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Messages - GabMSouza

#1
Tynan, you're the best developer! I'm speechless

:) :)
#2
Ideas / Re: Your Cheapest Ideas
March 01, 2018, 12:40:33 PM
Quote from: 9ofSpades on February 28, 2018, 03:31:52 PM
A cheap idea that I beleive would add some interesting stories in Rimworld while utilizing game mechanics already in play would be to have a situational mental break similar to Murderous Rage

Murderous Rage
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.

Introducing a Revenge mental break that would occur to a pawn during combat. Revenge would be a mental break that would occur to a pawn, at risk of mental breaks, when another pawn in the colony, whom they have a strong connection with (e.g. spouse, brother, lover), is killed by an enemy raider. The Revenge mental break would cause the pawn to seek out to kill the enemy pawn who had just killed the colonist. They would do so without regards to their own safety and be uncontrollable to the player. A melee geared pawn might just charge straight towards the enemy without any concern for cover. A pawn with a ranged weapon might move closer to a more optimal range and with increased accuracy and fire rate attempt to kill the enemy pawn without regarding the need for cover.
Increasing their combat stats during the break would make them a bigger threat to the targeted enemy pawn while also presenting the opportunity for the player to lose another pawn. However, with the stats of the mentally broken pawn increased it could also turn the tide of the battle and scare off the raiders.

We see this situation played out in movies all the time where the sudden death of a character caused the underdog to rise to the occasion and defeat the enemy (or die trying)....
Quote from: TheMeInTeam on March 01, 2018, 11:39:11 AM
When pawns have a disease that needs periodic tending, place a small bar on their portrait indicating how much time is left until they need to be tended again.

When pawns have hypo/hyperthermia, use blue and red bar buildups on their icons.  When they have toxic fallout buildup, use green.

These are little changes that would go a long way to preventing the player having to constantly manually click on pawns to check their conditions one by one during events/diseases.

Two great ideas (except maybe the murderous rage one, seems like it's just a slightly different version of the common berzerk, but the revenge one is pure gold!)! And they seem cheap! Thumbs up
#3
Ideas / Re: Your Cheapest Ideas
May 17, 2017, 03:20:41 PM
With a17 it would be nice to have an option to toggle (like self-treating is) group hunting. This would be especially useful in tribes, since short bows are really bad at hunting, except when there's a lot of pawns firing at the same target. It would make it easier to hunt dangerous animals also (maybe with an option to only group hunt those dangerous ones).
Alternativelly to the toggle, it could be like in animal's master option, when you choose with who, any given colonist would hunt, when hunting.
#4
Bugs / Re: [A17.1527] Pawn/animal pathing breaks
May 04, 2017, 01:20:45 PM
Same thing happening in my save. When the first release of a17 was installed, there was no such thing. After that last update it begun (the problem). It always work to reload the save, but sometimes it takes little time to bug on me again.
Appart from that, I love the new version!
#5
Ideas / Re: Your Cheapest Ideas
February 20, 2017, 03:09:35 PM
Quote from: GabMSouza on February 20, 2017, 11:00:50 AM
Another idea. Being able to castrate animals, under surgery tab. It would be extremely useful with population control.

Quote from: jpinard on February 20, 2017, 02:09:38 PM
Nice idea, but you can control population easily for say chickens.  Set a zone for males and a zone for females that don't intersect.  Or just euthanize the males that are born.

Well, it is possible for chickens, but think about dogs or other pets, that are bonded with someone. You can't just sell or kill all males/females as this would cause a mood penalty. I'm thinking more on those pets.
I want some puppies to train them to haul, but when they reach a certain population, I would like to be able to stop reproduction without having to isolate any of the dogs and without having to sell or kill them, because of the foretold penalties.
#6
Ideas / Re: Your Cheapest Ideas
February 20, 2017, 11:00:50 AM
Another idea. Being able to castrate animals, under surgery tab. It would be extremely useful with population control.
#7
Ideas / Re: Your Cheapest Ideas
February 14, 2017, 02:00:33 PM
You should be able to enslave a prisioner. Here's how it could work:
The slave would be still restrained, meaning he would move really slow, but he would be free to move anywhere within your "home" area. Besides that, his work efficiency would be reduced even further because it's forced labor.
He would go back to his cell after the day's work and would sometimes try to escape or fight, like any other prisioner.
Furthermore, he would only be able to do dumb labor, no cooking, doctoring, smithing, art or anything wich requires good skill or that could be used to poison your colonists  :P
He could take care of animals (not train them, just milk and feed), haul, clean and plant, for example.
This would be a nice alternative for dificult to "convert" prisioners.
Oh, and once enslaved, he/she would never like any colonist again and you wouldn't be able to try and recruit him, only release, kill or keep him/her enslaved.
I hope this comes to be.