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Messages - O Negative

#751
Ideas / Re: Make sappers only attack your colony
September 01, 2016, 05:48:49 PM
I understand your frustration.

But, I have to agree with the others on this. Losing to circumstances which are out of your control is part of what makes RimWorld such an amazing experience. I always end up having more fun with losing in different ways than I have with winning in this game (*cough* victory conditions are limited *cough*)

Anyways, there are ways to completely prevent this from happening ever again. They just require you to remove content from the game. Mods. You can mod sappers out of the picture, if you really wanted to. I wouldn't recommend it, but if it suits your playstyle, I say go for it :D
#752
I played around with RimWorld code in the past. I tried doing exactly what you're talking about by creating a new "melee" verb with more range, but the game freaked. More than likely something I did wrong, but oh well :(

One thing that I know is absolutely possible: Giving a weapon more than one verb. You can make spears have a melee and ranged attack if you really wanted to. This is demonstrated in an old "throwing knives" mod.
#753
Ideas / Re: Alpha Beavers -> (Blood) Locusts
September 01, 2016, 03:56:16 AM
I've played all of the different biomes that are available at the moment. I'll admit that I've never escaped after landing on one of the harsher ones, hahaha. So, yeah, ice-sheet is hard and your points about that type of biome are valid, sure. I just don't think Alpha Beavers (as an event) were designed for ice-sheet gameplay as much as they were meant to punish players who frequent forests, which are naturally rich with wood. This is why I find them underwhelming; they don't feel like they're fulfilling their purpose. Then again, maybe that's me interpreting something wrong.

Don't think I haven't experienced plenty of manhunter packs in my time playing RimWorld, either. Wargs and Bears aren't nearly as scary as boomrats and boomalope are, in my opinion. With the right maneuvers and micromanagement, it's easy to fend off standard (tanky) predators. On the other hand, explosive animals are a bit trickier. Anyways, that's beside the point.

*Perhaps, once the game is a bit more rich with events, certain events will be more isolated to particular biomes. That's a huge speculation of course, but just another thought I had to write down :D
#754
Ideas / Alpha Beavers -> (Blood) Locusts
September 01, 2016, 03:34:36 AM
When I play RimWorld, I'm asking to dish out and receive as much pain as possible. You may not agree, and that's fine :D . These are just some thoughts on the Alpha Beavers event:

Problems with Alpha Beavers:
- I love the Alpha Beavers event, but it feels a little bit too silly. And, honestly, a bit too easy to combat. I'm usually able to gun Alpha Beavers down before they consume even 3% of my biome's trees.
- I never really feel like I'm in any danger, especially once I reach the late game. They're just eating trees that I have no use for anymore. If anything, the game just threw free meat and pelts my way.

Suggested change:
- Don't get rid of beavers, or their tree-eating mechanic. It's still awesome!
- Just, replace the Alpha Beaver event with something a bit more... intimidating? The first thing that comes to my mind is a "swarm" of locusts that consume all of the plant life on the map (at least all of the plants they can actually get to without forcing their way into your base), and then they move on.
- If you want bonus brownie points (in my book), you could have them consume any living thing they see (including each other) after all of the vegetation is gone. I'd think of this as a man-hunter pack on steroids ;D




As a side note, I understand that this may never happen. That's okay. I just wanted to entertain the idea, and see how many of you agreed :)

So, please, let me know what you all think! Especially if your name is Tynan Sylvester ;)
#755
Ideas / Re: Remove all red alerts if people are sleeping
September 01, 2016, 03:07:21 AM
Removing red-alerts would turn RimWorld into more of a paranoia-sim than a survival-sim. Sure, there's probably a few people out there who would LOVE this. But, I don't think it would be enough people to warrant making this big of a change to the warning system. If anything, hopefully the developers open up new paths for the modding community, so that things like this are easier (possible) to do for the few individuals who actually want this.

As far as being hunted by carnivores goes, I just want my colonists to react to the predator in the same way they would react to any other danger. If I have them set to run, they better run like the wind! If I have them set to fight, they best start shooting at that predator! And, if I'm silly enough to have them just not react, then that's my fault :D
#756
Ideas / Re: Volcanic eruptions
September 01, 2016, 03:02:29 AM
I agree with Chibiabos. As cool of an idea as volcanic eruptions are (because they're absolutely devastating), they're just not viable on these map sizes. If you wanted to make volcanic eruptions viable on these map sizes, I have a feeling they would be seriously underwhelming...
#757
General Discussion / Re: Siege is really imbalanced !!
September 01, 2016, 02:39:16 AM
Quote from: iceteazz on August 31, 2016, 10:04:11 PM
_ I once don't have enough fire power to fight against siege because i have many melee pawns. Then i found that they have sleep need, so i wait till they sleep, pick 2 guys come out and steal their mortar lol

Why have I not thought of that!? That's f*cking hilarious!

Definitely going to try this on my next play through :D

(I haven't started an A15 game yet, because I'm waiting for 15c to be officially released)
#758
General Discussion / Re: Energy Efficient colony
September 01, 2016, 02:31:37 AM
Kudos to you, friend

Are you running any energy saving mods, or is that vanilla as far as power is concerned? I've always found power production:consumption to be a tricky thing to balance as the game progresses. Either way, congrats!