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Topics - Flemmi

#1
Hi I have a little crazy idea, that is essentially a new game mod.

I think it would be interesting to have a colony where you can build "new" colonist from dead bodys. You would only start with one guy. your Frankenstein guy. and he could disessamble bodys of travelers and enemys to build his own colonist monster.
i got this idea becasue the game already have bodyparts and stuff. and when a colonist dies in fight he still got some usefull body parts.

The recycling process could have a success chance based on a skill.

that is the basic idea. other thing that could be built in or left out depending on how it should look at the end are

1. Monster with varying stats, and even specialized production to increase one skill from the start on.
2. repairing the monster if they get damaged instead of healing.
3. losing when you Frankenstein dies, or at least not be able to create new Colonist
4. having enemies getting a fear effect if melee-attacked by a monster
5. build weapons into the monster for more specialisation
6. having a Cooler/Freezer to store body parts.
7. having a special food system. like an energy system that has to be recharged.
8. The electricity to review a Monster should come from lightning strikes or transistor/Teslacoil with a strong power generation behind them.


I hope you liked that idea or even think it is briliant. I would love to hear your responde in any case or improvments.

P.S. I posted this in the suggestion forum and there someone suggested to me to ask around in the mod forum, because it would be better as a mod.


greetings
#2
Ideas / Frankenstein and his Monster Colony
August 17, 2014, 06:16:22 PM
Hi I have a little crazy idea, that is essentially a new game mode.

I think it would be interesting to have a colony where you can build "new" colonist from dead bodys. You would only start with one guy. your Frankenstein guy. and he could disessamble bodys of travelers and enemys to build his own colonist monster.
i got this idea becasue the game already have bodyparts and stuff. and when a colonist dies in fight he still got some usefull body parts.

The recycling process could have a success chance based on a skill.

that is the basic idea. other thing that could be built in or left out depending on how it should look at the end are

1. Monster with varying stats, and even specialized production to increase one skill from the start on.
2. repairing the monster if they get damaged instead of healing.
3. losing when you Frankenstein dies, or at least not be able to create new Colonist
4. having enemies getting a fear effect if melee-attacked by a monster
5. build weapons into the monster for more specialisation
6. having a Cooler/Freezer to store body parts.
7. having a special food system. like an energy system that has to be recharged.
8. The electricity to review a Monster should come from lightning strikes or transistor with a strong power generation behind them.


I hope you liked that idea or even think it is briliant. I would love to hear your responde in any case or improvments.

greetings
#3
Bugs / Long loading time Alpha 6 (532) [SOLVED]
August 14, 2014, 04:07:52 AM
Hello again, i know i post this bug often, but in every version it reapears for me.
This bug appears in every version i play but currently it is about version 532.

It is about the long loading time bug.
I made a little test and messured the time it takes for all the actions I could thing of that are effected.
Here is a list (done in the shown order)

Rimworld
Start - 27sec
Open Modmenu - 6sec; opening it again without restarting the game is instantaneously.
close Modmenu - 25.7sec tested twice
change language - 25.7sec tested twice

Rimworld with 1 mod (blasting charges Mod for test)
Addmod - making a tick next to a mod is instantaneously
closemodmenu - 25.7sec
(re)start - 27sec
Open Modmenu 6sec
remove mod - removing the tick is instantaneously
close Modmenu - 25.7sec


I also made another deep profile log and attached it to the post.
I created the file by activating deep profile log. Than i exit the game, start it, open modmenu, close modmenu, changed laguages to english and cloes the game.


[attachment deleted by admin: too old]
#4
Support / Still long loading time issue
July 19, 2014, 01:25:52 PM
Hello guys and hello Tynan,
again

I still have the loading issue I had encountered from the very beginning (Alpha 3).
http://ludeon.com/forums/index.php?topic=3386.0
http://ludeon.com/forums/index.php?topic=3772.0

and I still have the loading time one minute and 6 or 7 seconds.

maybe it is a problem on my computer but I have no idea what it is or could be.

Is there anything else that could be tried or done to improve this issue?

I also made a new log you suggested here
http://ludeon.com/forums/index.php?topic=3772.msg37299#msg37299
in case you need it.

[attachment deleted by admin: too old]
#5
Hello, again. I still have the problem that the loading time of the game is longer than the averange (I was told a few seconds), but it improved.

It now takes exaclty
1 minute and 7 seconds to start up the game,
10 Seconds to enter the mod menu and
1 minute and 7 seconds to leave the mod menu.
1 minute and 7 seconds for changing the language

I think it is remarkable to see than getting to the main menu take 1 minute and 7 seconds. maybe there lies the problem. I have yet to try it with a lot of mods.

Begining a game, Options, Credits and leaving a game to the main menu: all happens instandly. only leaving the mod menu and starting up the game (from the OS) takes now a relativ long time. (the 10 seconds to enter it, I can live with.)

I hope that we can fix it (at least to the release of the game ^^). And if I can do anything to help to hunt this down any further I would ble glad to help.

thanks for your attention.

------------------------------------
first post about this in Alpha 3
http://ludeon.com/forums/index.php?topic=3386.msg32379#msg32379
#6
Support / [Solved] Endless waiting time
April 30, 2014, 04:27:28 AM
Hello Community,

I know this kind of problem get told alot aroun here, but I never saw a good solution for me.
I have the problem that everythign takes ages to load. When I start the game with only core enabled it takes half a minute. When i then try to go to the modmenu it takes ages to load that. When I press close (in the modmenu) it take ages to go back to the mainmenu. even when I don't enable a mod.

when I enable mods and want to go back to the mainmenu the game takes ages. longer than i wanted to wait. i had to forceclose it. But the mods I enabled where saved and when I looked in the confi file I saw that every mod I activated got activated. When I now try to start the game it takes longer to load than I can wait.

The Same with changing the language. That takes also longer than I want to wait (or forever).

I already read around in the Forum here but found nothing that works for me.
http://ludeon.com/forums/index.php?topic=2690.msg30015#msg30015
http://ludeon.com/forums/index.php?topic=2315.msg20972#msg20972

I use the version Alpha 3f and i don't know what to do anymore. I don't want play the game without mods or wait ages for every step, when i don't even know if it actualy will work.

thank you for your help.
-Flemmi