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Messages - ZestyLemons

#226
General Discussion / Re: Suggest a backstory?
August 28, 2014, 09:41:03 PM
Quote from: HatesYourFace on August 28, 2014, 08:15:58 AM
Quote from: JonoRig on August 28, 2014, 07:36:01 AM
I don't see why it matters if he's just suggesting backstories, worst thing that can happen is it will be ignored, but it could give some people ideas, or someone may have the most amazing backstory, that Ty will go "hmm, yeah I really need that". So unless I misunderstood this thread, I certainly can't see how it "taking money out of Tynan's Pocket"? And maybe people want to write their own stories, and want some ideas for characters in those stories

It reduces incentive to actually pay the extra money to submit and have your character back story in game if people can just randomly submit and get the same thing here on the forums for free. This thread is steering potential customers away from paying Tynan more money, that's pretty much the same as taking the it right out of his pocket. Ultimately that's my opinion and thus semantics.

Semantics aside though, this belongs in suggestions if it belongs anywhere at all. That's just a fact.

Once again, no offense but... I calls 'em like I sees 'em.

Isn't this for generic backstories rather than the personalized/character ones people write? Kind of a big difference.
#227
Awesome ideas in this thread, thanks for all the sort of feedback and support.

Also to the person who suggested it, a total mish-mash of a ton of different tactics would be awesome now that I think about it. Worrying about what the raiders might plan out and do is a lot more fun than drafting everyone up to your entrance and hoping for the best.
#228
Hi again, dropping another simple-ish idea here.

I think it's a little silly that raiders tend to go for all-or-nothing bumrushes all the time. Though it's really early alpha, I think making raiders come at you in waves would be a really good solution to the giant raider waves people get after the 1 year mark. Some helpful stats for the raiding leader to take note of would be how many casualties they've taken versus how many you've taken, or how much damage they've done to you, how much they've lost (in equipment), and stuff like that.

This would also make the rare, but devastating mechanoid raids a lot more manageable too. Recently I had a raid of 30 centipedes and god-knows-how-many Scythers. While I survived the Scythers (they arrived first), there was just no weapon big enough in my arsenal to take out 30 centipedes all at once. Several waves with Scythers and Centipedes moving together in little squads would've been a much more fair and challenging fight in my opinion.


I know this is probably an idea for the not-so-near future, but I'd still love to see some cool raider AI in the future - waves and squads instead of giant rush tactics.
#229
Quote from: Shinzy on August 25, 2014, 01:55:12 PM
You'd have to do whole lot more zoning with putting a rood on every single building than dismantling a roof with the no roof zone

I'd just like to see the automatic roof thing be lot smarter where it builds them

Still roofing yourself would be real nice for those shelters you occasionally wanna make with just four support pillars instead of having to first build a whole room
and then dismantling the walls again

The thing with building a roof is that it's once-and-I'm done.

Remembering where no-roof zones are kinda sucks, and I'd just prefer to build them myself and have them be mostly transparent but still be able to see them just by looking.
#230
Hi,

I think everyone gets a little frustrated with roofs, especially when trees make their own roofs because they're really close, or when stuff gets crushed under an auto-constructed roof because you forgot to set a no-roof zone in an area under heavy construction. It's also not fun to mouse over tiles to see if they're roofed or not.

So I propose a simple solution (conceptually at least): Just let us build our own roofs.


A click-and-drag control like floor tiles is all thats really needed. "Construct roof" and "deconstruct roof" would replace the "no-roof" zone and "remove no-roof zone". That means I can put roofs where I want, and they'll stay there.


