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#46
Off-Topic / Re: Corrupt-A-Wish
August 21, 2017, 05:07:34 AM
Wish granted. A magical geyser appears in the middle of your home and proceeds to endlessly spew food. However, the "food" being spewed out happens to be tarantulas (they are eaten in some parts of the world). The flood of tarantulas quickly envelops the whole neighbourhood. There is no way of stopping the geyser - spiders continue to spew out. These tarantulas begin to breed with each other, creating even more spiders. The entire country is in a state of emergency now - anyone within a ten kilometre radius of the geyser is told to evacuate as quickly as possible. The onslaught of tarantulas doesn't stop, they overrun the entire country in a few weeks. After that, the entire continent. Over the course of decades, the gigantic pile of tarantulas (most of them dead by now just from suffocating under the immense amount of spiders) envelops the entire planet. There are only a few survivors now, living in concrete bunkers they cannot escape or else they will be suffocated under the huge pile of spiders. After a century, there are no humans left.

A million years later, a spaceship of extraterrestrials passes by a planet in a certain spiral galaxy. One of these aliens looks out the window and sees that the planet is completely black. Taking out a telescope, he takes a closer look. The surface of the planet appears to be covered completely in miniscule insects. The alien dismisses the thought. That's too ridiculous to be true. Soon the planet is only visible from the window as a tiny speck in the distance.

I wish for an unlimited supply of money. However, I am able to control the amount of money at any time, so that it doesn't spew out money endlessly.
#47
Off-Topic / Re: Corrupt-A-Wish
August 21, 2017, 02:28:39 AM
Wish granted. You escape from the jar to find yourself in a post-apocalyptic society where robot overlords control every aspect of our lives. As soon as you emerge from your jar, a squad of security bots spot you and capture you. They then brainwash you and you become a mindless slave to the robot overlords.

I wish I was a penguin (in a zoo).
#48
Oh, I didn't realise that was a thing. Well, that explains why one of my colonists divorced her husband - he does research all day long while she hauls stuff and does wardening. So there isn't much of an opportunity to have deep talks. I agree with you on this.
#49
Off-Topic / Re: Corrupt-A-Wish
August 19, 2017, 04:53:09 PM
Wish granted. Near total level of immersion? Well, the closest you're going to get is by taping the video game console to your head, which is exactly what your wish does. Unfortunately for you, this tape cannot be removed. You could try destroying the console, but I personally wouldn't trust anyone to swing a sledgehammer at something that is millimetres from your head. Because the bright, flashing screen is about a millimetre away from your eyes and the pressure of the screen against your face is forcing your eyes open, you are unable to sleep. After an entire fortnight of sleep deprivation, you finally snap, committing suicide.

(I hope my corruption met all of that criteria you outlined in your wish)

I wish I could think up these corruptions instantly.
#50
Ideas / Re: BUM FIGHTS (but with prisoner's)...
August 18, 2017, 03:01:14 AM
And some people with a certain trait (brawler, bloodlust, psychopath) will get a mood bonus from watching it while others with different traits get a mood debuff ("it's unethical")
#51
Help / Re: Allow me to plan, please
August 17, 2017, 05:55:26 AM
You could make it so that instead of displaying the amount of materials needed to build the wall while laying down the plans (let's call this number "a") it will display the amount needed AND the total i.e. "a/b" where b is the total amount of that material stored. So if you have 400 marble in storage and the wall requires 100 blocks it will display "100/400".

If you don't have enough resources to build the wall (or don't have that resource at all) the text will turn red. Upon letting go of the mouse, a message can appear. "are you sure you want to build this wall? You don't have enough resources needed." This could easily be dismissed with ESC or Enter so it's not annoying when planning.
#52
Ideas / Re: Alpha 19?
August 16, 2017, 05:43:46 AM
Oh, I just realised that someone already suggested the exact same stuff that I suggested here, but with 5 times better suggestions. Oh well! I just want to emphasize the fact that so many of us want a faction rework. It would be amazing if this was done soon.

Also, I have less suggestions. Just adding these four things would take a lot of time. But I think it would be worth it. It would result in a much more enjoyable and immersive experience.
#53
Ideas / Alpha 19?
August 16, 2017, 05:36:34 AM
OK, so the Alpha 17 update focused on roads, rivers and expansion to world generation.
I would presume that most of the content for Alpha 18 is done, so there's no point in suggesting content for the next update.

But if Alpha 19 had a theme, this is definitely what the update should focus on: a complete faction rework.

I mean, I know this has been suggested plenty of times before. Look at the first page of the suggestions thread, and you'll probably find at least three faction-related discussions. But doesn't this make it even more obvious of a thing to do? So many people want it!

Sure, you can add other things in Alpha 19 too (such as a food policy system... plz) but I think it should focus on factions.

