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Messages - Garen

#16
General Discussion / Re: RimWorld change log
September 06, 2014, 02:48:51 PM
im actually ok with the balance changes

its seems from the post that wealth is still important, but not so vital to raids. which makes perfect sense

you dont send 20+ well equipped raiders to deal with a base made by 3-5 people, even if it has top end security, they just argue over the loot and it would have to be split by 20+. think of how much food it would cost as well!

i just hope the devs dont dumb down the game, and just let people know there is no shame in changing the difficulty.
#17
General Discussion / Re: RimWorld change log
September 05, 2014, 01:53:50 PM
multiple bugfixes within 2 days.... this can only mean one thing...

ITS HAPPENING!!!
(sounds like tynan and ison will need public testers yet again)
#18
General Discussion / Re: RimWorld change log
September 02, 2014, 07:51:20 PM
gold by my guess is probably going to be much more valuable in terms of trading, but much more rarer, then silver
#19
General Discussion / Re: Alpha 6
August 15, 2014, 08:32:03 AM
Personally i think it just needs tweaking so moments that seem bs (squirrels and stones being so deadly, pistols blowing up limbs etc) ethier unable or at least less likely to happen.

alpha 7 Will have cheap limb replacements, so when that update is done, the whole lose a leg= death problem will be solved

i do agree that mortars are absolutely terrible, if youre going to have them be so inaccurate, make them lethal as hell, and make both forces' mortars inaccurate
instead of the raiders mortars being so pinpoint and advanced then mine (mortar envy)
#20
cuz if youre going to have your colony insane enough to eat human meat, might as well not waste the skin
#21
Ideas / Re: More Mechanoids?
August 09, 2014, 05:00:26 PM
since the mechanoids are built for generic purposes....

how about a spider-mechanoid - thats fast and does melee damage, or a (dare i say it) Siege mechanoid called the turtle



the spider one inhabits mountains, whilst the turtle one can only be found on the coast
#22
Ideas / Re: World Progression
August 09, 2014, 04:54:35 PM
you can currently choose whether to end up on the same world/seed or not
#23
Ideas / World Progression
August 09, 2014, 01:13:42 PM
ok after testing the upcoming alpha 6 - (You guys are in for a treat!), i had a lightbulb moment

what if colony buildings were still there if you picked the same/near site, but they were now neutral so it doesn't affect wealth until you claim it
to still have this make sense, the date would start one day after the colony's death.


(obviously make it so sites cannot be entered if an alive colony is still there)
#24
did same test where a colonist with 3 shooting skill would fire upon a turret with same weapon it uses, and constantly changed the variables to see what happens if enemy uses sandbags etc


turrets do not gain cover bonus,just any shots that would miss hits the sandbags most of the time
however the enemy they're shooting at does get the cover bonus - therefore sanbags should only be ever used as cheap colonist cover, single stone walls do a better job then it, though they obviously limit firing angles and viewpoints


the best tactic then is to have a small kill room with turrets at close ranges, the turrets surrounded by stone walls to decrease explosion damage. power conduits should be used to power them as theyre cheap
By the sides are areas for colonists ethier having sandbags for protection but full firing view or stone pillars for full protection, il post a screenshot of the idea, after ive made it (in god mode to make it done quickly and prove the point)
#25
Quote from: UrbanBourbon on August 08, 2014, 12:18:50 PM
Turrets use their own gun. That gun's innate accuracy properties and range are identical to the L-15 LMG. Burst size is obviously three instead of LMG's five, and there are other minor negligible differences. The gun data is in Weapons_Guns.xml. Search for 'improvised'. I can only guess what improvised turret's Shooting skill is.

There are two possibilities:
- Turrets have the Shooting skill, same as all humanoid pawns (and possibly mechanoids). My guess it's something between 3 and 10.
- Turrets don't use Shooting skill, and instead they rely purely on the gun's accuracy, or some other auxiliary static number.

in that case have/spawn a colonist with average shooting with said weapon vs a single turret in a 'shoot the wall' competition

then have said colonist shoot at 2 turrets with one cover  and the other not
#26
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 02:10:17 PM
considering how much is going to be in the update, i think its fair to say we All want to test it! :D


[email protected]

il be able to give gameplay balence and obvious bug reports
#27
idea: The BoomBear/ Frizzly bear

large health, does tons of melee damage, goes psychotic when it takes any form of damage, and does a larger explosion when killed

The benefits - a lot of food, can be skinned into a large rug which has a better mood bonus then other rugs, or can be made into a jacket that boosts a colonist's mood greatly
#28
Quote from: EBM on July 08, 2014, 02:54:29 AM
The 4f version doesn't fully work on A5 for me. None of the weapons ever appear, even from Liandri trade ships. Console log shows a lot of outdated code that A5 no longer recognizes, particularly when it comes to accuracy.

I'm working through the errors and fixing things now. Hopefully it'll work.

any good news on the unofficial update ebm?
i presume Austupio is waiting for the alpha 6 update
#29
Ideas / Forced Labour - suggestion
July 27, 2014, 09:14:22 AM
Perhaps the colonists who don't want to do certain jobs could be forced to, but they would do it with level 0 effectivity and get a severe unhappy thought (-25 "Had to something I absolutely despise")? People refusing certain jobs is fun most of the time, but then there are the cases when you have 7 colonists and only one of them can haul and clean


credit goes to Rahjital for the idea
#30
Quote from: praguepride on July 25, 2014, 10:26:32 PM
Traits are going to add tremendous depth. At first anyone could do anything. Then passions gave you HUGE perks towards specializations.

Now traits will add even more personality and hidden features? AWWWESSOME.

I only hope that the traits are not JUST stat based.

i assume that the spectrums are traits that can have varying degrees of strength
just like real spectrums

(also i suggest change move speed spec to hyperactive spectrum, it kinda breaks the 4th wall)