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Messages - willow512

#31
Ideas / Re: Suggesties for windows
November 08, 2013, 06:17:16 AM
What's the issue? Why not give the opportunity to make windows. And let the player choose what to do with it.

If someone wants to put a window in his outer wall for a raider to break through then that's bad design. If someone wants windows to his inner courtyard then by all means give him the option! A window would be like a wall that lets light fall in when undamaged, damaged it would be like a sandbag. Should be easy enough to build.

Heck deckchairs and garden gnomes would be a good idea if it helps people get immersed into the experience... ;)

The game isn't just about survival, at a certain point it's about thriving and the experience of a story about settling on an alien world. Those who pick Phoebe as a story teller will enjoy this immensely. Those who pick cassandra hard might be more interested in a continuous raider assault.

The point is just because something is pointless to one player doesn't make it pointless to the next player!
#32
I love the idea... But why make droids hard to work with? I don't think they'll imbalance the game if you make them a common occurence.

Basically a robot is a colonist who doesn't eat, moves slowly, has no social skills, sleeps only a short time and has a very very limited skillset.

Clearly The technogy required means you can't make them yourself, no matter how smart your lab guy is he just does not have the equipment. So you purchase them from robotics sellers who are like slave traders, only they're more expensive (10k per droid?) ;)

They are bound by Asimov's rules of robotics, so they cannot fight. They have a tough skin (200hp, but get incapacitated at below 100hp) Any minor damage means they might short circuit in the rain so a colonist needs to go out and repair them. They have no social skill and can only do dumb manual labour. A robot requires a bed, which is a robotics recharging bay, but sleeps only a quarter of the time. Alternatively you might have a "replace batteries" task for your colonists.

Basically you'd use them to sweep, and to haul, maybe to farm, If you want to go fancy, give them the rescue colonist/capture incapacitated/feed prisoner jobs too, I'd leave repairs to humans as it requires more intelligence.

Research projects might increase their speed, hauling capacity, or reduce their energy consumption.
#33
Ideas / Re: Z-dimension
November 07, 2013, 01:43:54 PM
Sure the game can be interesting, but the colonies will never match the intricacy of a dwarven fortress. And you can say about gnomoria and towns what you like but people have created some brilliantly good looking structures there.

I personally think a 2 or 3 level building would be nice. But if not, then it's still a great game. I just wanted to know what the status was, so thanks for the update. :)
#34
Ideas / Z-dimension
November 07, 2013, 07:19:59 AM
Are there any plans to go into the Z dimension in Rimworld? It'd give some interesting building options.
#35
Ideas / Re: Common Rooms
November 07, 2013, 07:17:00 AM
I think you don't need a specific room type, just let colonists hang out at tables, they'll use the dining room, or any other room with tables set aside.

But some entertainment features would be nice. A gym, or shooting range. Perhaps a pinball machine.

A bar would be nice, I'd like to see how a raider attack plays out during a boozing session. :)

I think the most valuable asset in an isolated colony would be other colonists. So there should be an emphasis on time spent together. Time spent together should count for something. Happyness, cohesion. Perhaps it helps people to work a bit faster and continue working a bit longer?

Right now seeing those little chat bubbles popping up when colonists are close to each other gives me more pleasure than should make sense :)
#36
Ideas / Re: Your Cheapest Ideas
November 07, 2013, 07:04:57 AM
Pep-talk, a high social colonist can speak to a colonist who is approaching a breakdown to make them feel better.
#37
I found that putting your turret line behind your colonists keeps them out of the line of fire. Colonists will draw the fire instead. But colonists heal for free where a destroyed turret costs a lot of metal, and that's not counting the damage from the added explosion.

Withdraw any colonists that lose health to below 50%

If you have a builder who is not good at shooting, place him behind the turrets and have him repair any damage to the turrets. Colonists can repair turrets faster than raiders can damage them.

Use a front door. The raiders will invariably knock it down but it gives you some time to set up your gang.

