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Messages - Bolgfred

#211
By now doing science is almostly an office job: Throw a pawn into a hole, wait 5 years, and science has been done. I'd wish there be more special elements to this.

Example Idea:
When a colonist is working on a research table there are following chances every x ticks. As long as he is following these events the workbench is still occupied and research is still progressing as if pawn would be sitting there:

Take a walk
scientist takes a walk about 5-20 tiles away from the science table, thinking about his topic he worked on. Whilst doing this he gains small relaxation.

Inspect workshops
Walk to a workshop which is currently in use, or was when event was started. When scientis tis there he walks around the table/watching it working for a while and go back after a while.

Share ideas
Runs to the closest 2-5 colonists after another, having a conversation. Depending on social and research skills, each conversation gives a boost to research progress or a short interruption in progress. Has a low chance on making scientist enrage on critical failure, or granting progress on random research on critical success.

Into the green
Pawn takes a long walk, aiming for trees, chunks and natural elements in general. Gets +1% research speed for every tile distance between the scientist and artifical objects.

Occupy Workshop
Occupies a workshop, using some random material, but no creating something specific, or maybe something like "weird object". Small chance to request a specific workshop and going soft tantrum as long as this workshop doesn't exist.

Archaeological expedition
The Scientist gets Indiana Jones'd and heads for 1-3 different ancient temples or psycho ship locations. It doesn't matter if the temple was opened or the ship is destroyed already. Small chance on getting too excited and try to open a temple by destroying a wall or attacking an existing ship.

Fingering the AI core
Heads for the next AI core and takes it to the research bench. Whilst experimenting following things might happen:
-The AI core explodes/ignites/EMPs/foams a 5-25 area
-Mechanoid Attack
-The AI core heats the room extremly
-Positive mood wave
-The AI cools the the room extremly
-Negative mood wave
#212
Outdated / Re: [A17] Animal Hoods
October 24, 2017, 04:08:44 AM
I am very disappointed by this mod ... I expected by mod's name that I can put up a red hood on my bear to wear, but now I see there is only bear wear for colonists. This ain't bad, but nothing for me..
#213
Maybe there could be also a pathing penality to private rooms, making everyone prefer pathing around private rooms, even if they look like a shortcut.

Entering another ones room could also be a reason for fighting, when the owner was close to a tantrum
#214
I mostly play smallest or standard. Never had problems with expanding my base. Except for Tundra, where it feels to be more swampy which blocks large parts of the map sometimes.

The big benefit of smaller maps, in my opinion, is that animals are easier to reach as they cannot run too far away (Map border 300 tiles away instead of 500).
#215
Ideas / Re: Weapon Parts!
October 24, 2017, 02:57:40 AM
Quote from: BetaSpectre on October 23, 2017, 11:30:23 PM
+1 normal players of rimworld wouldn't stay since you need to adapt to raiding strategies and counters.
If this is so I don't want to be normal. Isn't this the point of most games... to adapt your strategy on your enemies?

Quote from: BetaSpectre on October 23, 2017, 11:30:23 PM
While this is best as a mod due to the sheer amount of changes to other already established mods.
Thats probably right. Elsewise it would be topic for a whole update, including condolence cards for weapon modders.

Quote from: BetaSpectre on October 23, 2017, 11:30:23 PM
A more modular weapon design like one from Fallout 4 would be really interesting each crafted by a single component or so. With their own good/bad value system that affects damage, range, and re-fire times independently.

Isn't a modular system with single components that affect weapon aspects what your predecessor were talking about?
Furtermore, I didn't play Fallout 4, as I am still busy with FO2. Could you please explain your idea for us non FO4-players, Cave Dweller?
#216
Quote from: SpaceDorf on October 23, 2017, 06:27:57 AM
Quote from: Bolgfred on October 23, 2017, 05:45:23 AM

For all your hunting wishes there exists a mod named 'colony manager' which adds a management tab where you can select animal types for auto select. It also unforbid forbidden corpses, which are left by hunters or predators.


links please

Colony Manager

and here is the tab which shows you every untamed critter on your map ..
Wildlife Tab

Thank you, sir.
Couldn't find the ColonyManager-thread.
#217
Ideas / Re: Weapon Parts!
October 23, 2017, 06:02:45 AM
To put all this in a ostensive shape, I'd say, every weapon is build out of multiple components, which can have a different quality level and can have variations(as PO mentioned).
When used, every components looses condition randomly. every weapon can be dismantled into parts and every part needs to be crafted/traded/collected to reassemble a full weapon.

By this, captured weapons can be recycled more intresting as a sturdy shotgun might have one good part between the rusty scrap which can be used in another shutgun which has a bad quality part of this kind.
#218
Ideas / Re: Biome changes for rivers in desert
October 23, 2017, 05:48:57 AM
Quote from: Daimonin on October 22, 2017, 07:47:05 PM
Anything larger then a stream should overwrite a arid/desert/extreme desert biome to a forest of some sorts. Would make sense, and make the globe look really nice too, with little bands of green along rivers.

I'd split this into big rivers switch desert to savana/grassland and brooks/smallriver just add greenish tiles around water on the map. I didn't check on deserts, but I think rivers don't genereate more fertile ground or something?
#219
Quote from: Daimonin on October 22, 2017, 09:08:52 PM
@Songleaves

I believe if an animal as marked for hunting, it will not be auto-forbidden when it dies.
Animals will be forbidden if the hunter gets somewhat interrupted while hunting. This happens when the animal fights back and the pawn is hurt too much. Then he goes for hospital and cancels the hunting, which leaves animals getting killed by natural or something, which will be auto forbidden.
The other way would be when the animal bleeds out instead of getting shot. Sometimes this can interrupt hunting business, but will mostly happen when a missing shot knocks out a second animal.

