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Messages - ThiIsMe007

#121
Quote from: Flying Rockbass on August 09, 2016, 07:14:19 AM
Any and all feedback?

I love the cat gif you put.

And you are the best UI-Designer i've seen on this forum.

I second this, on both accounts.

Thank you, Fluffy!
#122
Outdated / Re: [A14/A13] Aristocat's mods
August 09, 2016, 09:21:57 AM
So basically this mod advantageously replaces the following that I already am using :

<li>ADogSaid</li>
<li>DESurgeries-master</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>EPOE-ADogSaid</li>


with some added bonus features ?

Did I get that correctly ? and if yes, that looks awesome your mod is so going to be installed on my next game.

Is this compatible with :

<li>DermalRegenerator-DermalRegenerator1.6</li>
https://ludeon.com/forums/index.php?topic=14177.0 ?

Could it be included (with Skullywags' permission) ?
#123
Quote from: Orion on August 09, 2016, 06:40:04 AMIt would make it much more RimWorldish... "guests" suddenly making off with your stash of meds :P

"The visitors from Umba Bumba really enjoyed their stay (+30). They took 16 medkits, 37 fine meals, superior sniper rifle, good television and Sniffy the Dog without paying."

You should meet some of my friends one day. No one would complain about measly plasma televisions and sniper rifles "disappearing" after inviting them ^.^

Anyway, I absolutely do like the fact that the guests of my colony take some of what they feel like appropriating (as long as they don't blow up the whole base while they're at it, and leave the essential running, like generators, turrets and such).

It would be too damn heartless to deny them some "fun" before meeting their demise and dieing, since they answer without fail each time I call them to assist me with a rough fight.

Anyway, this mod is outstanding, and I would like to thank you for sharing it with us.
#124
Quote from: EdB on July 29, 2016, 10:58:04 PMI have a few bugs left to fix before I can call the alpha 14 version done.  I plan to try to do those fixes and complete a Steam release this weekend.

I started a new colony with a couple of mods, including yours, and so far I haven't spotted any bugs whatsoever during the generation process. I didn't go much further today, but plan to do so tomorrow.

My offer still holds : do you have have a PayPal ?

I would love to buy you a beer, to thank you for your efforts on updating this mod to a version that I can play.
#125
Quote from: Zombra on July 29, 2016, 02:51:32 PM
Quote from: ThiIsMe007 on July 29, 2016, 02:27:30 PMAs long as all "random one-line events" can be modded out, I would be content too.

I'm sure they can.

If that's the case, it's all cool.

You play the game how you enjoy it best, and I play the game how I enjoy it best.
#126
Quote from: Zombra on July 29, 2016, 02:22:07 PMNo exclusive "Randy Only" content please.   :(

Why not ?

As long as all "random one-line events" can be modded out, I would be content too.

Quote from: Mese on July 29, 2016, 12:56:51 PM
Since when was Rimworld fair :)

For an easier game play Phoebe basebuilder

Except that I would argue that Phoebe is probably the most challenging mode (once you're out of your first year), since she limits your colonists to the lowest number.

Quote from: Flying Rockbass on July 29, 2016, 01:05:40 PMI like being able to control stuff, but some thing should just kick you in the nuts while you are down.

That is cool, except that here also I would like to argue that where you see difficulty and challenge, I see non-sense and waste of time.

If I had to draw a metaphore, I would pick a general who fights an opponent against terrible odds (Germans in 1944, Napoleon in 1815, Lee during the Civil War). (side note : I love to play such games, in the position of the "underdogs").

A messager (a random "one-line" event) that makes the general suddenly aware that his whole left flank just disappeared into thin air, because "Alienz!", does not add more challenge to the situation, and certainly does not become suddenly more fun to play out for me, than a spy that warns the general of impending reinforcements to the right flank of my enemy on the next morning.

At least, as player, in the latter situation, I get to keep some agency (the general can change tactics, abandon the left flank to seek a better result elsewhere, mine or scorch the whole the left flank to leave nothing of value to the enemy, etc.), and the challenge remains the same in the end.

