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Messages - daduhweewah

#46
Ideas / Re: Incentives for livestock
November 06, 2016, 06:50:08 AM
agree.

6. Make pig troughs, cow troughs, troughs in general so animal foods can be put in them, I have kibble made and my animals just eat raw meat and cooked meals sometimes still.

#47
Ideas / Re: I want to go full 90's in this game.
November 06, 2016, 06:45:21 AM
Quote from: Razzoriel on November 05, 2016, 02:25:02 PM
Quote from: milon on November 05, 2016, 01:05:53 PM
OP, are you asking for a mod or for a change to the game itself? We'll move the thread to an appropriate subforum based on your reply.
I'm sparking a controversial talk about players willing to change the game's direction based on how progressive the game is. Which means, it belongs in General Discussion so we can talk how progressivism in a colony sim with survival mechanics is making the community discuss sex roles in a community instead of tracking whether we get the real cool stuff like caravans.

People are dismissing my question as a troll post; it is a legit request. Is there any way outside modding we can make it so the game does not pander to progressiveness? It has been proven women are inferior to men physically. It has been proven women pander to social things rather than specific ones (engineers vs nurses). If there is no way this can be done, then fine, I'll make a "Sex Realism" mod where pawns are realistically assigned and designated as such.


Awesome post and I think it is funny when people call you sexist for stating things like this. Men and women have primal roles, but progressive movements have destroyed home structures. Not saying women shouldn't work, not saying women aren't equal to men, there are just certain roles men play and women play in a healthy structure and I think the way people divorce so much these days speaks volumes to that. Liberals love to protest and rant and rave about things like this, which is fine, just gets a little silly after a while. Women have it easier here than any sex in any country in world (usa) but it is still a sore subject apparently that if taking the opposite side means you are a sexist, but it makes taking the opposition fun!

I agree with the auto stat buffers though, which could and would open up more personality traits, making men who are more feminine and women who are more masculine to reverse those buffs.
#48
Ideas / Re: We need a way to auto hunt.
November 04, 2016, 08:02:24 PM
there is a mod called rimworld manager, it is really good, you can auto hunt (and do many many other things) and you select which animals you want to hunt, you can even auto tame animals, you set how much meat you want. It makes things a lot easier. I have it set to hunt anything that isn't big, ferocious or boomalope/boomrat. Problems solved.

#49
Ideas / Re: New Sexuality Calc
November 04, 2016, 07:58:39 PM
Where is this article? I am sure I will enjoy reading it, because you know, this is what is important in the world today, and Tynan should HAVE to defend himself for making inaccurate calculations on such an important issue (if I understand right, that is what I understood from this article, I am being sarcastic though but still want the article)
#50
Ideas / Re: Reputation
October 31, 2016, 04:54:46 AM
Good post, I for one prefer having to defend attacks from humans than mechnoids, so I would not want to keep the human factions from attacking, I would prefer a way to somehow keep the mechanoids from attacking.


Good post though, your English over achieves
#51
I have never once thought raiders always hit, they shoot so bad most of the time, I am thinking "I'm fked" a lot but the raiders out numbering me 2:1 will just miss every shot and I will hit (though I always start myself off with all my pawns being able to shoot well, like 6+++ in shooting for each one)

And yes, as a poker player, 40 trials is nothing to even think this says something, it is such low volume that until you run 4000 trials (if not 40,000) you have no case. The roulette wheel at the casinos always have the pole with all the previous numbers that people think they can get a "read" on to know what to bet, but that wheel is essentially a random number generator, and that pole is said to be the most profitable addition to any table game in a casino ever made. (yea the roulette thing doesn't seem to have any relevance here but it usually carries the last 20-30 spins, which is no volume and can show a certain number 5-6 times sometimes- and that is basically on a 2.7ish % chance to "hit" a pawn with a shot since there are 38 slots on most wheels)
#52
Could really use the ability to drag and switch the place each pawn/colonist is at across the top of the screen, dragging those icons is the best way to draft, but having a few that are not worth drafting means I have to draft all then undraft (while paused) who I do not want to take to battle, being able to sort that row up top would be very helpful

Animal traps, I have been playing on the ice sheet maps and there are nooooo animals at all, and every once in a blue moon I see a couple muffalo "moving" and I never can hunt them because they are just trekking across the map, so I am constantly praying for a manhunting herd of something not named boomalopes (boomalopes prob shouldn't be one of the herds in the ice sheet maps, same with elephants- I have had both on those maps- not that specific realism is the goal but they don't fit the map, maybe a couple of ice sheet specific animals like polar bears or boombears or something weird idk)

Anyways that got derailed by my rambling, try that again, ANIMAL TRAPS - animal traps could serve the purpose of trapping a specific animal type to collect that leather, so would be fine on any map, could be craftable/researchable. Small traps for small animals and medium traps or medium animals, and large animals are not trappable, the traps wouldn't necessarily be dependent on that animal being visible on the map, maybe it just has a 2% chance to catch an animal per in game hour, and you would build steel traps, and the crafting and research would be more for the development of "bait" or "scent bait" where you would use veggies and cloth for rabbits, and rabbit leather and rabbit meat to make some fox scent bait. So researching "small animals" and "medium animals" would be some much needed additional research and it would allow the player to play the ice map perhaps without having to start with the research hydroponics and to bring 3000 logs +++ right off the bat. Basically you can not play the ice sheet maps without editing the stuff you bring with you to allow you 15-20 days to start producing food.

