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Messages - absentminded

#31
Ideas / Re: Animal farming
June 16, 2014, 12:37:10 AM
Or just live Muffalos, it's not like they have to trade between planets, buying muffalos from the settled part of the planet and selling it to the frontier towns on the other side of the same planet would be a good way to spin a profit without alot of risk.
Muffalos between planets wouldn't work so well, also, so Muffalos exist on other planets?

Why would non-domestic animals be introduced to other planets? Muffalos wouldn't be your first choice.
Sheep sure, but Muffalos? Large, hard to control and with the potential to become unstoppable godless killing machines at the drop of a hat?
Muffalos should be some native breed, not the main traded livestock. Once animal farming is in, you should be able to tame them through hard effort but not buy them from off world
Buying from off world should be long domesticated animals, probably real world ones. Chickens or Sheep or something. Not the weird local stuff found on this dangerous, alien world.
#32
Ideas / Re: Your Cheapest Ideas
June 14, 2014, 11:54:33 PM
 Battle-stations buttons like FTL has, militia-ising every colonist and sending them to the saved positions?

Maybe in orders, one to save positions and the other to activate or something.
#33
Mods / Re: [Request] Towers / Wall mounted turrets.
June 14, 2014, 05:38:09 AM
An impassible turret would work, make it look alittle wally and you've got a turret wall part. However they blow up when they blow up, so it'd just be asking not to have a wall any more.
#34
General Discussion / Re: RimWorld change log
June 13, 2014, 10:14:18 PM
 The bit I like the sound of the most is probably cabin fever weirdly, I keep having trouble motivating myself to build townships over bunkers and that little extra push would keep the game fun over safe.
  The ship sounds brilliant too though. Maybe it could be an optional end-game, beyond how it's already optional, I mean even doing it wouldn't necessarily end things if maybe your converted tribals or someone didn't want to go, so your survivors, ex-pirates and space refugees would get in the ship and head off but you could choose to stay behind with the ex-tribals or etc.

Quote from: FroBodine on June 13, 2014, 08:13:33 PM
Ok, cool.  So, as a new player should I get the game now, or wait?  I keep reading that it has become too difficult with the overpowering raids.  Is it super unbalanced right now, or is it still fun and very playable?

I started on this version and it seems well balanced. There's a friendly mode anyway, but on classic it's not noticeable hard until quite far in when it ought to be.
I'd definitely recommend getting it now over waiting.
#35
Ideas / Re: Your Cheapest Ideas
June 13, 2014, 10:08:37 PM
An unforbid tool in orders
permits any objects within the selection if they're currently forbidden
to make post-battle clean up faster if it's in a messy/large area
#36
Ideas / Re: Animal farming
June 13, 2014, 10:01:00 PM
Quote from: TheMrollieb on June 13, 2014, 09:55:08 AM
Quote from: StorymasterQ on June 12, 2014, 09:42:52 PM
Realistically though, traders passing through a 'rim world' would be unlikely to be shipping live animals. At the very most, it'd probably be cryogenic muffaloes :D
maybe then instead of live animals you could have some sort of growing sludge which would develop into an animal. Or you could make something along the lines of the nutrient paste dispenser in which you have some sort of vat which grows 'animals'  :P

Eggs can grow into animals, without needing anything Sci-fi about it.
It's generally just birds, but still, cryo-packed eggs would be a feasible cheap way of setting up livestock on colony worlds so could be a thing without needing to get super complicated or sciencey.
#37
Ideas / Re: attack Enemies colonies
June 13, 2014, 07:27:18 AM
Quote from: Avsnoopy on June 06, 2014, 10:26:22 PM
I imagine this would be quite difficult to implement. But, if it were, It would probably work something like this: Assemble a raiding party, Select them all and go into the factions menu and press a [Raid] button, Then your colonist raiders would spawn into another world with the raiding factions camp/town/tribe(Probably pre-built). Now, You wouldnt ever be able to kill off a faction compleatly (Have you seen the size of some raids?!) But perhaps you could scare them from attacking you, But most importantly, You get to burn there bace down, Loot and get your revenge!

it might be easy if you didn't go with them. Select some of your militia, send them off on a raid, then wait around with the colonists who stayed behind hoping they make it back alive and well, and hopefully with loot and captives. While other factions take advantage of your half-empty colony to raid you.

probably it wouldn't make sense at this point in the game though, you can't equip your mooks with more than weapons, or train them very well so there isn't much for the game to use to judge their chances of making it back by.
#38
Ideas / Re: New Use for Corpses
June 13, 2014, 07:22:39 AM
 I like this idea, through probably for a mod more than the base game, but i'd suggest a change. From corpses would be, alittle easy. Sure the implants would be crazy expensive to buy, or to make in many steps or whatever, but the dead are dead, there's no sacrifice there.

Wouldn't it be better, creepier and feel more deserved to use prisoners?

Then it's not morbidly using an empty corpse to put a computer in, but taking an unwilling captive, brutally lobotomising them and then implanting a computer into the hole to create an obedient and loyal, if limited, slave.
Take a life to create a life, better for balance and well, it'd be more evil.
#39
Ideas / Re: excited over factions
June 13, 2014, 07:13:55 AM
 Maybe call for food aid the same way as you can call for military help, and at the same relations cost. An option rather than an event.
Then some blokes turn up with no weapons but food parcels, carry them into your base then high-tail it out of there.
#40
Ideas / Re: Animal farming
June 13, 2014, 07:06:43 AM
 Would Muffalos not be native to Rimworld?
Actually curious here, atleast so far I think I've only seen muffalo related backgrounds on tribals not in the starting colonists or anyone offworld.

