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#31
Ideas / Workbench Materials should affect work speed
September 11, 2017, 06:41:04 AM
Today I found out that you can make benches like stonecutter tables and tailor benches from materials other than wood. However, I also realised that the material doesn't affect work speed.

Wouldn't it make sense for the materials involved in the construction to affect the work speed of the table?
#32
I usually have everyone drafted during a battle, even the pacifists (so they don't stupidly wander into the battlefield). Once the fight is over, everyone gets undrafted and the doctors automatically re-prioritise to care for the patients. If you don't want to draft everyone during a battle, then draft and un-draft EVERYONE afterwards so that the priorities automatically reset. If you're doing this and it's still not working, then it's probably a bug.
#33
Off-Topic / Re: Corrupt-A-Wish
September 11, 2017, 04:47:26 AM
Wish granted. All the pain in your left arm is gone. That's because you don't have a left arm any more.

I wish I had one dollar.
#34
If he has a passion in animals, train him up. I once got a sheriff who was also incapable of everything except violence, animals, social and artistic. However, she had a passion in animals. Fast forward 4 in-game years and she has a skill of 17 (she might have had 19 at some point) and has single-handedly trained a small army of wild boars (now there's another animal handler to help out though so she usually just makes artwork now).
#35
Off-Topic / Re: Corrupt-A-Wish
September 04, 2017, 02:12:57 AM
You forgot to make a wish! :/
#36
Yeah, I decided to give one of my colonists luciferium recently. He's my best soldier but had SO MANY scars so I decided to give him the luciferium because it heals permanent scars. He already had a bionic eye so now his sight is extraordinary, and he moves quite fast as well.
#37
AFAIK, all wimps should be killed immediately upon sight so I don't know how you would get in a situation where you would want to implant a painstopper in one ;)
#38
Ideas / Re: Alpha 19?
August 30, 2017, 02:45:12 AM
Quote from: NeverPire on August 29, 2017, 10:41:42 AM
I dislike the idea of borders too.
When I think about a faction area, I think about a territory where most of the bases own to it.
It can be some others (vassals) factions bases among them.

It will lead to a world map with more bases but these one would be grouped especially in pleasant biomes.

Fair enough. I don't really think actual borders are necessary either, but to me it doesn't make sense that all faction bases are roughly equally distributed around the world (with less bases in extreme biomes of course). It would make more sense if the factions were smaller, both in terms of the amount of bases and in terms of the territory they encompass. So the bases of a certain faction will all be grouped close together, with a few "outposts" scattered around the map too. Also, each faction could have a "capital" in the middle of this group of factions. Each faction only has one. A capital would basically be a regular town, but bigger, and with more goods for sale. Also, you would usually find the faction leader in a capital city. But even though I don't think actual borders are necessary, I think that each faction should be able to influence the land near them - so you get more raids near a hostile base, more caravans near a friendly base and a normal amount when not near any base.

Also, giving factions the ability to grow and shrink or even be destroyed would be awesome.
#39
Ideas / Re: Mini quests
August 29, 2017, 03:53:25 AM
Yeah, that sounds interesting!

Perhaps if you give them what they need, they have a chance of returning a couple of years later and giving you a substantial gift in return. Just little quests like this would add to the complexity and fun of Rimworld.
#40
Ideas / Re: Alpha 19?
August 29, 2017, 03:48:38 AM
Quote from: dogui on August 28, 2017, 07:44:23 AM
Here my thought regarding factions in gameplay.

- what about the opportunity to join a faction? Through a proposal or a request to enter a faction, the colony can be part of it. With duties and benefits (requests become mandatory, more interactions with allies and so on).

- I think allied cities should be positioned closer one to others, perhaps exploiting ancient routes... exactly as an empire funds new centers. I expect not to see any city in deserted/unfertile areas, but more crowded temperated+river+streets areas...

- Factions and strategic resources: To improve realism and gameplay, I see for Rimworld a gradual reform to most important resources. Factions would create new villages close to them in order to exploit quickly. Gold, silver, iron, (copper? other resources to be created and made precious for some reasons),  should become slightly harder to find, precious and should be grouped into huge and still partially exploited mines, to give new challenge and more realism to the game. Obviously a little quantum of base resources should be easily available, to substain first days of survival. Resources management should tend to Civilization, whom resources management is probably one of most interesting aspect.

- Position on the planet should be crucial, to me. Choose to fund a colony into a place like a desert and flourish should become almost impossible.
Fall close to a river and a forest, not distant to a rich, pacific alliance should multiply the opportunity to survive and flourish.

Yeah, these are all nice points! Also I too would love to see boats/some way to travel over water added to the game. Also, one-tile island maps surrounded by water would nicely compliment the feature of boats. It means that building a colony next to the ocean isn't always going to be safe from that side anymore. Sea raids/merchant boats would be less common than their land-lubber counterparts, but the raids are just as dangerous, if not more dangerous.
#41
Off-Topic / Re: Count to 9000 before Tynan posts!
August 22, 2017, 06:44:57 AM
6927

Has Tynan replied to this thread yet? I'm not going to look through 6926 messages but since the thread is still alive I presume he hasn't. I'm pretty sure Tynan is going to post something stupid on the 8999th post or something.
#42
Quote from: IWannaChaos on August 21, 2017, 08:02:51 PM
When the mental break starts, just have your colonists kick the crap out of them until the broken colonist is incapacitated, then drag them to the hospital. And of course set them to "no medicine, only doctor care" since it's their fault.

With that there's the risk of the colonist fighting back and permanent injuries. When my colonists collapse from extreme exhaustion due to a mental break, I just let them sleep it out (but I've never been in a situation where the exhausted colonist is in actual danger by sleeping on the ground)
#43
Ideas / Nerf the Chemical Interest/Fascination Traits
August 22, 2017, 05:20:52 AM
Honestly, these traits are super annoying and I think they need to be changed so that it's still viable to have any kind of drugs (apart from luciferium and penoxiciline) in your colony. I have three colonists with these traits right now. Whenever I get some ambrosia from the ambrosia sprouts near my base, these colonists always have super frequent mental breaks. So frequent that if I have a raid while I have ambrosia in storage, there's probably a 70% chance that during the raid at least one colonist is going to start binging on ambrosia and just abandon their allies. Could these traits please be toned down a little?
#44
Off-Topic / Re: Corrupt-A-Wish
August 22, 2017, 04:17:38 AM
Wish granted, they all fall out of the sky at terminal velocity and punch through your skull, instantly killing you.

I wish for a slice of (not poisoned) pizza.
#45
General Discussion / Re: Drain the Swamp!
August 22, 2017, 04:14:13 AM
Quote from: sarke on August 21, 2017, 08:38:13 PM
Now that Swamp's are a thing

Hang on, was a swamp biome announced for A18 or something? If so, then hooray! If not, then what do you mean?