That sucks man. When it looks like one of my favored colonists isn't going to make it I tend to put them in a cryptosleep casket and then wait to build my ship. That way I can fool myself into believing that I saved them. (As a side note, one of my favorites was actually called strapping as well)
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#32
General Discussion / Your best colonist?
March 27, 2016, 11:12:43 PM
So, there's always that one colonist in each of our colonies that we're always rooting for and no matter what they're just not allowed to die. It might be because they're an utter badass or that they have lots of good traits and seem to carry half the colony on their own.
Currently my best colonist is a guy called Dadealus 'Dade' Lebowski.
He's not my best fighter to be honest, but he is pretty handy with his charge rifle. This guy is a great bear of a man made even larger with his set of power armor. His construction skills are unparalleled anywhere in the universe and his skills as a doctor are not far behind. Not only this but he's pretty handy with crops and social work. He was also one of the original three to crashland on the Rimworld. He is pretty much the father of the colony. Or, if you will, the "Dade" of us all.
So, what colonist is your favorite? Have there been times you've lost your favorite in a tragic way? (Of course you have) What badass feat have they accomplished? Or, what awful deeds have they committed?
Currently my best colonist is a guy called Dadealus 'Dade' Lebowski.
He's not my best fighter to be honest, but he is pretty handy with his charge rifle. This guy is a great bear of a man made even larger with his set of power armor. His construction skills are unparalleled anywhere in the universe and his skills as a doctor are not far behind. Not only this but he's pretty handy with crops and social work. He was also one of the original three to crashland on the Rimworld. He is pretty much the father of the colony. Or, if you will, the "Dade" of us all.
So, what colonist is your favorite? Have there been times you've lost your favorite in a tragic way? (Of course you have) What badass feat have they accomplished? Or, what awful deeds have they committed?
#33
Ideas / Speakers and custom music.
March 15, 2016, 02:43:00 PM
Ok, so I would like there to be a way to boost the moods of pawns inside a room (Not by much, mind you, to keep things balanced) by playing music through some speakers that you can build. How I'd do it is have a central music playing device (Like a jukebox or a Dj booth or something) and then connect it to the speakers through power cables. I'd also like for the Speakers and the jukebox to need to be powered as well, just for realism.
This is where the cool part comes in: Having a "Custom music" file where you can place whatever music you want in there and then play it from the jukebox's menu. That way you can put on the perfect song whilst your colony is burning. I'd also like a way to turn off the custom music's sound just so you can get that mood boost for your colonists without having to listen to anything.
This is where the cool part comes in: Having a "Custom music" file where you can place whatever music you want in there and then play it from the jukebox's menu. That way you can put on the perfect song whilst your colony is burning. I'd also like a way to turn off the custom music's sound just so you can get that mood boost for your colonists without having to listen to anything.
#34
General Discussion / The fear mechanic. What happened to it?
March 14, 2016, 10:26:08 PM
(I thought I'd ask here because it seemed too specific a question to type in the search bar, so if anyone could link me to anything, that'd be great!)
Ok, so I played the crap out of the demo for absolutely ages before buying Rimworld. (Also, admittedly pirated it for a while) And I really enjoyed the Fear mechanic being an option.
I mean, presenting me with the option to be a benevolent leader or an absolute dictator? I don't honestly understand why it was removed to be honest, I believe that using fear as a route to obedience had different challenges to it (Like making sure your Colonists are constantly reminded of your evilness everywhere they are otherwise as soon as they stop fearing you they'll probably break) and that it could have been expanded further. Like, seriously? Who wouldn't want to decorate their colony with the heads of their enemies mounted on pikes outside the entrance?
Ok, so I played the crap out of the demo for absolutely ages before buying Rimworld. (Also, admittedly pirated it for a while) And I really enjoyed the Fear mechanic being an option.
I mean, presenting me with the option to be a benevolent leader or an absolute dictator? I don't honestly understand why it was removed to be honest, I believe that using fear as a route to obedience had different challenges to it (Like making sure your Colonists are constantly reminded of your evilness everywhere they are otherwise as soon as they stop fearing you they'll probably break) and that it could have been expanded further. Like, seriously? Who wouldn't want to decorate their colony with the heads of their enemies mounted on pikes outside the entrance?
#35
General Discussion / Re: So nice to give me the Alpha 13 update for my birthday Tynan!
