugs need a certain atmospheric pressure and composition to function (some kinds of bugs may SURVIVE on not ideal conditions but that is mainly due to them going inactive to wait for better conditions).

Maybe it could be a outcome from research/a accident ("Some of our bugs escaped, they are modified to survive...").

Regarding research: How about a way to terraform Mars? Genetical engineered plants and stuff to slowly turn Mars at least survivable to humans without suits (would take a REALLY long time... 20+ years at least)
#33
Mods / Re: [Mod Request/Idea] Genetic Superiority
October 04, 2016, 10:26:18 AM
Quote from: Archadeas on October 04, 2016, 05:04:03 AM
Kind of why I said they should be sterile, it would be far too unbalanced to have them reproduce.
Or you add a cost multiplier (maybe x10-20?) if you want em to be able to breed. I imagine that if you "just" change the genetics of a animal to make em produce things faster (wool/milk) it wouldn't cost much to get the animal fertile. Now a creature that you have given many modifications would cost far more in terms of work and material as you have to find a way to get the mess that is their genetics to a point where reproduction is possible.
#34
Releases / Re: [A15] Quantum Cooling
October 04, 2016, 03:21:44 AM
Behold the SPACE MAGIC™ (which would still be more or less just EXTREMELY advanced tech....) :D

Quote from: Canute on October 04, 2016, 01:48:26 AM
ohh why not, temperatur is just a kind of swinging/moving atoms/molecules. If you can generate a field some people would call it stasis field to prevent this, the temperature inside the field would drop.
But i would say you need to add one or 2 more zero at the research cost :-)
Well if the colonists have a sample/blueprint and just need to figure out how to copy it it wouldn't take that much research. You can reproduce machines even if you don't really understand how they work/what the science is behind them. ;)
#35
Mods / Re: [Mod Request/Idea] Genetic Superiority
October 03, 2016, 09:16:05 AM
Quote from: Archadeas on October 03, 2016, 07:25:25 AM
Considering that the turtle would make it cold blooded, it would render it useless in winter and the armor plates(especially the advanced nano carbon fiber, ballistic power armor plating and reinforced skeletal structure) would make it unimaginably armored anyway, but bears would make it even healthier without the winter penalty, though it would likely live longer than any other clone hybrid.
Thrumbo bear, advanced cloning, advanced power armor plates, plasteel reinforced skeletal structure, plasteel jaw and claws, bionic eyes, ears, pain inhibitor, synthetic organs, artificial muscles, kinetic damage capacitors(rocket claws), black spray paint. Faster, stronger, healthier, smarter, and more armored than just about anything, but the cost would be unimaginable, on the lines of 28,000 steel, 24,000 plasteel, 10,000 gold, 60,000 silver, a living thrumbo for dna, and in the work of about 84,000, for a single unit that will likely live 90-160 years, with near immunity to death. Note the cost is a rough estimate not including components, carbon based compounds and cheaper synthetic materials. Its the most fatal thing I can imagine with the most expensive additions, luckily, you can split the cost of the materials a lot easier and store advanced components until the clone is made.
The real question is at what point is the madness too far or too expensive? Is a god slaying monster worth so much, or are cheap disposable warg beetles more your style?
Hmmm, the all glorious Armored Thumbadger....
I think a combination from badger and bear would be deadly enough and also rather easy to mass-produce... We are monsters! Just look at the wargs: They are already genetical engineered for fighting/killing and their handlers/creators couldnt keep them contained... Now imagine what would happen if we REALLY made our "creations"!...
Can we add egg based reproduction to them (like chicken)? Why waste materials on making a army of clones if we can simply create a breeding pair of our "monsters" and then let them breed? :D
A badger bear with the reproduction and maturing speed of a chicken... Now add the lifespan of a thrumbo and we went full insane genius! :P
#36
Mods / Re: [Mod Request/Idea] Genetic Superiority
October 02, 2016, 10:03:24 AM
Quote from: Archadeas on October 02, 2016, 01:31:11 AM
Kind of missed the point my friend, the genetics are already planned, the augments are just additions, making claws and bites more deadly. Sure that deadly looking lizard man can hurt/maim/kill you, but with a little augment or two, he looks like a true armored monster. The armor should be designed to reduce damage on that section and be more durable. Anything with chitin should have chiten as the hybrid, those that have claws should have claws. The augments are really not the main point of the genetics, its just the armor system instead of having to model a hundred new items just for the new monsters...
Other than that, the base traits are designed to be a cross of both donor creatures, your research will determine whether or not it will be a minor or major increase.  A warg bear maybe good for starting stats, but an advanced clone of the same creature could potentially be 10 times more durable, resistant and healthy compared to the junk starter clones.
Hmm, an armored beetle warg, faster and stronger than any human pawn sounds fun now.
How about a turtle warg? Or even more scary: A turtle thrumbo.
Have you seen how long it takes to take a turtle down? They are tanks! Now cross that with a thrumbo for the ultimate damage sponge!
I'm just happy that there are no badgers in the vanilla game, those b-tards often shrug off bullets/attacks from far bigger animals and don't give a flying f... about anything. Even elephants and lions avoid em.

