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Messages - Bolgfred

#196
Quote from: Ser Kitteh on November 07, 2017, 07:47:33 PM
I have people brawl and lose a LEG.

It's rare, but it happens.
Yes it happens... ..put that stupid plasteel knife away.

Had an awkward moment, when on colonist lost two ears in a fight. Don't want to know what a fight this was.

I noticed that shooting both combatants one time, tends to end fights faster, but that could be totally random.

Would be nice if two colonists fight, nearby others try to stop them, with a small chance to join the fighting.
#197
Ideas / Re: Extended Mechanoid Behavior
November 03, 2017, 10:20:47 AM
Firstly, I truely agreely. Agree I say.

Secondish, I'd like to see this event as simple as possible:

When the ship drops, it will start with a random condition(5-75%). By now, mechanoids will spawn and try to repair the ship. Depending on condition they will need more or less. If the robots find the ressources they need around them (radius 100 or so around the ship), they collect what they need, repair their ship and fly away.
If they don't find the ressources, they build converters. these converters can use basic ressources to make more advanced ones. The conertion rates is quite amazing, which turns 1 wood+1steel into 2 plasteel or something. After an amount x the converter breaks down and needs to be replaced. Some example recipes:

wood+steel =plasteel
wood+stone=gold
stone+steel=uranium
wood=steel
stone/wood=steel

Depending on their needed ressources and the ressources in the landscape, they will build converters and farm nearby ressources until they have enough and fly away, or... ... or they see a colonist. When there will be any colonist in shooting range, they go into combat mode, destroy all converters, dismantle their ship and use the AI core to construct a sensor array. After this is done, they attack the colony.
The sensor will force 1-5 mechanoid attacks within a short time period ( a year or something)


okay.. this wasn't simple, but for me it feels like it is 8)
#198
Ideas / Poison Gas
November 03, 2017, 05:16:18 AM
Dear healthy rim-society,

I have an idea an I want to share it:

Introduction
When I desing my colony, I usually build every room connected to each other, with a corridor in between for walking. I have several combinations or strategies for my colonies, but in the end there is only one big chunky complex.
I don't like this, so sometimes I try to build several single buildings for living, working, eating and so on... but this has only negative effects:
-temperature management: heater/cooler for every building
-Insulation: more outside walls
-longer walking paths
-higher material costs, as walls won't used "twice" for adjacent rooms

The idea
The idea is to add a new element "Posion gas". This would work similar to temperature/snow:
Every room has a percentage of poison (similar to snow level). which will be transported through doors, vents, coolers or missing roofs.
Gas always tries to take equal levels of density (similar to temperature) and spreads through every room that is connected with each other.
Outside has 0% by standard, so having an opening to the outside will volatilize gas very quick.
Outside itself can have a global poison level. This can be manipulated by events (maybe volcanic winter or toxic fallout?), but will never be influenced by gas being transfered to the outside.

Usage examples
New mortar ammo: gas bomb -  self explanating
New Event: Gas Bomb attack -  a bomber flies over the colony, droping gas bombs in a straight line over the map
New Mechanoid Weapon: Weed Killer - a short/mid spread weapon, comparable to combat shotung, , applying high poison level
Rotting corpses: Inside they slightly raise poison level

Benefit/TL:DR
By having a thread by poison gas, which can only spread through areas declared "inside", big complexes get a risk themselves, and separating buildings becomes a little bit more valuable. Maybe.
#199
Ideas / Re: Several small suggestions
October 30, 2017, 05:52:17 AM
Quote from: Alenerel on October 14, 2017, 03:46:28 PM
- Pawns shouldnt drop the meal they are trying to eat if you order them to do something while they are eating it
Agreed


