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Messages - dv

#76
That gave me an idea.

Mental Break; pawn attempts suicide.
#77
General Discussion / Re: Stealth raids not a thing?
January 06, 2017, 03:45:46 PM
I thought you could reconstitute the caravan from the world map?
#78
Ideas / Re: Your Cheapest Ideas
January 06, 2017, 12:06:46 PM
Not sure how easy this is, but it seems like it could be a mod.

Greenhouses. How can you have hydroponics and not hothouses/greenhouses?

Add a way to refine sandstone into glass. If you build a glass room/walls (maybe 1 unit of steel and 4 of glass per tile), once it's roofed it will be 20-30C warmer than the outside temperature during the day, and retain some (but not all) of that heat through the night. Unless you build it around a geothermal vent. :-)

Pawns working inside would be risking heatstroke. Still reliant on sunlight for plant growth.

It wouldn't turn sea ice into farmable land, and it wouldn't be craftable until you have a smelter (so the middle of the tech tree; not changing early game much) but it would extend the growing season in cooler regions, and make it easier to get secondary colonies started.
#79
Quote from: PiggyBacon on January 03, 2017, 06:26:30 PM
EPOE does exactly that though it can be overpowering if you aren't carful. But its nice to be able to fix someones spine or damaged brain.

Ah... yes. EPOE.

What's also fun is turning a brain-damaged prisoner pawn into an unstoppable melee killing machine.

Too bad there isn't a brain implant that can crank up joy and turn off consciousness without having a negative impact on melee ability. As it is, I just install an AI chip and pretend.
#80
Pathfinding tends to try and find the fastest route between two points based on walk speed over various types of terrain (not necessarily the most direct one.) It's not super-smart past a certain radius, but within 100 tiles or so, it seems to work pretty well overall.

IMO, your best bet is to lay down concrete paths between different parts of your map. Your pawns will tend to stick to those walkways, because their movement speed is 100% over that terrain.
#81
Ideas / Re: [request] a way to "filter" doctoring
January 05, 2017, 04:55:43 PM
QuoteSteve lay in bed, waiting for his operation. "It's a shame about what happened to that Tribal," he thought, "but at least some good can come of it. I know he and Engie had a history together, but she seems over it now."

Mackie walked in the door, carrying a pack of Glitterworld Meds. "Hi Steve! All ready for the big day? I'll be right back!"

Steve started, surprised to see Mackie, the Carpenter, here in the hospital wing. He didn't have long to wait before Mackie came back, carrying a box. "Hey, Steve. Isn't it cool how kidneys can last for weeks in an unrefrigerated room? Hell, this thing caught on fire last week, and it's still perfectly good!"

"B-b-but," Steve sputtered, "where's Doc? You can't do this operation, you barely know how to apply a bandage - I KNOW that; you patched me up after the last Mechanoid attack! I got infected! You can't operate on my freaking... wait, kidney? I'm here for a heart transplant! Where is Doc?!?!"

"Doc's outside moving rocks, so I'm here." Mackie responded, "It's fine, Steve, I can totally do this! Roll up your sleeve, please." Without another word, Mackie held a struggling Steve down in bed, and injected him with a vial of anesthesia, knocking him out cold. "Now... where is that liver...?" Mackie said, as carefully removed Steve's pants and took a portable band saw out of his toolkit...
#82
Ideas / Re: Space Battles
January 05, 2017, 04:43:59 PM
Quote from: DoomOfMax on January 04, 2017, 06:15:49 PM
Doing it as another game would be an idea,
but a game launching a different game would be strange, I think.

The old X-COM games (circa 1994?) worked that way. You launched a batch file and it toggled between the two EXEs for you.

EVE-Online also has (had?) that FPS shooter that integrated into the live space game universe. "Dust" or something?
#83
Anyway, what this game really needs is an FPS mode.
#84
Quote from: MikeLemmer on January 05, 2017, 01:22:49 AM
Zombies.

Late game tribe attacks are basically Zombies. An unceasing horde of individually weak melee pawns come up against your stacks of turrets... it's enough to make you cry a little.
#85
Quote from: daduhweewah on January 02, 2017, 12:05:53 PMI think hunting should be one shot kills animals a lot though, it is annoying to watch animals get shot at for several minutes, get shot 5-15 times before going down, or be downed and get hit several times and still not die (while firing at other animals)

Yeah. I don't have a good answer for how it should work, but hunting is definitely broken.

Usually what I do, instead of watching what you describe, is draft a hunting party. 5-6 pawns with submachine guns, all firing at the same animal... it dies fast. Repeat 5 times, then prioritize hauling. Done.
#86
Bugs / Re: [A16] Needs tab causes severe FPS drops
January 02, 2017, 01:18:52 PM
I get the same problem.

In debug mode, I'm getting a nonstop stream of errors regarding Pawn mood. It also seems to screw up positioning of some onscreen elements, and makes the need tab effectively blank. (I think the text is rendered outside the window. A couple of pawns are okay, so I think it's pawn-sensitive. Two of my pawns are ok, the rest cause the problem.)

Screenshot here:

http://imgur.com/a/4A9UF

#87
I think we should find some vets who survived their base getting attacked and got assigned to cleanup/mortuary detail afterwards. See if they remember being in a good mood.
#88
Ideas / Re: Zombies
December 30, 2016, 11:16:19 AM
Dev/debug mode. Give them a brain injury and then force-join them. *shrug*
#89
Meh. I think there should be a mood debuff for dead peoples' clothes. I've certainly inherited enough of them and been less than thrilled about it. (Or maybe have some "squeamish" pawns simply refuse to wear it.)

But that's probably hard to model. And the game engine probably isn't keeping track of whether somebody who used to be wearing a particular item is dead or not. So this mechanic is as close as we can come right now. Maybe it'll be fleshed out later. Maybe not.

Now, some people figured out a workaround (stripping dying enemy pawns) which requires them to be a little sadistic and craps all over the metagame. So? Every game system has edge cases and holes in its logic. If the story's so important to you, don't do it.
#90
Ideas / Re: Your Cheapest Ideas
December 29, 2016, 10:37:34 PM
Quote from: Sola on December 29, 2016, 06:44:02 PM
Quote from: Mattx0x on December 29, 2016, 06:17:27 PM
Legendary backstories. These colonists will be of a super-rare status, with the potential to make or break your colony due to them having a higher than average number of traits that stack and their own unique traits that while powerfully valuable

I've never been much a fan of using rarity as an excuse to have something overpowered.

See: Magic's Jace the Mind Sculptor, Diablo 3's Real Money Auction House, Fire Emblem's holy weapons, Shard of Freedom/focus in Elements.  They were all supposed to be rare, but if you wanted to be competitive in any of these formats, you found the money to get four jaces to compete with every other competitive deck that had four jaces.  Or you'd farm for days to get the shards you need to compete with everyone else that already did that.

Do you reroll 9001 times to get a legendary guy?  What does that say about the other people that invested a ton of money to have their character in the game?  I'm thinking if everyone is the same, boring, supporting cast member, everyone becomes valuable.

I agree. "Rare" OP stuff is lame, especially if it becomes P2W (although I don't think that'll be a problem in Rimworld.)

What might be interesting, though, are more traits that effect other Pawns. (We already have the ones that effect social interaction.) A "John Henry" trait that gives everybody +1 to mining, or a "Song of the Volga Boatmen" trait that halves the negative effect of "lazy" or enables hauling in pawns that wouldn't have the ability. Stuff like that.

You obviously wouldn't want those benefits to stack, though. That could get pretty wacky.