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Messages - DeltaV

#16
Because occasionally you might want to go "Most Dangerous Game" on some irritating prisoners. Is that too much to ask?
#17
General Discussion / Re: First Post plus Question
November 09, 2014, 08:47:10 PM
Quote from: Coolrah on November 09, 2014, 01:16:41 PM
Its starting to seem that way as I play more but I appreciate the quick replies. I hope Tynan explores mining more as there's a lot of things that can spice up the mountain and mining aspect of the game. Especially since there's not a single danger to building into a mountain. No Cave people/creatures, Cave fungus/fauna, More mining equipment like being able to upgrade the standard pick. I mean the research is there but I'd rather it get swapped out or nerfed and more craftable equipment be added.

If your colonists stay in a mountain for too long without going outside they go insane.
#18
General Discussion / Re: Berries or Potatoes?
November 09, 2014, 08:10:07 AM
I grow mostly potatoes and get my berries from a day or two spent harvesting the wild bushes. I like berries because (In the current alpha, at least) since nothing rots I can put a few stacks of them in a panic room somewhere and have no-malus food for everyone should shit go down.
#19
Found it on Kickstarter on a lucky day. I'd played Dwarf Fortress before and the game appealed to me greatly, so I backed it a bit before the pre-alpha IIRC.
#20
Personally I just have my download link bookmarked, since it doesn't change per update.
#21
I'm on a 2010 Mac and the game runs just fine, as long as I don't zoom out too much or use the larger map sizes.
#22
General Discussion / Re: List of Games
October 21, 2014, 06:26:57 AM
Quote from: skullywag on October 21, 2014, 05:05:27 AM
Rimworld is kind of it right now. Linux and PC.

Rimworld is also on Mac.
#23
Ideas / Re: Your Cheapest Ideas
October 07, 2014, 08:46:29 PM
Ordering up one wall over another wall should make the colonists replace the first wall with the second, without having to deconstruct and then designate the re-construction in a new material.

Here's an example:
- You have a wall made of metal.
- After your first siege, you decide to replace the wall with stone.
- You designate the stone wall to be built over the metal wall; the colonists deconstruct the metal wall and build the stone wall without the risk of you forgetting to build in the new wall and being left defenseless.
#24
I tend to name it after whichever of my starting colonists I've grown most attached to. "______'s Peak" or "_____ston" or something.
#25
Any chance we could get a version for messing around with, say, 1,000,000 points? :D
#26
So you create things out of stuff, but can you create stuff out of things? Because if, say:

Stuff + Stuff = Thing
and
Thing + Thing = Stuff

Then you're really not getting your investment in stuff back. Therefore, I propose that all objects in the game be replaced with solid gold.
#27
General Discussion / Re: How do you play this game?
September 06, 2014, 07:48:41 AM
I do occasionally save/reload or employ the debug menu if, say, 10 mechanoids, a psychotic wave and a siege happen all at once (It has before).
#28
General Discussion / Re: Mac support?
August 30, 2014, 08:25:55 AM
I have a Mac, and Rimworld runs perfectly fine. A bit laggy on larger maps or when zoomed all the way out, but I think that's more my personal specs than the operating system.
#29
General Discussion / Re: safe rooms
August 17, 2014, 04:08:50 PM
I like to dig a room out past ~3-5 doors with some beds (medical and otherwise), a bunch of berries, some batteries and a light. When it becomes obvious I'm not going to win a raid, I'll send anyone who's still able-bodied to the room and they'll wait out the raiders. From there, it's just a matter of gradually reclaiming and rebuilding the place.
#30
Ideas / Dynamic Traits
August 15, 2014, 05:39:09 PM
Basically, the idea here is that traits should be picked up and lost over the course of a game based off of the colonist's actions. A colonist who routinely fights against and kills raiders might gain the 'bloodlust' or 'psychopath' trait, or he might crack under the pressure and gain the 'volatile' trait instead. Surviving a near-death experience might give a character an iron will, or it could drive them to depression. Colonists who mine a lot could become hard workers, and colonists with a lot of free time could become lazy. Those who start out as optimists could become more and more pessimistic in hard times. Those who are psychically sensitive might gradually begin to tune out the psychic attacks as they're exposed to more, and slow colonists could become faster over time as they become more fit from the hard work.

I think that making traits dynamic could make for much more interesting stories, watching your optimistic and naive colonist turn into a jaded sociopath over the months of raids and sieges, or having a character get a taste of human flesh and decide they like it, giving them the 'cannibal' trait. It would add a bit more flavor to each individual.