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Messages - Crow_T

#271
Ideas / Re: We need more energy weapons
August 03, 2017, 05:16:37 PM
I vote for the BFG9000. Actually, a DOOM weapons mod would be pretty cool. Melee chainsaws!
#272
Ideas / Enhanced Winter Weather
August 02, 2017, 07:34:04 PM
If I recall correctly Tynan is Canadian so I'm sure he will identify with these ;)
Snow accumulates on solar panels reducing effectiveness
Ice storms that can knock out conduits that are exposed, freeze windmills, exposed turrets/mortars etc.
Blizzards that seriously restrict movement. Perhaps colonists caught in them can get lost. More snow takes longer to clear.
Damn I hate Winter


#273
General Discussion / Re: Weird File Locations
July 31, 2017, 12:33:25 PM
Quote from: SpaceDorf on July 31, 2017, 03:22:46 AM
I would very much prefer that RimWorld saved it's Data locally in it's own Folder
instead of somewhere in My User Data.

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Honestly I would really prefer if any frackin' software would keep it's crappy data from my systems drive ..
I mean where is the sense in having a partition for my OS, when every upstart piece of code drags its dirty temp files and useless folders all across my clean file structure ?
If they would at least keep track of all the stuff they throw over the place and would clean up after themselves .. 

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I agree that keeping everything in it's own folder is ideal, if not just for having multiple installs with their own mods.
#274
Stories / The Cursed Tribe
July 31, 2017, 01:32:13 AM
    It all started out so well, a well rounded crew (well, almost, as you will see) from the first roll of 5 tribespeople in the arid shrublands. Everything was going soothly, had a surplus of food, an elephant self tamed to join the crew of alpacas and muffalo, my researcher and crafter had become skilled, my non-killbox defenses were repelling every raid with relative ease. Then the plague hit two of my colonists. My best doctor had a 3, and even though I had bought 3 regular medicine that plus the herbal wasn't enough despite constant tending when possible. They both died within minutes.

      Then things got worse.

    The Husky who had a bond to the recently deceased went berserk, biting a colonist who then got an infection, and once again my doctor failed to save them. Third colonist dead within a day.

      OK, the 2 remaining have enough skills to run the place, and I'm sure another will come along, and sure enough an alert to rescue a fleeing colonist came up. Well, 16 year old female, sanguine, hard worker, decent passions, hey great. Here comes the raid from the East. 5 seconds later, here comes another raid from the north. Two raids at once. Well, newbie gets carried off by the second group after some chaos, and my last two colonists are beat up pretty bad. Time to heal up and see what happens.

      Toxic fallout happens. Great. Get the livestock inside, maybe I can chop up some raiders for kibble when my guys can move around a bit better. But....

     A muffalo goes manhunter. I happen to remember one of the raiders tried going through my base to escape and left a hole in the wall. I try to repair it and am so close but the muffalo gets through and beats my guy up, the other one hides and spears the muffalo to death. Time to self tend and relax until...

    I notice a boomalope has self tamed in the meantime, I figure I need the kibble so I will slaughter it- BOOM, catch my place on fire, still all wood at this early stage. It gets put out after some drama.

    Then, once again, another raid, only 3 tribespeople but my guys are absolutely beat up. The raiders are burning crops and defiling sarcophagi so I rest and heal, but they start beating down a door. Try to get my repair guy to get at it but he's too slow and they get in- the husky distracts them but its not enough, they down another colonist, who they kidnap (later they try to ransom him back for 240 silver but I have no trade beacon). Thankfully some traders were on the way and the raiders scattered. I buy some meat (still toxic fallout) and lick my and everyone elses wounds.

    At this point a cold snap seems like a good idea, and around the same time a dying boomalope explodes next to my poplar tree harvest of wood. I'm watching my wood burn and figure I need to grab some to keep warm and cooking. This is the final straw, my colonist snaps and goes on a wander.

     I watch him slowly freeze to death on the river in the cold snowy landscape, unable to help- by the time he snaps out of it its too late.
 
