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Messages - DariusWolfe

#106
Quote from: dodger0788 on July 05, 2017, 04:04:05 PM
Im not wntirely sure if this is just my game but when I use this mod and the zombieland mod the models for the babies show up instead of the zombie models so I end up with a horde of bloodthirsty canabalistic babies who will infect you and turn you into a baby.

I wheeze-laughed. This is a hilarious incompatibility/bug.
#107
Is it really fair to continue calling this Basic Bridges?
#108
General Discussion / Re: Mortars: any good?
July 05, 2017, 02:38:15 PM
Ah, so you'd like variety in size of mortars? I'd be pretty okay with that as well, just as a former Artilleryman.

Mortars actually come in a variety of sizes (and have through pretty much their entire history). The most commonly used mortar by the U.S. Army these days is a 120mm mortar, which can be either man-portable (if you have literally a squad of people; 4-5 to carry the mortar itself, disassembled, the rest to carry rounds and provide security) or motorized, usually in a light tracked vehicle (M113 chassis, for those familiar). I think the Rimworld mortars are more in line with this latter version of the mortar, given that they're semi-static (or fully static? I'm using Miniaturization, so many things that are not normally replaceable are, in my game) emplacements.

The smaller mortars you're talking about often rely on the line-of-sight of the mortar team themselves, doing the basic trig I mentioned above, and firing indirectly at targets they can see. Larger mortars, like the 120mm I mentioned above, as well as actual artillery pieces, usually require forward observers transmitting coordinates to the mortar/artillery team.
#109
General Discussion / Re: Mortars: any good?
July 05, 2017, 02:00:42 PM
Quote from: JimmyAgnt007 on July 05, 2017, 10:49:23 AM
I meant their power and range were more like arty than mortars.

I'm not sure I understand. Are you saying that Rimworld mortars are too powerful and their range is too long? Artillery pieces (cannons) are typically larger than mortars, and have a longer range. Re-reading your previous comment, it also seems like you think they currently target pawns? As far as I recall (I've been off of gaming for a few weeks), they're targeted the same as grenades; You point them at a space on the ground, and then they hit somewhere in that vicinity, and have a blast radius; This is pretty much exactly how RL mortars and artillery pieces work, though IRL there's someone, a person or a machine (or both) doing some basic trig with direction and distance to determine the coordinates of desired impact, whereas the God's Eye View of Rimworld removes the tedium of doing the math.
#110
General Discussion / Re: Mortars: any good?
July 05, 2017, 10:26:06 AM
Quote from: Tynan on July 05, 2017, 05:54:32 AM
I am also interested in what people have to say about this.

We're also considering redesigning mortars so there's just one mortar building but different munitions for it. Just an idea right now.

YES. Do this, please.

Also, if some sort of battlefield-shaping effects could be added, that'd be a great, realistic addition that would add value; What I mean by this is if mortar fire would essentially interdict an area, perhaps for a brief period after impact, so enemy pawns would path around it, or that near misses would cause a panic effect similar to how pawns flee from hostile animals; Both of these additions would bring in-game usage of mortars more in line with real-world usage of artillery, less as a weapon to cause damage (though it's obviously highly capable of that) and more as a way to shape the battlefield.

Quote from: JimmyAgnt007 on July 05, 2017, 09:20:07 AM
Right now they are more like artillery pieces.

That is exactly what a mortar is. 'Direct fire' and 'mortar' shouldn't ever be used in the same sentence. Mortars, specifically, are always high-angle as well, whereas other types of artillery can fire low-angle (faster, less inaccuracy introduced by wind etc, but vulnerable to large obstacles.) and can even be used as direct fire weapons in extremis.
#111
Ideas / Re: Your Cheapest Ideas
July 04, 2017, 03:54:03 PM
Quote from: Soupy Delicious on July 04, 2017, 04:10:19 AM
Oh, do you?  Well I'd much rather you try and convince me that they're not all 'me want it be easierer' type suggestions... or what some incorrectly call quality of life changes (more like quantity of life, innit)

I put just about the same effort into my post as you did yours.

Now, how about we go back to making suggestions, rather than discussing them, as this thread is intended?
#112
Ideas / Re: Your Cheapest Ideas
July 03, 2017, 11:28:59 PM
I disagree pretty much categorically with Soupy Delicious (though, okay, some of the ideas would be more work than is implied in "Cheap").
#113
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 30, 2017, 02:56:13 PM
Are context-sensitive buttons possible?
#114
Ideas / Re: Tents
June 29, 2017, 11:06:16 AM
Apologies for contributing to that; This is of course in "Suggestions" and should have stayed mostly on the topic of additions to the main game.