March 13, 2016, 08:40:49 PM
Dude, same. We should roast a muffalo together in celebration.
#36
General Discussion / Re: Mountain Roofs.
December 01, 2015, 06:20:53 PM
Let me rephrase it: If you try to remove a rock from the bottom of a mountain, there are rocks above you. A lot of rocks depending on how deep you go. (Accounted for by thick and thin rock roofs) If you want to go by the logic of "Well I'll just mine the rocks that fall down" well, go ahead and try to code every single mountain block to have a realistic amount of rubble to fall down and a counting system for all the mountain blocks in the game to keep track of how many bits of rubble the roof has left to fall down before there's open space above it. Then proceed to scrap the entire idea when you see how much that system lags the game. Also, it's to balance the game. You want a massive room under a mountain? Too bad, there's consequences. You want to build a massive room out in the open? Too bad, there's consequences (Mortars penetrating rooms.) That's the idea of Rimworld; everything has consequences.
Also, as for your sarcy manner, don't ask a question which just requires a little bit of thought and be rude when someone gives a response.
Do not escalate. -MK
Also, as for your sarcy manner, don't ask a question which just requires a little bit of thought and be rude when someone gives a response.
Do not escalate. -MK
#37
General Discussion / Re: Mountain Roofs.
December 01, 2015, 05:30:22 PM
It's so that if you have a mountain base you need to keep the roof supported. And the reason you can't remove it is, well, try removing a mountain in real life :/ You can however use development mode and use tthe tools to remove it if you really want to.
#38
Ideas / Re: Multiplayer, but not as you think.
December 01, 2015, 05:08:27 PM
Exactly why I'm not getting my hopes up. It would be a huge hassle. However, maybe making game modes of this kinda against Ai's would be easier? Maybe not as great, but hey
#39
Ideas / Multiplayer, but not as you think.
December 01, 2015, 03:02:40 PM
I know, I know, Multiplayer Rimworld is and unlikely concept, but hear me out here:
Multiplayer death matches/capture the flag between four players each with a 6 colonist squad of troops. Fighting in a pre-constructed arena. No respwans. Fight for the objective or to death.
The armour/ skills of your colonists you can choose at the start of the game with a system like EDB prepare carefully. Games are picked on a points basis, so if you want a low-tech tribal like brawl to the death a lower points game would be best. However, if you want high-tech, trained efficiency fighting you would go for a higher points map.
Game modes could include
Deathmatch (4 Teams spawn in the map, given 30 seconds to look at the other team's equipment and the map, and duke it out)
Team Deathmatch (Same as above but 2vs2)
Capture the objective (Have to take and defend an objective against all other competitors, 4 Teams)
Object Retrieval (All four teams aim to collect 5 objects scattered across the map, not sure if it'd be something like an Ai core or a prisoner or something)
I won't lie, If this was introduced as Dlc I'd pay for it.
Multiplayer death matches/capture the flag between four players each with a 6 colonist squad of troops. Fighting in a pre-constructed arena. No respwans. Fight for the objective or to death.
The armour/ skills of your colonists you can choose at the start of the game with a system like EDB prepare carefully. Games are picked on a points basis, so if you want a low-tech tribal like brawl to the death a lower points game would be best. However, if you want high-tech, trained efficiency fighting you would go for a higher points map.
Game modes could include
Deathmatch (4 Teams spawn in the map, given 30 seconds to look at the other team's equipment and the map, and duke it out)
Team Deathmatch (Same as above but 2vs2)
Capture the objective (Have to take and defend an objective against all other competitors, 4 Teams)
Object Retrieval (All four teams aim to collect 5 objects scattered across the map, not sure if it'd be something like an Ai core or a prisoner or something)
I won't lie, If this was introduced as Dlc I'd pay for it.
#40
Ideas / Re: Your Cheapest Ideas
November 12, 2015, 02:04:53 PM
Something I've been thinking about recently is something called a raid alarm. A building that, when a raid or sappers event is triggered (Not siege) the block emits an in-game sound, You know the sort. And colonists will then be drafted automatically. I was thinking of having 2 settings, One for armed colonists (Any colonist with a weapon). And one for all colonists to get drafted. It would have to be powered, I was thinking something like 200 WD whilst on standby and 400 WD When there is a raid. The alarm would then be reset when the enemy retreat (Or all die). The colonists however would have to be manually undrafted. The drafting wouldn't include prisoners injured in bed.