It's a bit of a cheat, but if you're not in the mood to fight, have 2 mines placed so they will damage the space in front of the door but not the door itself. Blow them up when the raiders are all gathered in front of that door. This will kill every raider in the raid in one explosion without any but some superficial damage to your front door. I have a single mine in front of my front door at all times, if the power fails during a raid and my turrets are knocked offline weakening the raiders will even the odds.
#38
General Discussion / Re: FRINDLY MODE
November 06, 2013, 06:03:05 AM
Quote from: City Builder on November 05, 2013, 10:24:48 PM
Perhaps, although at least an option to turn off all raiders would be nice.  Many people love to play these types of games for the more "building" or "economic" type of game play.
I think I'm one of those players. The challenge for me is to make the most optimized colony. It was the same for dwarf fortress I always picked a friendly zone.

But Phoebe is kind enough for me. Absolutely no raiders would be too pacifist for me.

Still, I'm sure it'd be trivial to add yet another completely pacifist storyteller even more pacifist than the current Phoebe... One who spawns no raiders at all..
#39
General Discussion / Re: FRINDLY MODE
November 05, 2013, 07:42:38 AM
Phoebe almost kicked my butt though :) Not that I'm complaining she's too hard, she's a sweetheart compared to cassandra. But I had not focussed on defense, I figured I could handle things with sandbags and armed colonists. My 2 colonists armed with pistols were outclassed by 3 raiders who came from a totally unexpected angle and one of the raiders had molotov cocktals! We barely made it out alive, I eventually solved it by sending everyone in to melee them, those cocktails hurt!
#40
Ideas / Re: Your not so cheap ideas.
November 05, 2013, 04:01:22 AM
Tynan, in one of your earlier projects you had implemented oxygen. How about putting that back in? :) Because the idea is really awesome. Make rooms hold oxygen and lose oxygen when doors are opened, doubly so when those doors are unpowered. Give colonists a decreasing amount of oxygen when they pick up their suits. Ruptures in walls would be way more problematic.
#41
Bugs / Re: With small prison area, pathing produces lag
November 05, 2013, 03:10:27 AM
So I built a 2x2 prison one bed, one lamp, one free spot to stand in. When other colonists talk to the prisoners the FPS drops dramatically when the game is fastforwarded. On normal speed the effect is still there but not as pronounced.

I figured it might be some kind of pathing problem. So I built larger prisons for them to have something to path through and the problem went away.

Workaround: Don't be skimpy on prison space. ;)
#42
General Discussion / Re: Check your email
November 04, 2013, 02:55:59 PM
w00t there it is! Thank you :)
#43
Ideas / Re: Your Cheapest Ideas
November 01, 2013, 10:15:11 AM

  • Designate an areas for priorities.  So you can set your front to high priority, causing damage and debris to be cleaned up faster than the back end which is normal or low priority, a broken bed or storage container isn't as relevant as a broken turret.
  • If you tell a  person to prioritize something, ignore their labor settings, let them do it if they're able to.
  • An alert that causes all non drafted individuals to stay within a designated safe zone.
  • Turrets that require a person to man them, somewhat more efficient and resilient than the auto turrets (Depends on skill?) but useless if not manned.
  • A manufactured goods factory. Usefull for nothing other than selling for money.
#44
Ideas / Re: Re: Your Cheapest Ideas
October 30, 2013, 11:01:02 AM
Sorry for any doubles, 18+ pages now ;)

  • Idle colonists can sit on chairs and chat thus creating good thoughts.
  • Adding memorial text to a gravestone for those loved and lost colonists.
  • Wheelbarrows, portable stock pile that can be moved from site to site. (Combine stockpile + Arrest behavior?)
  • A simple colony inventory with "center on" button. (I know I have that m16 somewhere)
  • Lock camera to a colonist.
  • Location hotkeys, ctrl f1 stores location + zoom + colonist lock?, f1 restores.
  • Doors can be set to open for everyone, for colonists only, for no-one.
  • Super walls, ridiculously expensive (60 metal?) but can take a lot more punishment.
  • Special events where problem is posed that requires N research points to solve and finish with monetary reward. (Neighbors have the plague/radiation/want new and fancier kind of cutlery)
  • Windmill power source.
  • Power switch, a construction that can toggle the passage of electrical power through a conduit, these could eventually evolve into elaborate traps.
  • Colonists that come with pets, a squirrel or rat that follows the colonist around maybe generating happy thoughts.
  • Instruct a colonist to take a smoke break, in an attempt to avoid a mental meltdown.
  • Stun grenades, incapacitates raiders a little easier. (Stunned if stun damage > health left, otherwise no effect)