Unfortunately this sort of thing does seem to happen whenever a "Suggestion" thread pops up that involves implementing something a known/popular mod has already covered. There is a thread for requesting that a mod be implemented into the base game, but it's been clarified as being for modders to request that their mod be implemented, rather than for players to request mods be implemented; So threads like this often serve the same purpose. OP says "this feature would be great in Vanilla", then subsequent posters ensure that OP knows there are mod options for that feature, and ensure that the devs know there's a player-level desire for the mods to be implemented into the base game.
#115
Ideas / Re: Forming a Caravan needs fixing
June 29, 2017, 11:01:06 AM
Quote from: Aerial on June 29, 2017, 08:39:39 AM
If there was a caravan inventory stockpile type whose allowed contents were defined the same way the caravan loading screen is now (i.e. you select how many of what items to take out of the spreadsheet-like list of everything the colony has), then pawns could collect everything for the caravan via their normal routine and plop it down in the "loading area".  That way they could stop to sleep, eat and do joy activities, as well as allow the animals to continue grazing/whatever while they're not needed. 

Then, once everything was gathered you could click a menu item to insta-form the caravan and leave from that spot. 

The loading stockpile would probably have to be defined as one per caravan, so you could have a Caravan 1 stockpile and a Caravan 2 stockpile going at the same time.

This is actually brilliant. Best of both worlds.
#116
Ideas / Re: Your Cheapest Ideas
June 28, 2017, 11:29:43 AM
Select the areas you want restricted. Go into Area management, invert area.
#117
I've definitely had the problem with no conduits in the tile, just the custom wall. My latest tests involved me smoothing a section of wall specifically for the purpose of building a vent on to test.
#118
I am generally in agreement with your proposal to ban political discussion; My only caveat is as noted: Where the discussion of politics is actually related to Rimworld.

Also, I agree that speech is speech (and writing, and recordings, films, TV, movies, etc); Spending money may be a statement, but it is not itself speech, and shouldn't be protected in the same fashion; Nor do I think corporations should enjoy the same freedoms as actual citizens, given that the whole point of a corporation is to limit legal liability to persons. A corporation should enjoy some freedoms of speech, but not the same as actual citizens.

I also learned a while ago that there are people I try to limit discourse with, on any topic.

Edit: Hell, to be honest I'd go even further and propose the removal of the Off-Topic forum entirely, though I doubt that'd get any traction.
#119
moonra: It gets funky if you don't; The modified vents/coolers are there, but the wall isn't. You can fix it afterward, but like I said, funky.
#120
I think you're making a couple mistakes in your logic, Milon;

Specifically, the idea that banning political discussion here somehow means that it won't go on elsewhere. It also seems that you're working with the assumption that NOT banning it here somehow leads to connection between the privileged and the non-privileged.

The fact is, this is a forum for a particular game. Discussions should all relate to the game in some fashion; There are other, better communities and venues for discussing things that are not Rimworld. Having the Off-Topic forum and allowing political discussions there does not mean that people who wish to remain disconnected will be somehow connected to politics; All it really does is give a venue of people whose primary (only?) connection is a fandom for Rimworld to talk about stuff that isn't Rimworld or in any way related to Rimworld. Those who come here for Rimworld don't have to, and often won't, ever read or post in those threads. However, those threads can, and demonstrably do, interfere with how people communicate elsewhere in the forum.

Further, discussion of politics on the internet, especially with strangers, is... just a risky idea in general. Text is an isolating medium, so it's easier to forget the person; To dismiss their basic humanity, their lived experiences, and to relegate them to a 2-dimensional caricature. We do this instinctively, even if we mean better. Case in point, your recent lauding of Fluffy's post on the immigration thread as being level-headed, when that thread made a truly stupid exaggeration about American ideas about free-speech (Love you Fluffy, but saying that eventually shooting people will be considered protected free speech was a really stupid thing to say).

Politics is super important to people. In my experience this is true even, possibly especially, with people who claim to hate politics and political discussions. This means that it's going to tend to raise hackles and incite emotional responses; Emotions aren't bad in and of themselves, but they often lead to people saying things they don't mean, or having trouble saying things the way that they mean. Given the difficulties already inherent in the medium, this is just another layer of miscommunication.

Given all of that, it's just wasted bandwidth, here.

Caveat: Political discussions that actually bear on Rimworld, I think are still appropriate topics here. The discussions that stemmed from the article about how Rimworld handles sexuality and gender, for example, were appropriate topics, and were definitely political. (Note: I don't think they were good topics, at all; Lots of ugliness and over-the-border statements in the aftermath.) But they were appropriate for this forum, because they dealt with the game we're all here to talk about.