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#361
Silver conducts electricity better than any other element. We use copper more because it's cheaper. Amongst metals, silver conducts heat better than any other, and it's also the most reflective (of metals).

Maybe you could make a benefit for building power lines out of silver?
#362
Ideas / Re: Enemy Leaders
August 26, 2014, 10:37:04 PM
I recall this being suggested before, but I'd definitely like to see it. It would compliment the siege system well from a gameplay perspective, I think.
#363
Ideas / Re: Suggest A Personality Trait!
August 26, 2014, 10:30:10 PM
Cool thread. I didn't read all of the posts in-depth, but here are a few I thought of:

Technophobe/Extreme Technophobe: Has a minor/major happiness debuff when using more advanced technology (nutrient paste dispenser, comms console, EMP mortar, etc.). Perhaps this would be restricted to tribals?

Weak-willed/Spineless: Suffers mental breaks easier than most (+5/+10, counterpart to steadfast and Iron-willed).

Ambidextrous: Can use both limbs equally well. Lessened debuff for a damaged or lost arm. Possible minor buff to aiming.

Fruitarian: Will only eat berries/agaves and meals derived from them. Alternatively, allow them to eat other foods with a minor/major happiness debuff.

Hemophilia: Bleeds easily and more severely.

Green Thumb: Minor happiness boost when growing (regardless of skill).

Hunter: Minor happiness boost when hunting (regardless of skill).

+1 to Insomniac and Hypersomniac
#364
Really short answer: No.
Short answer: Here.
Long answer: Here.
#365
General Discussion / Re: RimWorld change log
August 26, 2014, 09:11:47 PM
QuoteCreated color masking system so we can apply stuff color only on portions of the final thing's image (e.g. silver beds have silver legs and frames, but not silver sheets).
Darn. There goes my dream of having golden sheets and golden pillows on a golden bed frame. :p

This does sound pretty cool, though.
#366
Quote from: Damien Hart on August 26, 2014, 02:01:06 PMAttacking random walls would simply mean that for most raids, 1/3 of the raiders end up punching stone until all the others are dead or routed, and then being either picked off one by one or routing themselves. But they should definitely try to split up into groups and assault yo from different directions.

I'd really like to see tactics vary according to faction type. If pirates attack you, are they really going to bring an army? More likely they bring a small siege party and a couple of mortars and attempt to s**** you into submission, while small groups try to skirmish with you while maintaining their distance from the colony itself. Outlander towns on the other hand would be more organised, launching simultaneous assaults on different parts of the base, possibly s****ing for a short time to soften you up before launching their attacks, or even trying to breach your perimeter.

And tribals? Well if they were regularly exposed to higher level technology, it stands to reason that they would have either been wiped out already, or have adopted that technology to some degree and utilised it against you. Since neither of the above is true, logically they wouldn't understand how to fight against guns/turrets effectively, so it can be expected that they all charge in close and attempt to overwhelm you, because that's the sort of tactic they would be using against one another.
I love this idea. Seeing different faction types use different combat techniques would be awesome. How would you picture mechanoids using tactics, though? They don't have any form of communication, but they seem to be rather intelligent, which I think is important to note.
#367
General Discussion / Re: How to beat crashed ships?
August 26, 2014, 12:47:44 AM
Just finished my first playthrough of Alpha 6. It landed really close to my base, so I ran power lines around the ship and constructed 13 turrets. I had two guys with M-24s, two with LMGs, one with an M-16, and one with a Pila. After the first volley against the ship, I micromanaged the turrets to focus fire on the closest centipedes. The colonists focused on the scythers. I ended up taking down all of the centipedes (3) and scythers (3) with only a couple turret losses- no colonist deaths.

...I was a tad paranoid after my first try, during which more centipedes reinforced the ones from the ship (entering via an additional raid), so after restarting and taking down that raid first, I bribed the colony's favorite faction to the moon and called in three waves of additional help beforehand. My guys had already taken down the ship and it's defenses by the time they got there, but hey, you gotta cover your bases just in case. xD

Silver and metal solves everything. :3
#368
Quote from: Col_Jessep on June 13, 2014, 08:15:20 PM
I guess you can build the ship to end the game but you don't have to. Maybe tribes could target the build site of the ship specifically to "stop the evil metal dragon from hatching". That way we could have a nice, challenging endgame or a bit more leisure to play a long game.

