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Messages - wakko151

#16
Ideas / Recruit Visitors
April 19, 2015, 12:52:51 PM
The ability to select someone as a diplomat. The job would kick in any time someone visits. If they are neutral they will try to increase your reputation with there faction. If they are friendly they will attempt to recruit some visitors to the colony, as well as increase your reputation. This would not happen very often. But you could add in some research options to build things that would increase there chance to raise rep and recruit. Things that you normally build to make your colony run functionally, morale and joy wise, would increase your chance as well. Basicly adding in another way to gain colony members.

Let me make this clear though. I don't think it should be easy. I think if you focused on it completely the whole game it would be a viable alternative to buying slaves but it would not be as reliable. They basically have to already be unhappy at there current colony before they would even think about joining you, and you would have to seem like a better option then there current situation. So in no way would it just be a passive increase to recruitment other then, slave buying, and capturing people who were trying to kill you.


Just a thought.
#17
Quote from: Boboid on April 18, 2015, 04:41:45 PM
Quote from: Omenpapa on April 18, 2015, 04:20:20 PM
Quote from: wakko151 on April 18, 2015, 02:54:11 PM
I have no respect for you or your opinion. It just shouts lazy and unmotivated. The problem is not the game. The problem is you.

Wow, just wow :)

Well to be fair he's not wrong, he's just an asshole :P

I won't deny it.
#18
General Discussion / Re: Thoughts on 10c
April 18, 2015, 08:49:19 PM
Quote from: Cimanyd on April 18, 2015, 01:56:00 PM
Quote from: wakko151 on April 18, 2015, 01:30:10 PM
I have noticed that is harder to make money since 9. Once they changed the goods get destroyed slowly while outside it has become really hard to sell things. By the time a trader stops by and actually wants to buy the things I am selling most of it has been destroyed.

You can trade things that are under a roof now, unlike before deterioration was added, so just store anything that deteriorates inside a building with a trade beacon. Make sure you have some area outside in range of the beacon, or just another beacon outside, to keep things you get from landing in strange places.


I did not know that. Thank you so much. Already setup a new storage area and its great. They take the stuff in the storage areas and the silver is dropped right outside my door. Thanks again.
#19
How would you setup the prioritys. It definitely could be my strategy. I have been placing the one I would like them to do first. Then as you go down the list are the ones I would like them to do if they can't do the previous option.
#20
I love this idea. I think its fairly well balanced as well. But there are bugs. First off the Pro Cooker stops working after a couple of hours of play. If I deconstruct and reconstruct it starts to work again most of the time. Overall though this is a great mod and should definitely be added into the main game. I think the skill level requirements are well balanced and thought out. Keep up the great work.
#21
I have no respect for you or your opinion. It just shouts lazy and unmotivated. The problem is not the game. The problem is you.
#22
The item degradation changed screwed up trading for me. I think they should add the ability to have a building around your beacon. Unless someone else knows another way to run your trade. By the time someone comes along that needs what you got, most of what you got has degraded and disappeared. I probably won't check this particular thread again, BUT... if you know a way around it please message me. Stuck at 5 guys because i can't afford to buy slaves.
#23
General Discussion / Re: New problem with hunting
April 18, 2015, 02:47:54 PM
I don't actually mind it at all. the more they fire, the more they gain skill, and the more likely it is that they can hit it on the first try.
#24
General Discussion / Re: Thoughts on 10c
April 18, 2015, 01:30:10 PM
I have noticed that is harder to make money since 9. Once they changed the goods get destroyed slowly while outside it has become really hard to sell things. By the time a trader stops by and actually wants to buy the things I am selling most of it has been destroyed. Maybe someone knows a better way? Other then that it seems well balanced. I have been playing in an All year growing forest. I like the people joining every few up until about 5 people. They don't seem to join after that. Pirates, as was mentioned, are really hard to recruit. I haven't had alot of pods crash land. And most people have died before I have been able to recruit them Normally this wouldn't be a problem but now that I can't make some cash selling items I am having problems building up my colony. I have never tried to build a space ship and get people off the planet. But I normally build a colony with about 10-20 people. I would really like to see some New AI Directors.
#25
General Discussion / Thoughts on 10c
April 17, 2015, 10:54:03 PM
Much better balance for Joy. Now my guys are in good moods all the time and the early game was not as unforgiving as before. A little beer, horse shoes and a chess table.. and we are into the mid game. I haven't had any problems so far. Still in my first game and getting into fortress construction instead of a crappy survivors camp. Will update after another 10 hours or so in.
#26
Bugs / Joy Deprived
April 17, 2015, 12:53:29 AM
seems like since 10b patch, some of my colonists never get happy. They do joy activities but it never builds up. So they are always joy deprived. I have them set for 6 hours of Joy, 3 hours before and after work. but always joy deprived.
#27
General Discussion / Re: Thoughts on Alpha 10?
April 17, 2015, 12:53:02 AM
seems like since 10b patch, some of my colonists never get happy. They do joy activities but it never builds up. So they are always joy deprived. I have them set for 6 hours of Joy, 3 hours before and after work. but always joy deprived.
#28
Thank You So Much. You are doing a great job. We all really appreciate the work that you are doing. From us here at the community to you, Thank You for creating this wonderful game.
#29
would be nice.
#30
Mods / Re: Community mods pack
April 13, 2014, 02:52:52 PM
Lifes hard. No one can do everything. But that doesn't mean you can't do something. With that in mind, I highly recommend collaborations of all these great modders we have int he community to get together and discuss and work towards improving Rimworld. not just there version but every ones versions. Maybe you can do a little here and there, and then someone can take over and improve and balance and re-hash, and with several people working together you can get things done a lot faster and with more eyes to spot a problem or balance issue. MORE MORE MORE attitude does not make a better game. Its adding things that are not just good ideas but our highly polished, well thought out, and balanced.

Right now I think the biggest problem with the game is the pace. It is difficult to setup all systems to properly defend, and maintain happiness. That would be the biggest thing to take a look at and tweak. Either by giving a little bit more leeway before psychotic breaks happen.

Also raiders right off the bat and a steady supply of them forever doesn't make sense. I think there should be natives on the land who attack from the edges of the map every few in the beginning. Then after you have a certain amount of energy production or a comms center built, there are no raiders at all. It only makes sense that if you live on the outer edges of the universe that there wouldn't be people visiting constantly. Unless of course you have a huge energy signature or are talking up a storm on the comms unit.

Just aggressive animals and feral humans. Yes there is  a mod that adds feral humans and a Cyclops to the map. But that is not balanced and it is not a raid, its an aggressive species that lives right next to you. one thing at a time though. Ty whoever read this far.