By extension, a game that relies heavily on throwing a couple of dice to "challenge" the player is not an interesting game to me. I might as well pull a dumb lever for hours at a casino instead of playing Rimworld.
#127
Please add my vote as someone who would also enjoy more of such events.
#128
Ideas / Re: Raid Type: Hostages
July 29, 2016, 02:08:57 PM
First, I applaud your initiative, but I would 100% of the time always chose to 'Fight Back!' in the situation that you describe (thus making it no different from what you call a "shooty-shooty" situation).

Next, non-modded melee is under-powered enough as it is. Please don't give me an extra reason to train yet another ranged colonist. I enjoy variety.

Also, Rimworld is not an RPG, it doesn't have any kind of dialog options. I don't think that it is the type of games that can properly manage complex hostage situations.

Finally, for what is worth, Rimworld already has a hostage feature (raiders can drag away knocked down colonists, and demand ransom).
#129
Quote from: Flying Rockbass on July 29, 2016, 08:22:50 AM
Blight could be changed by a Storm of acid rain, if you build a roof until it passes, your crops can be saved.

Another good suggestion.

I really think the game would benefit from making such random events dynamic (the player can react to them) rather than static.

Some players probably will object ("dumbing down", "making it too easy", etc.), and that is when the storyteller feature could chime in, making such random one-line events exclusive to Randy.
#130
General Discussion / Re: Gog question
July 29, 2016, 12:12:58 PM
I support this request.

I already own the non-DRM version of the game, and would consider buying an extra copy of the game for my personal use just to have it on my GOG shelf.
#131
Quote from: kosh401 on July 28, 2016, 05:10:49 PM
The Breadowns mod is actually updated and working and basically gives your buildings a maintenance HP ticker of sorts that your pawns need to repair as it degrades down from 100%. If the building isn't maintained then it will have short circuit/'splody issues. As opposed to just purely random ones. Great little mod, highly recommend it.

Thank you! Consider it as yet another Fluffy mod installed for my next colony.
#132
General Discussion / Re: the new traits
July 28, 2016, 05:12:54 PM
Quote from: Zombra on July 28, 2016, 04:51:21 PMAnd then you have to - you know - be willing to sell someone into slavery.  That tells a very different story from a simple "We don't want you here any more, gather your stuff and get out."

That's true.

It irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Options should be instead :
  • rescue (and recruit) traveller (for the sane ones)
  • eat traveller (for the cannibals who enjoy that freshly roasted taste)
#133
General Discussion / Re: the new traits
July 28, 2016, 04:28:46 PM
Quote from: Zombra on July 28, 2016, 01:50:55 PM

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).

Can't you sell off arrested colonists to a slaver, with the corresponding debuff as price ?
#134
General Discussion / Re: Going Crazy
July 28, 2016, 04:07:55 PM
I've learned to avoid most "berserker'ing" through a proper use of the "Restrict" tab, to give your stressed colonists some a breather once the warning starts to ring.

This then gives me some extra time to study why this colonist in particular is stressed, and to work on fixing it in the future.

This being said, I agree that the "berserker'ing" game mechanic wouldn't suffer from being reworked.

One of my prisoners went berserk because "reason = I'm naked". Yet, when she attacked my colony, she arrived without clothes. Since I had just started, I had no way to provide her clothes, except to take it from my other colonists, which would have been silly.

Another cause for my colonists to go berserk was "reason = they killed my father/mother/.../family/friends". Since the player has no option to pick the raiders that attack the colony, I think that was equally silly, or at least questionable.
#135
Thank you for your awesome mods, Fluffy. I believe I use all of the major ones, and would have a hard time playing without them now.

Two questions : would the new update to "Fluffy Relations" break save games ? I still use version 0.14.0.2, and experienced some bugs :

https://ludeon.com/forums/index.php?topic=16599.msg239158#msg239158

These do not seem game-breaking however.

Next question is I am much intrigued by your "Fluffy Breakdowns" down, and would like to know if you intend to update that mod sooner or later (no pressure) ? Where could I find a more thorough description of how it's supposed to work ?