*Generally I never get this far into a colony death, but this one seemed like I could pull it back from the brink. Didn't happen. Lastly, the husky snapped again and killed an elephant haha. I've never seen such an intense chain of doom on Cassandra rough, even after watching youtubers who play extreme. It was fun and had a pretty poetic ending, RIP Salmon, who I finally broke by making him haul wood.
#275
Financial advice to/from strangers and friends is a slippery slope for sure. But, some good resources are:
http://www.investopedia.com/
and if you want to ask a community try https://www.reddit.com/r/personalfinance/  there is also a ton of good reading in the sidebar. It's hard to give advice because everyone has different needs and willingness to take risks. What I would say is give it some serious research because there are a ton of options. Also, some investing websites have not only investing info but they show the returns/risks of their offerings pretty openly. And, although they can't give advice, some firms have really good phone support if you have questions about specific plans even if you aren't a customer.
#276
Quote from: SpaceDorf on July 27, 2017, 07:26:37 AM
the scenario editor has a "start with research" option you can add any research you want there.
If you add a  very advanced research ( like spaceships ) you will also start with every required research.

Yeah I tried that, it's not in my menu of choices though. Do mods not get populated in that menu?
*just checked my big modded install that has more vanilla turrets, EPOE, and more- only mending shows up which is from a mod. Interesting.
#277
Neat mod, but I can't figure out how to start a colony with the tribal essential research already done- it seems weird to be able to have research bench, bed, stonecutter table, etc. before the tribal equivalents.  Is there a good way to set up a colony using this mod to get a real primitive start?
#278
Ideas / Re: 8 brief suggestions for the long term
July 24, 2017, 06:32:25 PM
One thing that really messes me up with the shift select- I'm used to every other program that used shift click to grab the entire group between 2 clicked items, and ctrl-click to select things individually. I always end up with only one pawn selected because I ctrl-click out of habit.

I'd love to see combat be better though, like when a group is selected you have the option to have them spread out or seek cover as opposed to clumping. Maybe include the zoning system for combat, the pawns arrange into a zone behind the best cover, heck you could even designate combat types in each zone.
#279
Bugs / Escaping Raiders easily killed
July 22, 2017, 07:11:22 PM
Recently I had a couple of fleeing raiders try to escape by breaking through doors in my exterior walls. I simply sent a gunner close to them and picked them both off, similar to shooting fish in a barrel. A better reaction would be for raiders to attack or flee if trapped/shot at as opposed to just banging on doors while being shot at. I'll admit it was satisfying though  ;D
#280
Which Linux DE are you running? Some of them can get pretty resource intensive, try a lightweight one like Lxde or Mate.
#281
This a nice little mod, thanks for making it  :D

If players think this is too OP yet at the same time want to reduce annoyances it's really easy to modify the XML file- I ended up reducing the chances of events happening from vanilla and added more time in between events.
#282
General Discussion / Re: RimWorld art style
July 05, 2017, 05:48:12 PM
Are there any games that use vector graphics as an example? Back when I was more into creating graphics, >8 years ago, the issue with vector graphics is that they can get resource intensive really fast the more objects you load in. The issue is that vector graphics still need to be rendered for viewing at a certain resolution- maybe these days there are smarter implementations, but that is a limitation I remember.
#283
Ideas / Re: Your Cheapest Ideas
July 03, 2017, 10:51:24 AM
Some refinements:
When creating a bill you get a pulldown of items to make, it'd be nice to see what resources are required in the initial list. Currently it is pick an item, then go into details.

Research item details should not only include what previous research is needed, but what level skills are needed to actually use the research.

An ability to compare multiple things side by side, be it colonists, weapons, items, etc. whether equipped or not.

The ability to create named waypoints that can be jumped to on the map, eg. ambrosia sprouts, Home, dangerous feeling, etc.

When an animal goes crazy it'd be nice to have it marked, or have the ability for the player to mark them- one can lose track of them pretty easily.

Edit: forgot one, the ability for Wardens to lock doors to keep other colonists out of areas.
#284
Ideas / Map Navigation, Hunting Parties
June 30, 2017, 05:22:55 PM
After playing for a few (25+) hours I have some ideas for improvements- being pretty new still these may exist already, if so I apologize.

Better map navigation- having a mini map, a key to center on the home base, and the ability to set waypoints that can be jumped to from hotkeys would be great in reducing map nav fatigue. Another idea would be to set the Numpad keys to focus on map sectors, eg 5 would jump to center, 8 to center top, 7 to center left, etc.

Allowing the creation of hunting parties would be cool, adding some protection when an animal seeks revenge.
#285
General Discussion / Re: Introduce yourself!
June 29, 2017, 06:03:06 PM
Hey everybody, been playing RimWorld for a couple of weeks now and love both this highly addictive game and great community, both in tutorial content and mods. Also a huge thank you to Tynan for the native Linux support  ;D