Thanks in advance for reading this
Thanks in advance for reading this
#41
Ideas / Re: Big Red Buttons
November 12, 2015, 01:55:10 PM
These were actually a thing a loooooooooooong time ago. Remote explosives were taken out ages ago, because Tynan (From what I understand) felt they were to OP and messed with the Rimworld feel. It was just too easy to lay tonnes of explosives and not have to worry about doing any real fighting.
#42
Ideas / Re: Pause on event + Run in background
November 09, 2015, 11:08:19 AM
Run in Background is already a feature, just go into the options menu and tick it on
#43
Mods / Mod idea/Request. Rimworld religions!
November 06, 2015, 10:41:13 PM
I'd like to have a mod that's fairly low-key but should really help with colony's mood buffs. Thus, religion.
What would it do?
Well, first off you'd be able to name your own religion and have your colonists follow it. Maybe you could even write a bit about your religion in a description box.
Assigning people with levelled social skills as priests would spread the religion to other colonists and give then mood buffs. Such as from praying, talking about religion to other colonists and confessing to a priest. Even lessening the debuffs from things such as friends dying, because they believe they've gone to a better place. Certain things would become even worse to a religious person (Even more so for priests) such as cannibalism and leaving bodies to rot. And if a colonist isn't religious his religious friends will get a debuff like that of an abrasive character. The same goes for the atheist colonist.
Why do we need this?
Because in the early game, getting hit hard by disasters can wipe you out incredibly easily. However, if we introduce a cheap way of giving low-levelled mood boosts, as opposed to hugely exspensive methods, things might go a little easier, if not easy.
What would it do?
Well, first off you'd be able to name your own religion and have your colonists follow it. Maybe you could even write a bit about your religion in a description box.
Assigning people with levelled social skills as priests would spread the religion to other colonists and give then mood buffs. Such as from praying, talking about religion to other colonists and confessing to a priest. Even lessening the debuffs from things such as friends dying, because they believe they've gone to a better place. Certain things would become even worse to a religious person (Even more so for priests) such as cannibalism and leaving bodies to rot. And if a colonist isn't religious his religious friends will get a debuff like that of an abrasive character. The same goes for the atheist colonist.
Why do we need this?
Because in the early game, getting hit hard by disasters can wipe you out incredibly easily. However, if we introduce a cheap way of giving low-levelled mood boosts, as opposed to hugely exspensive methods, things might go a little easier, if not easy.
#44
General Discussion / Re: will he live?
November 06, 2015, 10:25:54 PM
Yeah, he's probably gonna die. Only thing you can do is keep him in bed (Constantly) and make sure he gets treatment asap every time. You could also try praying to the Rimworld gods....
#45
Mods / Re: [Mod Idea and Request!] Colony Leaders!
November 06, 2015, 07:33:01 PM
You could actually do a he'll of a lot with this. For example:
- Mood traits. Good leading skill? When your leader enters a room your colonists get a positive mood buff and also work a little bit harder/faster! Leader is abrasive? Bad mood buffs! Colonists work slower!
- Meeting with pirates to discuss negotiations. I.E your leader has a chance to offer X, Y or Z amount of silver and depending on how much you get a better chance of being able to bribe them.
- Leader mood buffs. Your leader gets a mood buff if your colonist's happiness is above X and a debuff if it is below Y.
- Buffs based on leader's skills. Your leader is a pro shot? The colonists in an X Radious have temporary skill boasts to shooting. (If they have the careful shooter Trait it passes on to colonists, same with Trigger happy or brawler)
- Mood traits. Good leading skill? When your leader enters a room your colonists get a positive mood buff and also work a little bit harder/faster! Leader is abrasive? Bad mood buffs! Colonists work slower!
- Meeting with pirates to discuss negotiations. I.E your leader has a chance to offer X, Y or Z amount of silver and depending on how much you get a better chance of being able to bribe them.
- Leader mood buffs. Your leader gets a mood buff if your colonist's happiness is above X and a debuff if it is below Y.
- Buffs based on leader's skills. Your leader is a pro shot? The colonists in an X Radious have temporary skill boasts to shooting. (If they have the careful shooter Trait it passes on to colonists, same with Trigger happy or brawler)