Also regarding the augments:
Why not injections like Wolverine got em? Imagine a turtle thrumbo with a plasteel skeleton/plasteel bones/shell... BY GOD! I created a monster!
#37
Mods / Re: [Mod Request/Idea] Genetic Superiority
September 27, 2016, 11:04:49 AM
Hmm nice ideas, but I think simply bolting metal to bones/adding blades ot hands isn't very really genetic stuff.
Those would be just artificial augmentations and would have NOTHING to do with "Genetic Superiority"
Improving the "acceptance" of the body to allow such artificial augmentations would fall under genetic stuff.

If we are talking about genetic superiority then you should mainly look to improve/change the ability of already present "material":

Stronger/Denser muscles/bones (take a look at Lizard muscles for example)
Improved organs (lungs that can take more O² from the air etc.)
Improved reflexes/brain
Lowered needs (less food/sleep)
Higher resistance to disease/parasites/drugs/toxins
REGENERATION (small cut? Healed already without rest)
Bone/Chitin plates for natural protection
Natural claws (like a cat for example)

Also: Does the "armor" give body parts armor/protection OR just more Hitpoints?

I have most likely forgotten a couple, but the ones I listed would be doable in game without changing too much.
#38
Quote from: Vagabond on September 17, 2016, 01:22:28 PM
Dubwise56,

Just wanted to say that this is a really amazing mod, the air system adds such an interesting and deep layer to gameplay that I am actually astounded that I've never considered nor seen a suggestion for this as a modded or base-game feature. This pretty much makes Planetbase a waste of disk space on my PC now. The only thing that is missing from Rimworld that Planet Base has is a system for water gathering and use.

Very very good contribution man. Good work!

-Michael
I asked Tynan quiet some time ago (~alpha 9 or so) if we could/will get a air system as one of his prototypes HAS a air system, but he abandoned it. He said it would be too much work for the (fun/challenge) return it would give.
#39
One would think that whatever organisation send your people to mars would send at least 1 RELIABLE power source with them. (a R.T.G. or such)
Also those DAMN plumes nearly killed ALL my colonies I started. I often had: plume, 1h break, next plume, 30min break, ANOTHER plume. In RL those plumes and sandstorms are rather rare and only happen around specific times a year, you would have AT LEAST 1-2 months time till the next one happens.


Furthermore I would love for some other forms of power generation. Here are some Examples:

Hydrogen fueled power:
Just split water into hydrogen and put that into a generator, voila! Power. Ofc it would be more like 0 gain thing, you would just transform electricity and water into a fuel. BUT you could store them for plumes/situations where you need extra power AND it may be a supply drop. (just pray that there isn't a leak!)

Algae food/fuel generation:
There are algae which take CO² and make it into O² and more algae. Those algae can ALSO be processed into a fuel and researchers are working atm to research how exactly they can be used. How it would work: You get/build a machine which contains the algae (maybe use them as a BUILDING material for the machine), the machine takes power (and some water) to keep running and will produce algae over time. To get fuel from the algae you would have to build a processing machine and ofc a generator to use the fuel in.
Also the algae would produce more O² than the fuel would emit CO², it's a win-win situation.