The ice maps are a ton of fun though, it is a head ache trying to keep people warm and to obtain the capsules from all over the map because you may send someone to their death just to haul a load of whatever fell from the sky, but there has to be a realistic way to actually achieve on that map with any one of the standard start ups, which right now, no one could convince me that you can survive a year or more on that map without starting with research hydroponics, or giving yourself a load of food and wood to start. (well you have to have wood, there is no replacement for it currently as far as fueling stuff - so you must bring excess wood to make up for waiting for the right traders to obtain more)
#53
You can already freeze prisoners? THat is what the cryocasket or whatever it is called is for I believe, when you have a population you are satisfied with, or two people who do the same job (researching I guess) or just want to save someone for later you can freeze them and open the casket later I assume. (well I assume it all goes well when you do it yourself, I know the caskets you find randomly are agro towards you)

The faction relations would need revamping before this would even be plausible IMO, I don't know what you could get out of a prisoner by torchering them right now.
#54
Ideas / Re: Improving global faction politics
October 24, 2016, 12:58:25 AM
I like any idea to expand the current faction relations.

I also would like a way to be able to purchase "friendlies" on demand, rather than them showing up at random and in random number after I have ignored a problem (like infestation is the only time I have seen friendlies, those bugs killed 30-40 friendlies a 2-5 at a time and actually waiting was best anyways, the bugs mined a whole area for me, then spread out all over the map making them easy to kill- so infestations should probbbbbably be forced to stay within so many tiles of their original spawning point, with extra hives branching out of that point to make it problematic to wait them out- though I had no idea it was going to work out when I did that)

Anyways, I like the post but any improvement to faction relations would be neat, even if it just started you at neutral with 4 of the 5 factions and one faction was always agro to everyone, and you had to chose a faction to side with making the other 3 agro towards you, leaving you one ally and 4 aggros to start ( and it is pretty easy to get in good graces with factions, it isn't worth it though unless you want to only fight mechanoids- kill all the traders!)

I have no reason to keep friendly status with fations once I get the oribital trading up, so there does need to be a way to make you keep good graces.
#55
Quote from: Serenity on October 23, 2016, 06:51:09 AM
Quote
Hostile people attack with personal teleporters. The attackers are able to teleport through one block of wood wall or wood door but nothing else.
There are already drop pod attacks that can appear in the middle of the base


Right, but they just pop out of the capsules (which you are warned before the capsules even show up by a few seconds of a raid)

If capsules didn't reveal what was in them until you picked them up, this would be more fitting. Which it would make more sense if the drop capsules were not open or revealing what is in them until a colonist physically goes to the location. Basically, this would be an instant killing of a colonist, and multiple colonists if you have people all over the map at the time (most likely)



Other response- yea the geothermal explosion would be kind of "zzzz" but a lot of the events are "zzzz" events, I just think the game needs a hand full of extra events to water down the list and make it feel like you are not getting a lot of events over and over. Given, I have played over 100 hours in the last 3-4 weeks so maybe that is why I feel like there are not that many (however, when I look at the list in the scenario editing page, there is more than I expected- which fwiw the scenario editing page is just absolutely awesome, and I think that is truly the thing I like the most about this game. I can start on an ice sheet map give myself 2500 wood to get going and play that map- and obv give myself some other items, like power armor since it apparently acts as heavy clothing and a stock of glitterworld meds, the ice sheet maps are the ones I enjoy, it is a serious struggle surviving the first year or two, you just pray for a herd of manhunting anything before you have geothermal and hydroponics researched)

#56
Well this game is already pretty sweet. One of my favorites already. I just bought it a couple weeks ago, and have been looking for an update log to see what has been added and over how long but been unable to find one for some reason (usually steam has an update log for every game - its not on steam and I couldn't find it in a brief browse around this website) So basically I am just curious to how much longer this game is to be in EA and curious what kind of content will be added over the next while.

It needs a hand full of extra events to dilute what it has currently. I know several events just make you say F**K when they pop up, which is awesome (man hunting boomrats/boomalopes being the worst one to me personally)

So  I wanted to start a thread for extra event ideas, and with that in mind, make them easy enough to implement to where it is realistic they could be added so maybe this could be a growing thread of ideas instead of isolated threads for devs to look through. (I also have no clue how ludeon is with interacting with forum suggestions- I am used to a couple games that were very proactive in talking with their players in don't starve and clockwork empires)

1. Geyser explosions destroying your geothermal power source.
2. Replace blight (which is just your crops disappearing) with a herd of something maniacally eating your crops
3. Trojan Horse type capsules (where you normally get random things, maybe sometimes it is enemy faction luring you away from your base or poisoning you or whatever else could fit there.
4. Your "chemical fascinated" or "drug addicted" colonists could steal silver to purchase drugs. I could see this one annoying the hell out of people though, but it really isn't hard to filter prisoners to avoid having a junky in the colony. Basically a money sink since accumulating silver is fairly easy in the game.

None of those are major events (or events at all really) but its something. There is a lot of stuff I hope gets revamped before it is a released game (research needs to be a lot more in depth and more seemingly in order- and to draw the game out longer- the game if you just play to launch the ship doesn't take too long- but I don't care to launch I just keep playing for the hell of it.

If they add 5-10 nice sizeable events to the list of events that can occur the game would be pretty salty. It is a bit repetitive at times, though I have played 100 hours in 3 weeks somehow (I have not been working much in those 3 weeks haha) hopefully there is a lot more content to come. Love the game thus far though, probably have hit a wall with it for the time being. Next step was to join this forum and keep an eye on how it is continued from here.
#57
Ideas / Re: CaveWorlds
October 22, 2016, 11:14:11 PM
You can just start in a mountainous map and build a cave base. That is how I play every file I play now. Though it is absurdly annoying dealing with the bug infestations when you can never beat them when they spawn in a room or something, so turn infestations off.