^This.
#369
General Discussion / Re: Alpha4f difficulty
June 10, 2014, 07:20:37 PM
Quote from: Tynan on June 10, 2014, 07:11:32 PM
Dwarf Fortress does bring greater attacks if you have greater wealth. That's why the enemies are there - to steal your stuff.

I do understand your annoyance with the concept, if you get the sense that you're being punished for succeeding. This is an inherent problem with every adaptive difficulty system in games.

What alternatives can you suggest? The system used to cue off strength - colonist count, weaponry, turrets - but that concept came under lots of criticism as well. I suppose we could make a completely non-adaptive storyteller who just ramps up according to a fixed schedule, but that will match very few players. Almost everyone will be either way ahead or left in the dust. So what else is there? I'm really curious if you have a solution I haven't thought or heard of yet.

I don't think the difficulty itself is the problem, but the "win mindset". Rim World is meant to produce stories, but many people are just playing it in the sense of any other game. A game that is meant to beat you after so long might seem counter-intuitive to some. (Thank you for clarifying that, btw- I didn't even realize that myself.)

This is somewhat intensified by the current lack of an endgame. People are expecting to be able to meet the demands of a larger colony, since expansion is all there is to do currently. An update that explains that you're meant to die (for now) after x days would probably be more beneficial than endless tinkering with the difficulty.
#370
Ideas / Re: Various and Sundry Feedback
June 10, 2014, 06:58:46 PM
Yes to all of this.
#371
Ideas / Re: New Lone Colonist Story Teller
June 10, 2014, 06:50:11 PM
Quote from: Coenmcj on June 10, 2014, 03:36:49 AM
Well I would assume that the game would force you to play with a particular character type, eg. "Colonist" or "Entrepeneur"
This suggestion has certainly been expanded on with Grim's post, I must say, you make that sound even more awesome.

I concur.

At first I was a bit skeptical, but Grim's post makes it sound awesome.
#372
Quote from: harley9699 on June 09, 2014, 01:43:04 AM
Great question. Then how many is a few? If you took 10 days off, probably not much of a difference. What would happen if you took the same 200 off though, after it's maxed out from the first 200? So, 200 birdhouses, then 0---but 200 days of Iguana Juicing? They probably wouldn't switch, that would be bad. So your Birdhouse would deteriorate at a slower rate than your Iguanas increase, right?

...Iguana juicing? :o

Ahem. Anyway, I would expect that your new skills should increase faster than your previous skills decrease. At that, it should be easier to maintain skills than it is to improve them.
#373
Ideas / Re: 20+ hours in, first ideas
June 08, 2014, 07:16:28 AM
Quote from: wyldmage on June 07, 2014, 09:59:31 PM
Power early is incredibly hard to make work.  Solar panels tend to be offline when you get attacked (making turrets useless).

Are you using batteries?

Also, the difficulty is being balanced in the current updates. Keep an eye out for the latest versions, as they've been coming out pretty often the past few days. (Or, alternatively, wait a few days until things are sorted out.) The current version is Alpha4f.
#374
Ideas / Re: Add more RTS elements
June 08, 2014, 12:36:54 AM
Air strikes might not work, but ground-to-ground missiles could. Your colonists could build an large outdoor missile launcher. It would require manning (much like a comms unit) and manual targeting. It would also consume missiles, which I feel should be much rarer and much more expensive if something like this were added.

Oh, and you might want to build it in a secure area. 'Wouldn't want those raiders firing the missiles at you.

Edit: To clarify, I imagine this as firing missiles up in the air, to fall on the area of the map you selected, like artillery rather than as a "missile turret". They may or may not have a set range.
#375
Ideas / Re: New Use for Corpses
June 06, 2014, 03:18:49 PM
So... when the drone dies, what do you do with that corpse? :P

It is an interesting idea, though.