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Messages - Dawa1147

Pages: [1]
Ideas / Re: Rock Candy!
« on: February 01, 2016, 12:19:28 PM »
I like the idea, maybe it has some glitterworld substance/artificial microbes that block the digestion of it (invented to allow feasts without getting fat? Also the microbes could buff the health/immunity gain speed), thus preserving it.
Also if animals get into play (licking the tasty rock, predators preferring those areas) it makes it more interesting and adds a risk vs reward (manhunter animals [my food!], predators to bypass)

General Discussion / Re: True 'Random' Start
« on: January 23, 2016, 10:26:11 AM »
I too would like a checkboc or something similar that would randomise your starting gear. The other things are Random (even though resisting "maybe a different random" can be hard), but random difficulty and/or storyteller is a bit iffy imo. Still a great idea, makes each adventure more unique!

General Discussion / Re: Does anybody miss the change log yet? :'(
« on: January 23, 2016, 09:51:09 AM »
Maybe a compromise would be a weekly/biweekly/monthly entry in the changelog, instead of a daily entry? I do agree on the "is it fixed yet"-nagging, placing a big bold red "EVERYTHING IS SUBJECT TO CHANGE"-banner at the top might help a little

General Discussion / Re: What have some of your thoughts been in RimWorld?
« on: September 14, 2015, 02:34:41 AM »
My first thought was "lets build Turrets for defense!".
Problem was, it was build 256 (a decent bit before A2), so not only were turrets worse/pretty much worthless (2x2, easier to hit,...), but they increased the Raidsizes by ludicrous amounts, meaning I got decimated very early. Took me a while to find that one out.

Ideas / Re: Let's talk about Zlevels
« on: September 06, 2015, 02:28:18 AM »
I understand the advantages of z-levels, but I think true z-levels would be too much (e.g.: a 200x200 Map needs to simulate 40000 Squares plus the content of said Squares. Even only 5 z-levels would put that to 200000+content, ), and that is a lot (especially since many Computers struggle already on that map if it burns or you have many colonists). What might work is fake z-levels (e.g. trenches technically are below the surfaces, but would be treated like a counduit that slows you but makes you harder to hit), and at most one z-level up.

General Discussion / Re: AI sees trough walls
« on: August 04, 2015, 05:30:56 PM »
Ok, I can understand Sappers/their AI being annoying, especially if you rely on defense. I can understand that you think they shouldnt know everything.
But there is just one favor I ask you:
Please stop saying something is wrong just "because its not Tynans Blog", especially if its an opinion (not a hard fact) or a suggestion of how to deal with Sappers (I know they don't answer why sappers habe that knowledge, but they are giving you ideas of how to deal with them without Colonists Dying).
The fact that you keep insisting on this notion of if-its-not-in-the-Blog-its-wrong makes you look like a Douche, or even a Troll (especially because its almost(!) the only reply you give).

Besides, I know Tynan documents almost everything (and I love that), but he doesnt write down everything, so even if its not in the Blog, it can be true:
-For example, he doesn't write down every Name he addes to the game, and yet these Names exist.
-He doesnt write down the exact code for how Sappers work, but if someone writes in the Forums how Sappers work, its still true even though Tynan hasnt written in the Blog exactly how the Code works.
-Tynan doesn't write why only 3 people made it, its just given and its up to you to make a Story out of it, and just because the Story isnt confirmed to be true by Tynan, it still can still be true

Please Stop saying opinions are wrong because some guy didnt explicitly say the opinion was right. It makes you look like an a**ehole. Also, if you don't like Sappers you can Mod your Game to make them never pop up, or you can try to mod their AI.

Edit (4.8.2015): fixed a typo

I'm from Germany :)

About the Translation: it's pretty decent, but I don't use it because I just prefer the english one.

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: February 05, 2015, 04:00:41 PM »
So today two Traiders arrived within the same day. I opened the Comms console, and saw this:
Ludeon Ludicrous (Slave Trader)
Industrial Lubricants (Slave Trader).
Still can't stop laughing over the mental image of these poor Slaves...

Ideas / Re: New Event: Firestorm
« on: September 24, 2014, 12:34:24 PM »
Please release this as a mod! PLEASE!!

Stories / Re: Your favourite colonists
« on: September 22, 2014, 05:57:44 PM »
Mine would be Keuneke as well (he was an engi). What he had accomplished was so great, I always start a game with an Engi callled Keuneke: (It was in A5) being out on the field, grabbing metal, he was surrounded by a 6 tribals raid on Day 13. they were 60 blocks away, and yet using only the metal he hold, he managed to build a makeshift bunker, and fight them off using only a Pistol. He incapped 4 (one sadly bled out before he could be rescued), and killed a fifth, without getting more than a 4HP bruise. During all of that, he managed to keep the makeshift bunker repaired meaning I could deconstruct all of it. He öater proved to be a complete Badass, once even building an entire one man bunker in 2 ingame hours, and then mowed down first 15 Raiders, then rescued Toad (my second favorite, always my social cooker with research) under fire from 3 Centipedes that dropped in (the rest battled the remaining raiders), got her save, build a panik romm for the entire colony (which consisted of 18 guys I sent of running to the other side of the map, fight off the three Centepides, successfully transfered Road to the panickroom (where the rest was now hiding) while a crazy raider threw molotows and a scyther tried to snipe him. The game did not habe armor then, and he was at 45/100 HP at the end of all that. Needless to say, that guy was a frikkin BAD ASS

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