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Messages - Swarx

#91
Ideas / Re: Insect hive is still an awful event
September 12, 2018, 01:21:13 PM
are you playing at high difficulty?

i'm terrified if this was at medium
#92
Ideas / Re: ma n pa ranches [new quests] +raider threats
September 12, 2018, 01:20:23 PM
+support
#93
Ideas / Vanilla-style gun suggestions
September 11, 2018, 02:20:39 PM
Yes, I know there's a lot of gun mods out there. I'm basically suggesting a few that would fit vanilla the most.

Rename Assault Rifle (M16) to "Burst Rifle"

Assault Rifle: Assuming the M16 has been renamed "Burst Rifle," this new assault rifle would be based off the AK-47, a durable weapon which would make sense to find in still-working condition in a harsh Rimworld. It could have more hitpoints as an item, slightly greater power, shorter range and less accuracy than the M16-style Burst Rifle.

Carbine: A weapon that could visually be based off of something like the M1 Carbine or Ruger Mini-14. Instead of firing a burst of shots, it could function as a reasonably fast single-shot weapon, with similar power and range to burst/assault weapons, but more accuracy.

Lever-Action Rifle: A cowboy-style repeater to go along with our revolver. Shorter range, similar power and higher rate of fire than bolt-action rifle.

If any of you have any good suggestions, post them here as well!
#94
Is the mod for B19?
#95
The huge, weirdly scattered factions don't come off as particularly realistic, and it kind of hurts the whole "frontier" feel, in a way. Why does every single human being on this Rimworld belong to one of 5 nonsensically-placed factions, with the exception of the player colony and a few spacers trapped in cryptosleep pods?

To make the inhabitants of the planet seem more diverse, I suggest the following:

-Add more "factions", but have the majority of them only possess 1 settlement
-Have the larger tribal/outlander unions more bunched together
-Have independent traders/scavengers/explorers visit your colony (killing them would still anger nearby towns)
-Have nomadic bandits attack your colony
#96
Ideas / Re: Some ideas for traits.
July 08, 2018, 03:20:09 PM
Man, I forgot about this thread. You guys had some nice discussion going.
#97
Ideas / Re: PLEASE ADD A PRISONER FIGHT AREA
April 08, 2018, 05:30:56 PM
Considering how upset your colonists get whenever you do barbaric things, I doubt they'd somehow get joy out of watching gladiatorial fights.
#98
Ideas / Some ideas for traits.
March 24, 2018, 05:10:45 PM
Just few ideas for traits I've got.

Naturalist: NAME often finds beauty in their surroundings.
-Doesn't think of trees, bushes, etc. as unsightly.

Xenophobe: NAME does not get along with new people.
-Mood debuff when any new colonist joins or is recruited, and gets negative relations with them.

Partisan: NAME is always proud of his colony's accomplishments in battle.
-Mood bonus for repelling raids.

Thick-skinned: It's hard to get on NAME's nerves, as HE never takes insults to heart.
-No mood debuff for being slighted/insulted.

Open-minded: NAME is tolerant of individuals regardless of their appearances.
-No negative relationship to colonists with ugly, staggeringly ugly, creepy breathing, annoying voice, or disfigured traits.

Forgiving: NAME finds it hard to hold grudges. Over time, they will slowly begin to forgive their enemies.
-Slowly gains more positive relationship with rivals over time, which stops when they reach a relationship of 0 (neutral).

Cowardly: NAME does not like getting into violent confrontations, and may flee during combat.
-Has a chance of suffering a mental break that causes them to flee during combat encounters.

Vegetarian: NAME generally refuses to eat meals that contain animal products. If they are forced to, they will be very unhappy. They do enjoy eating meals made from fruits and vegetables more than other colonists, however.
-Receives a -20 mood debuff for eating animal products [Or, just meat. Not sure if it'd be difficult to exclude milk and eggs.] Receives a +3 mood bonus for eating simple meals made from vegetables/fruit.

Bugchaser: NAME, for some reason, actually enjoys the feeling of being sick. They are more than happy to laze around in bed all day.
-Receives a +10 mood bonus for being ill.
-Masochist has the same benefit since sicknesses cause pain.

Misanthrope: NAME hates other humans, regardless of the gender, race, or creed.
-Receives -20 relationship with everybody.

Chatterbox: NAME likes to talk a lot, but is rather dim, and incapable of deep discussions.
-Constant chitchat, no deep talks.

Litterbug: NAME is nearly incapable of picking up after themselves.
-Pawn ends up making a lot of trash/dirt wherever they go.

Small appetite: NAME generally doesn't need to eat a lot.
-Hunger bar fills more slowly.

Large appetite: NAME eats more ravenously than others.
-Hunger bar fills more quickly.
-Added with gourmand.

Unfussy: NAME will eat anything to survive. Maybe HE won't like it, but HE won't let it go to HIS head.
-No mood debuff for eating insect meat, nutrient paste meals, or raw food. Penalties for cannibalism are halved.

Entomophagy: NAME once tried insect meat, which is often reviled by others. But HE thought it was the meat of champions.
-Similar to cannibal, except mood bonuses are received from eating insect meat.

