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Messages - Yoshida Keiji

#616
The title is self explanatory in my opinion, but I see characters going by the outer side of my base instead of sheltering by walking from within. Pathing was made too poorly and needs improvement.


http://steamcommunity.com/sharedfiles/filedetails/?id=973186309
#617
Quote from: O Negative on July 10, 2017, 07:30:30 PM
Quote from: realdead_man on July 10, 2017, 06:14:17 PM
My point is: It is hard to micro two different screens.  Especially when RNG is on your back.

Maybe if the game had better switching, or I could scroll back to home instantly....But we don't have that yet.

There's a couple of transparent grey boxes at the top of the screen - where the colonists' portraits are displayed - that you can right-click (or left-click) and it'll take you directly to that caravan/base.

It's not always apparent which one is "home" but I use it frequently :)

It's called "Colonist bar", I completely agree that the transparent boxes could be lightly colored in the background with a label on it. I have been playing all my last games with three different bases simultaneously and having better identification can help..but slightly...because since we can pause the game...it isn't that worrisome to view the wrong area. Plus since we have the envelope notifications, it shouldn't really be a problem to keep track of all bases. Plus...why would somebody play in World Map view? For those who only play with one colony, there shouldn't be much problem.
#618
This suggestion sucks. If you can't protect your main base while you are out, then don't leave. Its stupid to leave your main base without leaving anybody behind to take care of it.
#619
Ideas / Re: Bones as a building Material
July 09, 2017, 11:32:36 PM
Absolutely! I'm playing now in Ice Sheet and called my tribe the Thule People, who ancestors of Eskimos, used to build their houses using whale bones as roof structures. That would also mean, sea life as hunt-able food source too.
#620
After we attack and effectively destroy a pirate outpost, I would like to have the option to settle, which we do, but with their base remaining as it is so that we can re-build it in a way that we don't have to start a new colony entirely from nothing but we are left at least we the structures in the way they were after the 24 hours countdown ceroes.

Basically, give us the opportunity to turn their base remaining to our base, instead of just razing it to ashes completely.
#621
Off-Topic / Re: Pareidolia of Frankenstein
July 08, 2017, 11:17:59 PM
Well, pareidolias are naturally just mountain rocks that somehow resemble faces. To me it looked like a head facing upwards. I mined some steel there which ended up looking like an eye orbit, to the left of it a nose and turning the corner an open mouth. The ancient structure looked like the "implanted" brain from the forehead. I guess...it's just me...
#622
Ideas / Re: Apparel and Weapon Ownerhip
July 07, 2017, 10:38:18 AM
This is a super helpful suggestion to be implemented. I have many occasions when some characters are on constant high mental break risks, and to ease their suffering I try to make new clothing to replace their torn gear and soon after the tailor finishes....somebody else picks it up...and then of course, the said character does in fact go on a mental break...

I love to buy dyed cloth from other colonies and then use the colors to better identify pawns in the colonist bar. Pretty much like white for doctor and then two different colors for fighter type either melee or ranged.

Tynan...A18 plz
#623
Quote from: mumblemumble on December 30, 2016, 10:31:14 AM
You wacky rimworld challenge guys.

Here I struggle with a too far north tundra, and you guys are surviving on sea ice.

I hope tynan makes an active volcano biome, just so I could see you glorious, suicidal bastards (I mean that in an endearing way) give it a shot.

Seriously, even if I can't do this to save my life, seeing you guys try makes my day.

Plus one on Volcano biome. Shape an island like Japan, and don't forget tsunami, kafunsho and typhoons too.
#624
General Discussion / Re: Pawn Icon Question
July 07, 2017, 10:13:17 AM
The proper game term is "Colonist Bar". I also share the desire of such implementation as I play with a MacPro 15.4 inch and as I gather 20+ characters even their names are shortened with dots.

Besides what type of fighter as selection, I also like to "group" them based on those usually chosen for caravan and those that remain at home. The criteria I use is solely based on movement speed, so a parameter that can select by percentage would help me a lot. And if you have two or more groups of Caravans, making them permanent members of one group or the other would be useful too.
#625
Off-Topic / Pareidolia of Frankenstein
July 03, 2017, 01:20:02 PM
#626
I assign my pawn to craft a weapon at the machining table and would like to know when it will be finished in real time or at least game time instead of having to calculate based on ticks.

This is an awkward game measurement considering that food when not frozen does actually display how long it will last until it gets wasted and disappears. So why not the same for crafting?

Even when doctoring we have a count-down timer of sorts instead of ticks.

I really think ticks should be changed.
#627
I rear the other thread, it addresses another problem with visiting caravans. These days Im into playing with two to three colonies at the same time and it has already happened to me that a caravan was visiting one of them while I was being raided in another. Since the attack had more priority, I left the traders for later.

Raid finished and went back to check the other colony. Apparently, there was a fight between the caravan members and one of them got punched down. While I did managed to rescue the downed friendly trader, the interacting one with the (?) and everybody else was not around anymore. I presume, they all fled due to a "threat". I don't see why a problem of their own has to cancel a convoy I requested.

But then again, thats the other thread.

My own topic is about a same caravan that only visits one colony out of many while they are all separated from each other by like 1 tile in-between.

It's ridiculous how the game fails with this matter as NPC caravans would travel for a week or more to enter one of my colonies and not visit another one that is just one hour away.

I don't remember where I read it, but somewhere was written that raids expand their attack severity based on a colony's treasure or overall value, so I don't see why friendly traders wouldn't be able to use the same mechanism. While mid to later game, this doesn't present much issue, it does affect greatly at the beginning when you want to make money by selling your goods but all foreign visitors go elsewhere.
#628
I don't care about visitors, who don't trade. Im talking about those that DO trade. If they come without the (?) its fine, do whatever. But if traders willing to do commerce come in...that`s a problem near to bug level. If you want to sell something, then you need people to buy staff from you. And if you want to buy items, you need to visit a location that has items for sale.
#629
General Discussion / Re: The Anatomy of the Pawn
June 18, 2017, 08:43:20 AM
I would love to have that graphic in the in-game health tab.
#630
General Discussion / Any real life soldiers here?
June 18, 2017, 08:36:21 AM
I`m playing in Tundra biome now. Pawns who are assigned as Soldiers are changing their helmets (militar/kevlar) for tuques made of synthread. While I understand that they might be feeling cold... Do real life soldiers prefer to wear just for insulation over protection? Looks odd to me. I would prefer them safe. I know the game only allows one kind. Maybe real life guys use both.