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Messages - kenmtraveller

#16
Rather than making DLC at this point, I'd prefer Tynan work on Rimworld 2, with a new engine and new UI capable of supporting and visualizing z levels, along with better fluid mechanics so that water behaves appropriately in a 3D environment.

IE, basically take more of what Dwarf Fortress has, made user friendly.  That's IMO what made RimWorld so successful in the first place.

I'd pay $60 for that, in a heartbeat.

Ken
#17
I remember when DOOM came out, and then there were other first person shooters.  Should Id have had a monopoly on first person shooters?
Rimworld didn't even originate it's art style, and Rimworld itself is a synthesis of other games (Dwarf, Fortress, Prison Architect, probably some others I'm unaware of).  But, that doesn't matter, because a great game is always better than the sum of its parts.
#18
If I were mixing the no water no life mod with this one I'd consider water obtained from NWNL sources to be 'purified' and suitable for drinking, while water from hygiene water tower needed to be boiled or filtered to be drinkable w/o getting diarrhea/water borne illnesses.  Or, I'd nerf the water towers, IRL drilling a well with that kind of capacity (to reach a deep underground water table in an arid area) isn't trivial.  Villages get built next to rivers for a reason.
#19
You don't need terminators to defeat any non-terminator raids, except for Zeon.

I've won HCSK several times (Rey Rough storyteller)  and I always disable the Skynet mod.
#20
Just got a really rare HCSK ending in my game (see attachment).
I choose to be rescued, and the game ended immediately.
There wasn't any end credits scene, music, or even a list of saved colonists.  The game just ended, and returned to the new/load game menu.

I would suggest that this event be changed, it doesn't seem good to win the game by random luck.  I woudn't choose it again.
Maybe the rescue event only has room on the ship for half of your colonists?  And the other half continue?  In any case, the event needs more work.


[attachment deleted due to age]
#21
To me, this mod's potential hinges on the ability for the sublevel(s) to all be considered part of the parent map for the purposes of event generation, pawn location, etc.  If this isn't possible, there are a lot of possible exploits by the player -- for example, hiding wealth there , or leaving pawns there until raids occur so that raid size is reduced.
One way to mitigate this problem might be to make infestations really common.  But, for that to work you'll need fine control of the event generator for the submap.
#22
This is ambitious and amazing.  How much testing has been done?  Can events occur on these sublevels?  Are pawns in them considered to be in the parent map (for purposes of getting malaria, etc) or elsewhere?  If you've truly gotten this to work, it could be the basis for a lot more.
#23
I've never done one of these raids.  It's just an extra, optional raid with the added problem that your base might get attacked while you are gone.
#24
The 'released prisoner won't leave and eats all the food issue' was in A17 also.  I believe it occurs at release time when the 'release prisoner' job is interrupted before the prisoner has crossed the last door boundary or when the path chosen becomes unavailable (for example, when a broken door is fixed while the prisoner is in the process of leaving).
#25
Just saying, it would be so awesome if HCSK incorporated the B18 version of RimAtomics.  Any thoughts about doing so?
#26
+1, I've played this game for well over 1000 hours.  It's really something special.
I was a little sad to hear it was going beta, because each new feature has expanded my enjoyment of the game --  but hopefully that's so you can start working on Rimworld 2!

Ken
#27
General Discussion / Re: B18 released!
November 18, 2017, 11:48:08 PM
You can see whether a hex has caves in the details on the world map when you are choosing where to embark.
#28
General Discussion / Re: CE - Is the armour system broken?
September 22, 2017, 02:27:04 PM
I don't have a problem with this at all.  First of all, he's still vulnerable to being stun locked by melee attacks if he gets swarmed.  Stick bombs would probably be a threat to him also.  Secondly, power armor is really hard to get, you need to have build essentially all of the infrastructure required to build the spaceship.  By this point, tribals aren't really the threats you should be facing, in my games I've generally become friendly with all of them by then -- the threat is mechanoids, asaris (if you're using that mode), and high end raiders who also have advanced weaponry.
#29
Outdated / Re: [A17] Colony Leadership and Teaching v1.3
September 15, 2017, 04:15:13 PM
The symptoms you describe are a known issue and they are caused by mechanoids (or bugs, I don't remember which) being already activated in an undiscovered ancient danger.  You haven't had the colony naming event either , right?  Workaround is to go into dev mode and kill the activated creatures in the ancient danger (or just open it up and fight them, but you'll probably lose early game).
#30
I agree, it's pretty wierd that all the firearms require plastic.  I'm pretty sure in real life firearms , including many of the specific models used in rimworld , predate the invention of plastic.