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Messages - Garen

#31
General Discussion / Re: RimWorld change log
July 18, 2014, 03:47:34 PM
'started implemanting traits system'

it appears i used the its happening too early

#32
why do i have a bad feeling there's going to be a megascarab attack

i can imagine it now, one of my colonists hauling steel, suddenly this happens, followed by a powercut

https://www.youtube.com/watch?v=OSkC2Pjj-pE
#33
General Discussion / Re: RimWorld change log
July 17, 2014, 04:17:50 PM
added deer

Its HAPPENING!
#34
General Discussion / Re: RimWorld change log
July 16, 2014, 03:21:01 PM
also love the idea that the psychic drones affect specific genders, (what has feminism/chauvinism done?!)
#35
General Discussion / Re: RimWorld change log
July 16, 2014, 03:17:56 PM
Tynan, a question regarding plans for colonist mood

is it going to be that colonists will eventually become as mentally stable as raiders, or viceversa

by this i mean, *though raiders flee they never go insane themselves, or at least are sound enough to live outside and slaughter groups of people, and not go insane

or can we have raiders actually make a small hut out of log walls to sleep in.
#36
General Discussion / Re: RimWorld change log
July 10, 2014, 09:41:11 AM
Looking forward to the world generation and site selection.

what if different mechanoids spawned in different sites.

so a shark-looking mechanoid appears if theres an ocean. Snake -looking mecha appears in jungle etc etc
#37
Tynan tries to update it roughly once per month, unless if the late additions/bug testing is very necessary, he's currently making world generation, so im expecting that we're getting closer and closer to beta.

however there's plenty of mods to choose from, and the game itself is great even in it's alpha/barebones state
you can check the changelog in the general discussion sub-forum. he types all the work Ludeon have done on the game that day. so you never feel like the devs are doing nothing (towns)

#38
Quote from: Chozo Nomad on July 05, 2014, 11:03:32 PM
Hello!

I've kind of haven't been following development of Rimworld and just recently started playing it again. I've run into the same issue. My character could be found rather easily in early builds but I haven't seen him since. I even have typed in his name in the whole "preferred character names" thinggy in the options menu. I can't seem to find him anymore :(

His name is Kieth Nevin Nickname Nev if that helps...

before you start a game in the options menu, type in the first or surname of your colonist into one of the four boxes. it means youre now more likely to see that person in the game, and the chances of randomizing him are higher
#39
you will love the changes in 5 then, raids don't seem too bad since they leave more.
though i still get wrecked by them
#40
General Discussion / Re: Psychic Drone balance
July 07, 2014, 09:29:30 AM
Quote from: Tynan on July 06, 2014, 10:15:50 AM
Here's a way to counter the old psychic drone event.

Put your colonists in cryptosleep :D Pop them out when it's over.

Of course you'll need a few cryptosleep pods, but they're the easiest part of the ship to build.

its's interesting to see how you make ship components have other uses as well

im thinking 'is the psychic drone affecting the entire planet or just this area? if the former, then surely the factions will hate each other and thus me, more?

maybe that's a way you could balence it for now
#41
General Discussion / Re: repair faction hate
July 07, 2014, 09:23:55 AM
what id find interesting is if you could bribe pirates to not attack (and will merely decrease the chances of a pirate raid or the numbers that turn up), or even bribe them not to, but instead you see a message that they've attacked another faction!
Or possibly trading weapons, uranium and missiles with pirates, food with tribes and basic resources (not uranium and missiles) with other colony's
or being able to give prisoners back to factions for a small goodwill increase (obviously less then kidnapping them in the first place)
but yes as i have said before, context and a more complicated/interesting relationship between factions (yours included) would make this game improve immensely. (not saying it's bad, since like everyone else here, i love Rimworld.)

my reason why i think this is because the faction system combined with the difficulty curve makes me wonder how the hell the other peaceful factions have survived for decades, whereas we can only survive for a year at most.
#42
Quote from: Goatlike on June 26, 2014, 04:55:57 AM
Hi. I fix some "bugs" and now this mod compatible with A4.

I don't sure about fully working. But I try fix all exist mismatches.

I hope you (Austupaio) don't offence on me  :)

Download: https://www.dropbox.com/s/15b41ptxqn6vkwi/Liandri_Corp_comp_with_A4.7z

Any Chance of you doing an alpha 5 unofficial update ?
#43
Quote from: Tynan on July 04, 2014, 09:19:14 PM
I was concerned that that orange-ish color was almost identical to the wood, and didn't match any of the gray structures made of the material.

maybe give it an orange hue, since the marks shown when you find metal embedded in the grey rock is orange?
#44
General Discussion / Re: RimWorld change log
June 19, 2014, 07:10:16 PM
the answer to that would be ethier no or or if so mortars use shells (which they probably use anyway)
#45
General Discussion / Re: RimWorld change log
June 16, 2014, 05:24:04 PM
sounds like someone is making a tailor's bench/sewing machine.
finally artistry could have a use!