For all your hunting wishes there exists a mod named 'colony manager' which adds a management tab where you can select animal types for auto select. It also unforbid forbidden corpses, which are left by hunters or predators.

As for me, it feels very vanilla and makes the hunting thing a very big less annoying.
#220
Very cool idea. Really is.

Animals could build or claim sleeping spots over night. Meaning a duck builds a nest, racoons go for trees. Goat/Wolves might aim for rocks to build some kind of a den-like structure. Depending on amimal type they might settle near or far from others from its kind. When a predator catches some prey he picks it up and carries that one to its den to eat. Herbivores could gather grass to hay, berries or healing roots in small amounts.
Any camp will detoriate over time, so if an animal gets killed the camp slowly disappear or will be reoccupied if another animal of its kind.

And, if there is agroup of deers under attack, every animal should just run! By now I very don't like the fact that my raiding party going on killing spree is the most efficent way to hunt animals.

Really shy animals should run if there is anything getting closer than 10 tiles.
#221
Ideas / Re: Changing how sight is calculated
October 23, 2017, 04:17:50 AM
Quote from: Songleaves on October 23, 2017, 12:46:30 AM
People are pretty good at gauging distance with only one eye just by context clues. Currently if you lose one eye it cuts your accuracy in half, my suggestion would cause your accuracy to go down by only 10%, which is still probably more significant than a real world scenario.

u sure? I think when I had lost an eye, I'd spend more time on looking around me as I need one eye cover twice the area that I need to feel comfortable.
One might say aiming itself only needs one eye, but I think it works in two steps. First you search your targets without a scope on a wider field (two eyes recommended), then you aim for it with a scope(now you can drop the second one).

As the game should support it, you could say that warmup-time would be more  affected by sight/eyes than reload time.

Beyond all that I'd wish that pawns without eyes shouldnt be able to fire ranged weapons at all for obvious reasons. But they could take some sight bonus in complete darkness.
#222
Ideas / Re: Suggestions
October 23, 2017, 04:09:07 AM
Quote from: vaultdweller123 on October 20, 2017, 10:30:38 AM
hey guys i just beat the game with cassandra classic on some challenge difficulty. im very happy all my colonist escaped with the ship and left no one. thanks for all the replies i got from this forum. i learned a lot of things. this was an amazing experience thank you.

Here is the pic from our departure :)
http://steamcommunity.com/sharedfiles/filedetails/?id=1174900535

Glückwunsch!
Who was the pilot? Fox or Lynx? Might a bear was responsible for navigation issues?
#223
Ideas / Re: Colonist: Taste and Dislike
October 23, 2017, 04:06:25 AM
Quote from: Limdood on October 19, 2017, 10:27:54 AM
honestly, i would hate this.  I get that it already has a significant amount of support, but ...
Very hard words. Please, don't feel threatend by other peoples opinion. This is an idea. Probably it will not be realised soon or anytime, so it's just about a harmless concept in theory.

Quote from: Limdood on October 19, 2017, 10:27:54 AM
...the tools don't currently exist in the game to allow micromanaging of food types in meals.  The preferred materials, times of day, furniture, apparel would be a huge hassle of micromanagement.

A big part of the game is getting things done effeciently.  preferences and the resulting micromanagement would be a rather sizeable impediment to that.  Just consider the micro that already exists with things like chemical fascination, or the inconvenience of food poisoning for an ascetic that just repeatedly refuses to eat meals.
I think you misunderstood the intention behind this. I actually doesn't fokus on having much more micromanagement. I'd wish to have pawns making their own decisions. Mean, if there are two chairs with different materials a pawn will pick the one he likes more and becomes happy. When there are muffalo and camel wool clothes he might avoid the camel as he hates them. Then there is food, he might walk 5 tiles longer to pickup the ones he likes more( i think about a MRE-lover who gets happiness bonus from survival meals).
As there is only one good and one bad, every problem would be solved by providing two elements, of whatever your doing, and you never have to think about it if you don't wish.

And food types needs to be improved, that's right.


To get the point vice versa, what would be the elements you'd wish to remove or change?
Your comment sounds like you'd wish to reduce the personal behaviour of single colonists, as it seems to interrupt your gameplay. For me that's intresting as I have a total different view on this.
#224
Ideas / Re: Nudist debuff change suggestion
October 23, 2017, 03:35:13 AM
plus high chance on critical damage below belly if not wearing pants when getting shot at. Males only
#225
Ideas / Re: Colonist: Taste and Dislike
October 19, 2017, 08:01:58 AM
Quote from: Philonious Rex on October 17, 2017, 12:19:45 PM
I second the thought that I wouldn't want it to be so strong that it would throw people into mental breaks all the time. More like something you can optimize if you want to really make someone happy.

That's exactly what I would aim for. Negative traits should take something like up to 60x stacking per encounter or day. So when a pawn is forced to cook 5 times in a row he gains one stack -5. When he has to do this every day every following stack adds -0.1 this will increase up to a year up to -11. If the anti-cook hat to go cooking everyday for a whole year he is gonna be pissed. Important thing would be that it stacks slowly over a long period of time and there is only one single thing so there isn't a huge restriction for a pawn.