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Messages - Serenity

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General Discussion / Re: Unstable build of 1.0 available
« on: July 05, 2018, 01:53:41 PM »
what happened to wool? Leather has become incredibly strong (especially heavy fur) while wool is almost as bad as cloth.
Agreed. Wool was a bit OP before (at least in very hot or cold biomes where all you needed was a wool jacket), but it was one of the few things that encouraged you to keep animals. Sure tone it down a bit, but not this far

WH40k has "Frontier Worlds" just like Firefly has "border planets"
So do lots of other sci-fi universes. It's the logical result of any setting based on colonization. The Honor Harrington universe has many levels of development. Core worlds, shell, protectorates, verge. Star Wars has similar concepts.

There is really nothing more ridiculous than W40K fanboys

Always funny when people think Warhammer is any way original and that everything else is ripped off from it  ::)

Decreasing development of planets the further out you go is a very, very common science fiction theme. It opens the way for storytelling about lawless frontier worlds, exploitation by rich inner planets, and rebellions.

General Discussion / Re: Map Size Thoughts
« on: July 03, 2018, 04:49:18 PM »
Yeah, small maps are pointless. There just isn't enough room to build anything interesting. And it feels constricting.

The issue with the largest maps is that walking times are too long. By the time you get anywhere far away the pawns will usually be tired

There are fully automatic pistols. They just aren't all that practical

General Discussion / Re: Unstable build of 1.0 available
« on: July 01, 2018, 08:09:08 AM »
Rename ultratech medicine -> glitterworld medicine
And the world is right again

Suggestions / Re: We need a Trader Spot in vanilla before 1.0 release
« on: June 30, 2018, 11:10:18 AM »
Locking them out of bedrooms is one thing. That could be implemented as people locking their doors. Which would also keep out art watchers.

But a trader spot is easily abused to kill traders and steal their stuff. Either by weapons fire or some sort of heat trap. Lot of people do that already - especially on ice sheets. As a mod that's perfectly fine and I really like it (in fact a post by me inspired its creation), but putting it into vanilla isn't as simple

Suggestions / Re: Don't change the untranslated names
« on: June 27, 2018, 08:05:05 PM »
He made the change because "the medicine didn't necessarily come from a glitterworld."
That's taking things too literally though. It would be more interesting and complex world building if glitterworld medicine isn't restricted strictly to glitterworlds, but has such a great reputation for quality and/or advancement that most people associate it with only the most developed planets. Or that while it traditionally was only available there, it has since spread out a bit as other planets caught up in development.

General Discussion / Re: Why still only one type of lamp?
« on: June 27, 2018, 04:56:48 PM »
At least a wall light should be included

Glitterworld medicine still works as a colloquial name for advanced tech even if it's not literally from a glitterworld. Plenty such examples in real life

Suggestions / Re: Maybe the Difficulty scaling is off?
« on: June 26, 2018, 02:33:16 PM »
Something like that used to be very endgame content. Definitely way too early for it

Suggestions / Re: Don't change the untranslated names
« on: June 26, 2018, 02:30:29 PM »
Agreed. Changing these is a bad idea

General Discussion / Re: The balancing process
« on: June 21, 2018, 08:29:51 AM »
The idea is that with an RPG you're focused on one character, so you care enough to think about complex calcluations. But in RW, you maybe don't want to do that do so many people.
Uh, there are plenty of party based RPGs where you manage your current party and even a roster of companions that stays in some place when you don't take them on missions. Granted, not as many as in a large Rimworld colony and you are more attached to them than a RW pawn, but RPGs are hardly all about a single player character.

Suggestions / Re: [1.0] Add more things to basic work
« on: June 21, 2018, 07:09:18 AM »
That's why I really like the WorkTab mod. For vanilla it would be too complicated I guess, but as another optional layer of the job scheduler (simple, standard, detailed) it could break out a select few of the sub-jobs like feeding patients and hauling to construction. Then you can have nurses and apprentices.

Suggestions / Re: Plant Harvesting and Orchards
« on: May 25, 2018, 08:17:57 PM »
Banished had a pretty neat system for orchards like that. They took a few seasons to grow until they gave fruit. And if they were infested by insects you had to cut them down, which hurt because of the growth time.

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