Bisexual: NAME is romantically attracted to people of both genders.
-Self-explanatory.
-Judging from the update, anybody can be bisexual as long as a gay pawn woos them.


OTHER
-Blind colonists should not be affected by disfigured or ugly colonists.
-Deaf colonists should not be affected by annoying voices or creepy breathing.
-Masochists should dig the facial scars of other colonists.




#99
Ideas / Re: Cloth, leather & metal armor
March 24, 2018, 04:40:19 PM
Yeah, I'm aware that gambesons/padded jacks were actually far more common than leather armor, at least historically. Though, I don't see a big deal when it comes to adding leather armor to RimWorld, since our colonists will most likely work with whatever they've got on hand. Besides, I believe boiled leather/cuir bouilli armor was historically accurate.
#100
Ideas / ARMOR: Cloth, leather & metal
March 23, 2018, 12:33:03 PM
You should be able to make armor out of leather, wool, cloth and metal. Or, well, at least be able to buy/scavenge it, maybe. Textile-based armors could be crafted at a tailoring workbench, while metal armor could be made at a smithy.


You should be able to make padded armor (or a gambeson, if you wanna get medieval!) from cloth/wool. It would offer minor protection from cuts and stabs, but it would be very effective at cushioning blunt attacks. They would probably be rather hot to wear. A headgear equivalent would be an arming cap.



Then, you could make leather armor from hides of animals. It would offer medium protection against both piercing and blunt attacks, with the headgear equivalent being called a leather skullcap.



Then, of course, metal armor. If RimWorld doesn't add a medieval-type faction, then I think it should look more like the metal armor from Fallout in terms of style. Metal armor would be very slow to move around it, but would offer heavy protection to all forms of attack. It would, of course, come with a helmet version as well.

#101
I don't know about you guys, but I feel like it's a bit odd how the world is inhabited by a few huge, weirdly scattered factions. It's also kinda strange how every single human being on this planet belongs to one of these factions, with the exception of the colony and a few spacers trapped in cryptosleep pods.

I feel like the game's human inhabitants/factions could be made to be a little more realistic. I have a mod called Faction Control that makes it so that faction bases are more realistically placed, with tribes and outlander unions being bunched together, with only pirates being spread out.

However, even if that fixes the placement issue, there should still be humans living outside these huge alliances. Your colony should be able to be attacked by nomadic, factionless bandits, as well as ambushed by random armed assholes that don't necessarily have to be affiliated with a massive pirate faction. I feel like there should be disorganized ruffians in existence as well as the big pirate gangs.

I think friendlies should also be able to exist in "neutral" varieties as well. I feel like a lot of towns would just be independent city-states of some kind rather than part of a confederation. Friendly scavengers or random survivors could sometimes be passing by, or visiting your colony to trade. Killing them wouldn't come with many repercussions, but they would be in small numbers, and probably not have very many useful items. It's possible that outlander unions could become angry if it notices your colony preying on the weak as well.

Overall, it doesn't change gameplay much, but I think it would add more variety/realism.
#102
Hey, np. You bring up a few good points.

Anyway, I suppose hatchets are "assumed", but I think RimWorld could still use some axe-class weaponry, although I suppose it's straying away from this suggestion's original idea. Maybe halberds and battle-axes could be a compromise between blunt and sharp weapons.

The things like baseball bats, crowbars, tire irons, maybe fire axes, etc. would mostly just be for flavor. Raiders and such would be more likely to use them than your actual colonists. I suppose I like the idea of more "Fallout"-esque raider weapons. A raider wielding a big sledgehammer or fubar would look better than, say, one with a spiked(?) uranium club for some reason.
#103
I think there should be melee weapons that are more along the lines of improvised things that you'd grab in a zombie apocalypse. In RimWorld, these would be presumably left over from thse old civilizations that were ruined long ago, or simply reached the planet via offworld traders.

They could be craftable, maybe, but since they aren't true weapons, it's not really necessary to do so. Mainly, tribals and raiders would show up with these. Maybe some work-increasing values could be attached to some of the weapons, like faster digging of graves for shovels, and more incapacitating ability for police batons. I think that these weapons should be like guns, in that they are not constructed out of specific materials. Seeing a jade baseball bat would just be weird.

Weapons
Police Baton [More likely to down rather than kill]
Baseball Bat
Shovel [Faster digging of graves]
Tire Iron
Pipe Wrench
Crowbar
Hatchet [Better wood chopping]
Cane [Better social]
Machete [Better plant cutting]
Ice Axe
etc.
#104
Help / Re: My zombies aren't green. [Editing races]
March 22, 2017, 04:05:18 PM
Well, that's what I wanna find out. Would it be the similar to whatever code defines what color regular humans can be?
#105
Help / My zombies aren't green. [Editing races]
March 21, 2017, 05:38:24 PM
I installed synopia's A16 update (https://github.com/synopia/Zombies/releases/tag/0.16.0) for Rimworld. It appears to work fine, but the zombies don't have green skin. They're just naked humans.

I probably shouldn't be caring about this as much as I am, but still. Is there any way to fix this? If not, what would I have to do in order to edit the race files in the game, and change their skin?