I strongly suggest not to name your Topic "Several small suggestions". These will never picked up by anybody in future, as somebody might look up this thread, comment and forget. In Addition I think things are discussed much more progressive when u create a single thread for every topic
#200
There should be a trade zone restriction, like home zone, where one can decide where traders are allowed to walk and where not, combined with a deicated trading area. I am commonly pretty pissed when a whole caravan party heads into my dining room, foloowed by all of their 5 camels, ruining the beautiful cleaniness of my homestead.
Beyond that, there could be thieves in a carawan, which ignore these, taking random stuff from your colony.
#201
General Discussion / Re: Predict the name for Alpha 18
October 26, 2017, 07:47:24 AM
The storm, the Swamp, the Meteorite

Or

A fistful components
#202
General Discussion / Re: [0.18.1700] Stoneuctting ?
October 26, 2017, 06:47:08 AM
Beyond the question of being skilled or not i am pretty pissed from the fact that bricking gives construction xp but requires the crafting labor, which leaves me having crafting enables for my builder and unclear if craft or construct is used for work speed.
#203
Ideas / Engraved Stone floor
October 26, 2017, 06:37:26 AM
As artists doesn't have much usage than doing sculptures, and stone blocks are pretty standard,  one could combine these two things, adding a new job for the art-bench: engraved floors: 5 blocks can be made up for one engraved plate which can be used as material for cooler stone floor tiles (maybe remove the prettier stone floor that currently exist). As a special super bonus there could be a chance to create a special plate, which acts like a sculpture but can be walked over with no penalizing, but no furniture can be placed on top.
#204
Ideas / Re: Turrets
October 26, 2017, 06:15:38 AM
I really like the idea of turrets having a special part required.
By now, turrets are a very spammable thing, which is, in my opinion, the biggest reason for killboxes. Why? Turrets need space and ressources, but are limitless scalable, which suits best to create a whole sphere to put them maximal effectivity on paper. In common we know this one as a killbox.

Let's say, every turret needs one part, the turret head. This one might be a quite rare item. I'd say they might be sold by exotic traders, produced at component bench and have a 25-50% chance to drop from spaceship parts.

Whenever a turret is obtained it is something special, which can dominate a perimeter. this makes a turret more a security backup that needs infantry support, instead of a spammable firstline solution.
To make them still not perfect I have 3 things in mind:

1. High energy cost
Same as for now, but in relation to new turret strength, which should be buffed. I think about a 300-500% performance buff so energy consumption should be around 1-2k

2. Firearm malfunction
A high chance for breakdown, which might not need a new component, but a pawn repairing the turret. One solution could be, that a turret looses 0,1-1hp per shot and cannot fire when under 50%. So it needs permanent maintenance.

3. AI malfunction
The turret might get a x % chance on going rampage with every shot, which ends in shooting randomly in 360° shape until it gets repared (which can only be done after first malfunction type or if no energy is provided.
#205
Quote from: Deer87 on October 26, 2017, 02:47:25 AM
The problem is, that most prey animals would run as a group if threatend, not go into full assault. I get that animals like boars, wolfs and elefants can get agressive, but deer, nope, they would turn tail and run.
In any case, just standing around with the bullets hitting the ground and the gunshots breaking the silence of the forest seems off
This is absolutely right. Actually fleeing was introduced for prey animals, but they still feel too passive/aggressive. Needs to be tweaked and improved. If it's for me, most animals should try to flee if a pawn goes closer than 10 tiles, or shooting within 20
#206
Quote from: TheMeInTeam on October 25, 2017, 02:24:52 PM
What's the point?  Why include the false choice at all, or create an environment akin to something like micromanaging individual probes in StarCraft on a smaller scale?  I'm not seeing how that makes the "prepare or die" strategy in Rimworld better, or how it's adding anything meaningful to the experience beyond the initial "deer beat down my colony" memes.
I cannot agree on that on nor I understand. Hunting makes a lot of sense dir me, and if I hunt only what my hunter is able to take out by himself I never had a problem, and rarely major injuries.
A bad shooter with a short bow should only target rats, raccoons and rabbits. Low meat/leather, no risk. A better armed could take boars, foxes and peacocks aswell. A good shooter with a pet could also go for other predator like wolf and lynx.
The point that animal groups like deers are most dangerous ain't a bug, it's a feature which makes double sense for me: firstly it's a boob trap and second when 5 colonists hunt for 5 deers, everything can get hauled home immediately.
With these points taken, I actually don't understand how not to like hunting. It's risky sometimes,but für me itt feels quite real
#207
Quote from: {insert_name_here} on October 24, 2017, 05:36:59 AM
Sounds like an interesting idea, but I would make it a far more toned-down version of what you suggested, because what you suggested would make researching a job that can randomly create negative mood waves, explosions, opened ancient dangers and make the researcher go on a mental break.
Agree on that. I imagined different science modes, like: "desk work", "social only", "home restricted", "take all risk"
These would affect research speed in common, but allow or forbid events, depending on their type. Plus, whenever a scientist gets drafted or interrupted on an event, he goes into depression e.g."science time sadness" or something.