Main things I think it would be good to add:

- More factions. Two to three outlanders, one to two tribes and a pirate faction can get quite boring. You should be able to meet factions from all technology levels, not just caveman and modern level. For example, what about medieval factions? They could be able to use more advanced weapons than tribes in battle and even start sieges using catapults. Then what about spacer-tier factions? This would be similar to the mechanoid faction, but friendly by default. They will have super-expensive high tier stuff to trade with you. If you anger them, then you'll have to face charge rifles and miniguns in raids, as well as EMP mortars during sieges.

- Countries/nations: Again, this has been suggested before and it seems like a valid and realistic idea. Why would every faction have an equal spread of settlements across the world? It makes sense that they would be clustered into "nations". The overall amount of communities would be the same, it's just that factions would have their communities close to each other. If you're in friendly territory then there's less chance of raids and higher chance of caravans from that faction. If you're in enemy territory, the opposite is true.There would also be a lot of "wilderness" that nobody has claimed. There can still be outposts outside a certain faction's borders, but the majority of communities of a certain faction should be close to each other.

- Customizable/highly varied size and number: These nations could vary in size and greatly vary in number. In one world, there may be only one pirate faction which might have taken over half the entire planet, while in another there may be many small, individual pirate factions. While in another, there are just tribes and medieval factions. This could be customizable in the world generation screen.

- Ancient civilisation: Alpha 17 world generation involves shallowly simulating an ancient civilisation by creating ancient roads and highways. What if there were actual ancient, abandoned sites to visit? Kind of like the ancient dangers, but bigger. These would be high-risk high-reward things. You could find a ruined city filled with unguarded loot, or you could find a huge insect hive that has lain dormant for generations. Or you could find yourself in a radioactive wasteland filled with mechanoid sentries that are guarding an ancient monolith. I mean, Tynan has already added ancient roads and highways. Why not step it up with full-on, ruined cities? It would add a sense of adventure to the game.

I think that the idea of factions is a great idea, it just needs a lot more work. Add other stuff in Alpha 19 too, but factions should be a large priority IMO. With Rimworld, there's a whole world to explore. There's just not enough stuff to explore right now.
#54
Most of these suggestions are really good, and I would also like them to be part of the game.
#55
Stories / Re: Your favourite colonists
August 14, 2017, 05:55:44 AM
On my current colony, I have two favourites. Neither would make it onto the top 5 list of most skilled colonists, but they're very useful colonists and I don't know where I'd be without them.

First one: Debby, Sheriff
She was the first colonist that joined the original three. She came in a refugee mission. Now, when I originally saw her stats, I was super disappointed - she's incapable of EVERYTHING except for violence, art, and animals. However, shooting, melee and art were in or close to double-digit skill levels. She also had a burning passion for melee and art and a passion for shooting and animals. All in all though, I was quite unhappy. However, I kept her. Now she has an Animals skill of 17 (and she had a skill of 4 when she joined our colony). She singlehandedly tamed a small army of wild boars and trained all my animals so that stuff gets hauled super quickly thanks to them all being able to haul. Where would I be without her? I don't know. She also made some nice artworks.

Second one: Key, Organ farm
Key is another interesting colonist. I'm pretty sure he also came in a refugee mission. He's only 16. He's incapable of violence, but he has a passion in medicine (and I think a skill level of 11 or something right now). He's basically our cleaner, cleaning up messes 24/7 (or 12/7, I allocate 12 hours a day to work). Then, after raids, he's our second-best doctor, making sure everyone gets healed. He's also our best surgeon and has done many operations (my best doctor has one eye, so I don't trust him with surgery). It's kind of ironic that an organ farm has become an organ farmer, IMO. Without him, my colony would be a far dirtier place and there would have been quite a lot of failed surgeries.

Now this one isn't a colonist: I can't remember how he arrived, I think in an escape pod. But I want to share his story with you as well. His name was Vladislav, and he was a sailor. Yep, he has a cool name. He also kindly donated both his lungs to help out my asthmatic colonist. Such a kind and generous man.
#56
Stories / Re: Raid delivery service
August 14, 2017, 05:40:56 AM
Whoah! I've never seen a raid as monstrously big as that. That's got to be twenty times larger than my largest raid (not exaggerating, I haven't gotten that far into the game yet) and even the screenshots or YouTube videos other people have made that I've seen have far less raiders than this!
#57
Ideas / Re: smaller World/Globe
August 14, 2017, 02:30:30 AM
Quote from: SpaceDorf on August 12, 2017, 02:11:22 PM
if there is a globe  ;D

which again, is the whole point of the discussion.

I agree. It doesn't make sense for a world to only be covered with 30% land and rest is just vast, empty ocean. Maybe if boats were added and there were a few islands it would be interesting, but it makes sense to me if every world had 100% globe coverage but an adjustable size.
#58
A good way of preventing this issue would be a "food policy", similar to the drug policy.
#59
Off-Topic / Re: Corrupt-A-Wish
August 09, 2017, 06:53:49 AM
Granted, a day after being elected you are assassinated by someone who doesn't like you. It's one of the "perks" of being the president.

I wish I had eight arms.