#40
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 22, 2016, 03:36:54 PM
Can't load my saves... It stops loading shortly before the assets are fully loaded and throws me back to the main screen.

I have attached a screenshot if it helps

[attachment deleted by admin - too old]
#41
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 22, 2016, 02:58:19 PM
Quote from: HoracioCavalo on June 22, 2016, 02:25:43 PM
Guys,

I've been playing and, so far so good. Playing with Cassandra in Rough, and i found it is very diffcult (new player xD). I'll try to play with Phoebe in Rough, maybe i get better at this.

The only problem i had, was about the ammunition system, after 2 raids i got a few ammunitions and on the 3rd raid, i couldn't reload anymore (the starter pistol and starter rifle that i doesn't remember the name now.).
The question is, what type of ammunition they use, because I don't know if it is a bug, or just bad luck.

Ps. Playing with Prepare Carefully.

Thanks for all!
You need ammo for your guns to reload them due to a mod.
Go into the weapon Info (the "i" button) screen, it should tell you there what ammo they use. The pistol uses .45 ammo as far as I remember.
#42
Quote from: Eike Peace on September 27, 2015, 03:56:34 PM
I just got a Weapon Trader called "New lubricant".

There could be a mistake in the german translation, or we're going to get some Saints Row 3 stuff in here.
Did you never encounter "Ludeon Lubricants"? Yes those names are randomly generated, so you can end up with funny names. ;)
#43
Small update on my "I accidentially removed this guys brain" doctor: He never failed any operation before and after (maybe he just didn't like the guy, but the guy who lost his brain never hurt any of my people...). But 1 day later karma got him: He has now a radiation burn scar on his brain (9/10 hitpoints left but constant high pain. And yes I play modded), which will surely remind him of what he did.  ;D
#44
Ideas / Re: Remove Turrets
September 21, 2015, 11:36:44 AM
Quote from: akiceabear on September 21, 2015, 11:08:32 AM
@Darkfirephoenix - I strongly recommend you give Combat Realism a try. It address many of these issues quite well.
Would it surprise you that I already use it? ;)
No my real issue is that those changes should get implemented into the VANILLA game (to improve the incredible badly balanced combat and combat AI) BEFORE we even talk about taking turrets out of the vanilla game as they are more or less one of the few ways to survive without abusing the AI flaws.
#45
Ideas / Re: Remove Turrets
September 21, 2015, 10:34:30 AM
I think the bigger problem is the combat system in general. As already said Tribal raids are the main problem, even if you have 20 ppl with charge rifles the tribals will roll over you with 60+ pawns (unless you abuse the pawn/pathfinding AI). You would think that someone with a smg/minigun could take out 5+ people before they can reach him/her, but no they will eat 10 hit to the torso and still charge (and so act as a literal meat shield for their allies).

First of: Someone who got just shot/stabbed won't run immediately and even if they will be slowed due to the extreme pain (most likely they will fall and lie due to the shock from the pain, until they recovered. Ofc this isn't really the case if you are already pumped full with adrenaline to supress the pain, then you won't feel pain until the adrenaline is gone OR you collapse due to the damage you took)

Secondly: What is this "torso" we keep seeing? It is IMPOSSIBLE that you not hit something else inside if you shoot someone in the torso (digestive system, lungs, etc.) and in most cases it's very likely that you won't survive a gunshot to the torso unless you get fast medical care (also it hurts like hell to get shot in the torso).

So my conclusion is: We need a combat overhaul for the vanilla game first before we can think about taking away one of the most effective ways to defend oneself (save for abusing the AI flaws). We need more dangerous combat injuries (at least in therms of weapon injuries) combined with a better way to keep you pawns out of harms way (better cover system) and maybe even the option to give your pawns order to fire differently (deadly: aim for Torso and head, non-deadly: Target the limbs especially the legs).

Furthermore we need some AI improvements: I mean would you fire on this guy that sits 20 metres away from you with a shield and a knife and hasn't moved for 10 minutes OR do you fire on his allies that are shooting you from 30-40 metres away.
It should take into account these things:
distance, the weapon (guns>melee weapons), the moved distance towards me (in the last x ticks) and if the pawn has attacked/is attacking