Taming and farming would be nice though, maybe chickens. They'd be cheap to transport across the depths of space being all little. And an egg a day is tried and true computer game farming.
Probably would be good if they took a while to grow to breeding age, so as not to make the game too easy.

Taming Muffalos would be fun though, get a permanent meat source through your own effort of slowly domesticating them, I want to suggest taming them to be mounts too but only because I like the idea of riding muffalos into battle, I don't really think it would be a good idea for the game, but it'd be awesome for the AAR fan-fictions..
#41
Mods / Re: [Request]Sex And babys
June 12, 2014, 08:43:44 AM
Quote from: billerinstinct on June 12, 2014, 08:29:57 AM
One way of getting the problem of "time" out of the way while still keep the Rimworld spirit is to have the stages quite fast.

Baby - 5 game days
Teenager - 5 - 10/15 game days
Adult - 10/15 game days or something like that

All in all, from baby to adult, 10-15 Rimdays.

I think the "Sex/baby" idea would be great and interesting if it were to be kept simple.

The thing is, if it's so short, then it's a benefit rather than an hurdle. Free colonists

And if whole lifespans were so short? If in ten days a colonist died of old age?
That way you'd go through colonists too fast than would make sense, then you wouldn't care about colonists which is a big part of the game they'd just be units. And how many generations would it take to establish a basic fort? That'd destroy all immersion if a day was a major chunk of your colonists average lifespan.
It'd go from being base building to baby factory. It'd be a whole different game and you'd have little reason to even remember your colonists names.
#42
Ideas / Service Industries?
June 12, 2014, 03:31:09 AM
 I've skimmed through and I don't think this has come up before but apologies if it has.

Pretty much every day from friendly visitors from outlander town X or the tribe of Y wander through the map, hang around for a bit then quietly wander out again. Which gets you thinking, what if you could sell them something?
Maybe each type of visitor would barter a different good, outlanders silver and tribals maybe muffalo meat or fruit.

As for the actual ideas, first off,

The Trading Post, maybe have a room defined by a trading desk (similar to how you can define a room as a prison) where anything in any stockpile or weapons rack or etc in it would be traded automatically with a visitor if the desk is manned. So you'd be able to choose through stockpile piorities what's up for trade but not handle the trades directly.

Hostel, an extra button on a bed to define it as a hostel/hotel/inn/etc, so travellers passing through can stay the night in exchange for 5 or 10 silver or etc.

Brothel, probably a unique object rather than just any bed, would need to be manned, maybe manned by someone with the appropriate background traits or just high social. Would earn your colony income by hanging out with the visitors in the room.

Saloon, again probably a unique object (Bar?) where visitors would pay for meals, and if alcohol/hydration is ever added, drinks.

Doctors Office visitors turn up hurt and wounded, if you have set up an open for visitors medical room you can bring them in, heal them up and charge them for the trouble, or hold them prisoner if they don't have the pay.

and etc

Basically the idea is to have ways to get sources/income out of the passing friendlies, give your spare colonists more work to do (as you tend to end up with a fair number of idle workers once the place is established), have your settlement feel more connected to/part of the world and of course add more danger.
Service buildings would involve inviting strangers into your settlement, past all your well designed defences. Maybe they're just looking for a nights rest, an honest deal or meal.
But maybe they're the fifth column of the next pirate attack, or some criminals looking to grab your supplies and run or etc.

Anyway, sound a good idea? Also, knowing nothing about coding, would it even work?
#43
Ideas / Re: Making sieges interesting
June 12, 2014, 03:00:50 AM
 Raiders breaking through your defences are cool and all, and kinda already a thing

But what about a 'passive' siege, where instead of attacking you they wait you out. Build sandbag fortifications around their position and by being there prevent traders from being able to trade with you.
Maybe even have them be able to 'cut' your power remotely or something as well, every day of the siege given them another power, alittle gamey but it'd work.
First day they're just outside building sandbags and making it dangerous to hunt or do outside stuff.
Second day they block off your signals preventing you from trading or calling for help.
Thrid day they EM pulse or some other explanation your power away, hurting you in all kinds of ways
Fourth day they remotely blow your batteries causing fires and havok all over the place
and etc.
So the longer you wait to do anything the worse it gets until eventually, either you all die or they get bored and finally storm you.

Not an attack, but an actual siege forcing you with your inferior numbers to storm their position instead of giving them new ways to attack your position.
#44
Mods / Re: [Request]Sex And babys
June 12, 2014, 02:52:47 AM
 It could work brilliantly if life-time wasn't sped up.
DF and banished and well, most games of this genre have it so you age faster than years pass or/and years pass crazy fast. And/or have no ill effects from pregnancy, just running around then all of a sudden pop out a kid.

What if, in Rimworld, pregnancy was a liability, not free colonists.
Your colonist got pregnant, then over the next months she goes from occasionally being ill, wasting time and causing a mess, then being slightly less efficient, then near the end a week/few days of being bed ridden and the father and/or anyone on warden or doctor bringing food to them.

Then they had a kid, a tiny baby who for the next year is carried about by them or in a crib in their claimed room, every couple of hours setting a firefighting or warden level task, which the parents respond to regardless of allocation, to be cared for.
Then after that they become a kid, running around and getting in the way, not following orders, potentially getting killed (which would massively upset their parents and kinda upset everyone) while eating food and not contributing to the colony.
Eventually getting old enough to haul and nothing else, then eventually being an adult.

Of course, chances are no one would play one game that long to see them become an adult, and probably you'd double time, or go by 100 says per lifecycle or something. But the point is, still take it take a really long time.

That way your colony would have dependants, so in the late game where now you get stuck with too much food and not enough non-violent hardship, you'd be getting into natural troubles of co-habiting colonists and having extra mouths to feed without getting extra hands to lighten the workload.