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Messages - tbrass

#1
Quote from: Kaizyn on July 26, 2016, 01:52:10 PM
Hey - actually I didn't think anyone was really using this, and I've been hit with big projects on my actual job-job, so haven't taken the time to get this updated.
<snip>
Thanks for the interest!   I haven't vanished, so this will get refurbished to A14 Soontm

Excited to try the update! Any chance you'd be interested in hosting your code on github so other people might be able to help you with your goals? Asking for a friend. . .
#2
I definitely think that flair-described generation, as opposed to "arid, semi-mountainous, lots of vegetation' would be fantastic. Great suggestion!
#3
General Discussion / Re: Call for Alpha 5 testers
June 24, 2014, 05:41:11 PM
Hi Tynan,

I'd be interested in helping out. I've done a fair bit of bug track/repo with Gentoo & the occasional game. I'm enjoying Rimworld and would like to help you improve it further.

Oh, and I do own it :-)
#4
Okay, fair points. But, both the text and the (eventual) trait ought to emphasize the added risk for male pregnancy outside of a medical setting. So, not only ought the trait be "male pregnancy," but the future trait effect should be amplified for males over females.
#5
Really minor bug, and one that doesn't even impact gameplay (yet), but I just randomized a male colonist who is both pregnant and has a terminal illness. I suspect that human male pregnancy might be terminal, but it is still rather... silly.
#6
Ideas / Re: Stupid "Witnessed someone's death"
June 16, 2014, 05:22:33 PM
Or at least they should evolve toward a more violent/hardcore/viscous outlook. So, perhaps the first few times someone defends the colony, they are a bit taken back by taking a life (though they should still get a minor 'defended colony buff.)' After they have killed a number of people, ought they not get numb to the process? Or increase their 'defended colony' buff?

#7
Ideas / Re: Mood
May 17, 2014, 12:46:57 AM
Excellent suggestion. It should totally tie in with the traits. An agoraphobic colonist will react differently to broad, sunlit pastures than will a farmer and outdoorswoman.

But the guards... well, mood's a thing for cattle and loveplay, not fighting. ;-)
#8
Ideas / Re: Need "Forbidden Area"
May 08, 2014, 02:00:16 PM
A way to lock doors would be nice. So, say, while raiders are preparing for a raid, I could order my base on lockdown and the external doors will be shut and barred.
#9
Ideas / Re: Corpse Decay and skeletal fear tech
May 08, 2014, 01:58:52 PM
Other civilized factions may not be afraid of fear tech... but they ought to be repulsed by it. Should be a negative to your reputation.

Otherwise, great ideas!
#10
General Discussion / Re: Moving forums to XenForo
May 07, 2014, 07:38:51 PM
I'm neutral on the forums (I like this more than most), but I would love to have a bugtracker implemented for suggestions. Arcen games does a good one: http://www.arcengames.com/mantisbt/

It would make it easier for users to break suggestions into individual points and then to vote (limiting users to a single vote, rather than trying to judge by # of comments in a thread.) Tynan, I think it'd give you a better sense of what is drawing the most interest...
#11
General Discussion / Re: Development Roadmap(?)
May 06, 2014, 12:05:43 PM
I've seen the changelog (the google doc). Definitely good for making sure that features I think are present WAD.

The puu.sh is a brief list of upcoming tasks (no idea how recent)
And, unfortunately, I get an error trying to go to that ludeon post.

Thanks for getting me started!
#12
Ideas / Re: Faction Relationships
May 06, 2014, 01:29:57 AM
DFP - speaking only for myself, it is extremely daunting to look at such a large list. Breaking the suggestions out individually makes it a lot more readable/understandable.

It could look like overkill in a forum situation, but if Tynan were to move to a bugtracker for suggestions... well, that'd be the bees knees!

That said, I also like this idea & that DFP's additions would add a lot of depth to faction relationships.
#13
Ideas / "Go the fuck to sleep."
May 05, 2014, 08:09:21 PM
Day 98. My happy* little band of cannibals is on the brink of complete mental collapse. Some of them are complaining of the food (and shouldn't, mwahaha). Others of the stress related to defending our colony from the nearly constant raids. There is no break and the simple pleasures aren't cutting it anymore.

Proposed: a go the fuck to sleep** action. Say, right click on the colonist's bed and a little action item pops up: prioritize sleeping. Please: if my colonists aren't smart enough to take a nap at 1400, when they are so tired they are about to collapse, I need to do this for them. I'd prefer that they figure it out and prioritize sleep/food over other concerns when they are on the edge of mental break, but they don't.

*they have set a Donner (Dinner) Party for about 80 of those, so they really ought to be okay with cannibalism by now. In fact, they ought to be closely bonded over their newfound culinary ambitions. All except for Alice. She is a prude. She should be a vegetarian and on the brink of killing everyone out of disgust ;-) http://en.wikipedia.org/wiki/Donner_Party

** if you don't know anyone with small children, you may not have seen this: https://www.youtube.com/watch?v=ENjKi7NkTNE
#14
General Discussion / Development Roadmap(?)
May 05, 2014, 03:15:28 PM
Hi,

I finally pulled the trigger and joined the Rimworld beta. I've been browsing the forums and found a number of posts along the lines, "this will be added when the X engine is completed. . ."

I have some suggestions for the game, but don't want to retread things that are already in the works (for example a "ruins engine," whatever that may be). Can anyone point me to the current planned feature map? I see the modular development bit on the kickstarter page (and I'd like to assume that b/c Tynan has now raised 4000% of the original ask that all these modules will be developed ;-) ), is there something more recent?

Thanks!
#15
Ideas / Re: Cannibalism needs more... depth
May 03, 2014, 09:11:20 PM
Oh, the idea of a gastronomic trait associated with cannibalism just tickles. Being cultured seems unconnected, but a cultured cannibal ought to really enjoy food.

In any case, I definitely think that cannibals stick together and should have a rather positive relationship boost just for sharing a desire for lavish raider pie.