Maybe the AI core thing could be extended into some open end research option to get some special high-end effects.

Quote from: OFWG on October 24, 2017, 02:03:58 PM
I like everything except the AI core interaction, all those outcomes would be anti-fun.


Quote from: BetaSpectre on October 24, 2017, 04:24:09 PM
More interaction for researching would be nice, but it's hard to implement it outside of X task gives X research points which I imagine would be possible if it were done like healing is. A sudden burst once a certain milestone is hit.
By now, yes, it sounds to be quite unrewarding. I'd imagine a benefit like 200% research speed whilst doing so.

I thought about that aswell. So i imagined it would be best if research progress continues while all actions, just getting some modifier maybe. So walking around gets 1.1, talking with people 1.2 and occupy workshop gets a 1.3x multiplier in research points.
By this, the more risky/intterruptive/annoying it is, gains more points continuously.
#208
Help / What is a verb?
October 25, 2017, 05:11:46 AM
Dear Colony Community,

the answer might seem obvious, but what does the actual word <verbs> stands for?
I have seen this tag containing mostly projectile/weapon definitions, so I basicly understand what it is doing, but what's this one standing for?

Additionally, is there any documentation where I can recherche things like that? rimwiki has some kind of docs around this but theres a lot missing I think.
#209
Quote from: Rafe009 on October 24, 2017, 11:17:24 PM
I noticed that tornadoes cut through natural rock walls like they are butter. I understand the need for Tornadoes to be a structural threat to brick and other unnatural walls but it seems a little strange that a few tornadoes might essentially take apart a mountain in the period of a few years - thousands of years sure.
Agreed. Natural stone should be completely ignored by tornados.

Beyond that, the effect radius should be doubled or more, as I barely noticed the "path of destruction", cause it was way too small.
Dunno if I want the pathing be more predictable. Maybe split intoa big and a small tornado, whilst the big one spawns at the map end and heads one way +/-15° through the entire map.


Swamp biome doesn't feel slow enough for me. There should be a basic ground tile which replaced standard earth as buildable/farmable land, but higher pathin cost.
When I am in a swamp, I want to be forced to place some roads, for movement.

Instead of this huge amount of trees, there could maybe more grass or bushes, with slow or cover-effects.
#210
Stories / Re: whats your most pathetic colonist death?.
October 24, 2017, 07:51:59 AM
Recently I had a hard time at my fort, which left every colonist in a very stressed shape. Some might say this was caused by massive human butchering, but nobody knows for sure.

One fine day, My doctor was gathering chunks or something in the wild, while he was struck by a small cave-in caused by some reckless biker miner (yes his name was biker... riker.. striker something).

Whist he got a very though heart damage for some reason (his head was okay, so I think it was an emotional roof), but had no problem treating himself on the spot. Now, having 3/20 heart left or so, he went for the cook, which hat some rat bites with multiple infections and was sitting hospital.
As my Doctor fed the cook, his own meal, he got food poison, which instantly caused him start raging. He punched the doctor at his heart, who instantly died.
Whilst this the third colonist turned pyromanic and warmed up the situation.

As this happend, old bro rikerstrikerbiker cam for extinguisingment, but couldnt event enter the rooms, as a single bed and table were too hot to enter, so i had to draft him and watch the scene.

Colony was refunded, but rikerbiker was never the same again...