It'd also be greatly appreciated to have an opacity slider for roofs - people can have it set to completely transparent, or completely opaque or anything they want in between. This means that you or I could just look at a tile to see if it has a roof over it or not.
#231
Bumped for visibility, changed the format up a little to clear up the issue.
#232
General Discussion / Re: Bedroom sizes
August 23, 2014, 03:41:48 AM
Quote from: Rahjital on August 22, 2014, 04:50:45 PM
Quote from: milon on August 22, 2014, 02:55:41 PM
FYI, doorways count as very cramped 1x1 rooms.  I had a doctor treating a patient whose bed was right next to the door way.  The doctor stopped in the door way, and nearly went insane from being in a very cramped room for a long time.    -_-

EDIT - I'm fairly certain that to get Spacious Interior, the room needs to be at least 5 x 6.  (A really long hallway that's only 1 or 2 wide won't cut it.)

Yes, doors count as tiny rooms all by themselves, this is because of a technical aspect of how Rimworld works. You can watch this video if you want to know why is it done that way.

Hallways don't work because of the radial pattern the game searches in. In other words, free tiles past certain distance don't count, hard to say what the distance is without experimentation, though. All you really need for 'spacious' thought is a 5x5 room with two additional tiles added in, as long as it does not contain any furniture - but of course, 5x6 is much more practical as you can throw a bed in without trouble and less hassle to build.

I wonder why Tynan hasn't made it so regions that are doors don't provide cramped thoughts.
#233
General Discussion / Re: Turret Farm
August 22, 2014, 03:51:56 PM
Quote from: HatesYourFace on August 22, 2014, 11:33:24 AM
The first shots are fired! (Also, Wtf does "Adapted" mean? I've never seen that before.)



If a pawn gets stunned over and over again, they'll start to build a resistance to being stun (they've "adapted" to the shock that made them get stunned).
#234
Quote from: JibbeDahFish on August 19, 2014, 11:50:50 PM
we need more stuff like this so the game is more realistic and less boring

Thanks for the feedback, the goal of the mod is to really tweak the damage system to be a bit more realistic and fun, while adding some quirky/unique weapons into the game as well.

After playing around with the mod in Alpha 6 I've sort of realized that the health scaling thing doesn't work well. I'll probably be radically tweaking stuff for the next release, and re-doing some sprites.

Edit: Update for the 22nd of August: Changle/blurb update.

Currently in progress of rebalancing all the weapon damage, you can see what the numbers are hovering around in the changelog.
#235
General Discussion / Re: Wiki needs updating!
August 20, 2014, 11:55:33 PM
Quote from: Tynan on August 20, 2014, 11:20:06 PM
That mechanoid article is awesome. But who added arms to the scyther graphic?

Added? They've always been there.



Just covered up by their charge lance most of the time.
#236
General Discussion / Re: Wiki needs updating!
August 20, 2014, 10:49:18 PM
Probably long overdue, but here's a page about Mechanoids: http://rimworldwiki.com/wiki/Mechanoid

I used generally the same format as I did for: the human article, I think it works well enough. Going to upload the images for it and leave it as is.
#237
Ideas / Re: Mods by Version?
August 20, 2014, 06:12:41 PM
It'd be a cool feature to have a version tag that you could select, and it would put it before your thread title. Just a simple icon reading "Alpha x"
#238
General Discussion / Re: Wiki needs updating!
August 20, 2014, 04:58:28 PM
Quote from: Damien Hart on August 20, 2014, 04:07:35 PM
I'm happy to use the wiki to do list, I just didn't even know there was one.

Ditto on this, will totally use.
#239
Bugs / Re: All injuries show as 'misc'
August 20, 2014, 05:49:35 AM
Sounds like the weapon files are corrupt, try redownloading the game.

Misc injuries only happen when a weapon doesn't have a defined damage type.
#240
Bugs / Re: Does armor work at all?
August 20, 2014, 04:25:58 AM
Quote from: Rahjital on August 19, 2014, 03:04:24 PM
I just tried shooting a power-armoured colonist versus a naked one with pistol. Naked got -10 from a shot to torso while the other had -6 from it.

Remember that you need a helmet for protecting the head, power armour for protecting arms and that there is no armour protecting legs.

Yeah, things like the Armor Vest only cover the torso, while Powered Armor actually covers the torso and arms. Helmets like Rahjital only protect the top half of the head, and one covers the entire head. There's no way to protect your legs yet.