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Messages - JimmyAgnt007

#1036
nerfing hydroponics is a bad idea, its actually supposed to be more efficient.  Just more costly to maintain.  maybe if water or fertilizer get implemented at some point.

what about cavein distances?  right now the default is 5, more than that and you get stuff falling.  what if regular rock had a distance of 2, wooden walls 3, stone 4, metal 5, and any stronger materials do more.  this way you can still do the dwarf but you got to be more careful and line everything with metal walls.  i do this anyways but it would slow things down if you havent much metal. 
#1037
i never leave smooth stone floors, wooden is my flooring of choice.  and i always line my rooms and halls with metal walls.  its still easy.
#1038
Ideas / A few ideas.
September 29, 2014, 09:09:51 AM
1) A 3 or 4 wheeler the colonists can ride to gather far ranging resources better.  Two cargo slots on the back. could be fun!

2) An underground mine.  Like geothermal power in the sense that you locate a resource spot.  Only colonists need to man it like the other production items.  4 slots for colonists.  the more working on it yield the resource they are mining at a rate dependant on the combined mining skills of the colonists using it.  This avoids needing a z-level for deeper mining but also gives a reason to regularly send colonists outside.  Maybe include oil as a resource?

3) Flamethrowers.  Not the things that launch incendiaries, but just a stream of fire.  Just cuz

4) Locked doors that only allow colonists, not visitors, or even just specific colonists.

5) Hygiene pods of some sort to deal with disease and such.

Thats all I can think of right now.
#1039
Ideas / Re: Building Diagonally
September 29, 2014, 08:55:08 AM
i dont think roads should be too elaborate, but diagonal is handy.
#1040
I like a lot of the stuff being posted, some of it repeats but more good ideas get through.  id be ok with mining taking a bit longer depending on the type of rock and technology you have available.  earthquakes would be neat.  and Raiders will be fixed over and over again as time goes on so they will get better. 

what about making walls more expensive to build underground?
#1041
Ideas / Community Feature List
September 28, 2014, 02:35:00 PM
Recently a screenshot of Rimword features for the finished version was posted.  Just something simple, but it was neat to see.  I get why you cant post the whole thing since lots of people would make all sorts of issues with it.  I am curious though about features that were NOT on that list but suggested by the community and later implemented or are planned to be implemented.  Minor features and tweaks might be too many to list, but I am curious if anything was suggested that were just never thought of.  Maybe list who made the suggestion.  Just so that anyone who visits can see the kind of response the game development takes to the players.  Early Access is getting a bad rep lately and Rimworld seems to be doing it right.
#1042
Quote from: stefanstr on September 28, 2014, 12:54:47 PM
Quote from: JimmyAgnt007 on September 28, 2014, 11:45:01 AM
If we want people outside, you need to make outside more viable, not making the inside less viable.

Agreed. Any ideas of your own on how to do it?

My first post on the first page detailed my main idea.  Nullify drop pod threats by giving us a shield or point defence system of some kind.  I just started a new game in the jungle, no mountains, and I'm going to see how it turns out.  Never really done a long term game that way and I am curious if it brings any new ideas. 
#1043
What about raid escalation?  Starts out as some guys charging your base.  Then when that doesnt work they try different ways.  have a DONT GO THERE zone for when they discover killboxes.  So they may run into them once or twice but they learn to avoid them.  Instead they try attacking walls then maybe even mine through the rock themselves.  Somewhat like how undermining worked in castle sieges.  BUT! the raids dont stop till you take out their camp.  Their camp evolves from some dudes hanging out to some beds, buildings, sandbags, their own turrets, mortars, growing zones, basically making their own colony.  Constantly attacking and being reinforced.  Meaning they wont go away until you take them out.  When you fight off raiders at your base and they run away, they just go back to camp.  Of course the AI would need a good reworking for this.  But it does give you a reason to come out and deal with things.  The longer they stick around the more different ways they try to attack your base and the stronger they get.   
#1044
It seemed like you were going towards punishment with realism.  Either way, mountains really dont get much more dense with depth.  The pressure just makes cave-ins more likely but I think that would be going too far.  Different types of rock could be harder to mine through, but depth is somewhat irrelevant since you can find things at any layer depending on the geography.  Making something impossible or near impossible to mine just seems punitive.  If we want people outside, you need to make outside more viable, not making the inside less viable.

Earthquakes can damage buildings, even single story, in the open.  Maybe they can damage walls, then if walls fall and they are load bearing underground then you get cave-ins.
#1045
Quote from: stefanstr on September 28, 2014, 09:24:44 AM
Well, mining a hundred meters into a mountain in a matter of days in nothing if not unrealistic. In real life, tunneling through mountains requires extremely expensive equipment and can take years.

Maybe not with modern technology, but this game isnt really set with modern tech.  For all we know the colonists are using nano swarms to eat the rock or whatever. Would you rather we spend hours of realtime with the game at time warp 3 just to clear a tile?  You need to balance realism with fun.  Not punish people for playing differently than you.
#1046
Having mortars cost ammo is good but i generally dont use them.  I dont think mountain bases should be nerfed or punished.  Its a valid base choice.  As long as things are 'realistic' then we should always be allowed to do it.  Not telling people they are having fun the wrong way and force them outside with punitive measures.
#1047
It is really only drop pods that make me turtle in the mountain.  if we had some way to secure against them then i wouldnt feel that need.  also, the thing about making the raiders do things like climb walls and such, could be defeated by making extra thick walls.  kamikaze with satchel charges would be fun tho. 

plus id argue against cabin fever being any more oppressive than it already is.  unless someone is claustrophobic (new trait?) then it should only be a minor mood issue.  in WW2 british command was in underground bunkers for months.  that was without comfy royal beds or hydroponic gardens or flower pots.  not saying some people didnt have issues.  but if being outside meant death then stuck underground becomes more acceptable. 

i agree its odd that mining rock takes less time than felling a tree but i see that as an argument to make trees faster to cut down, not making rock slower.

i still think being able to armor the roof of buildings and making them immune to drop pods would go a ways to getting people out of the mountain.  as long as they are supported like they need to be in a mountain.  build them like you do flooring otherwise. 
#1048
I, ever since my first game, have always made a mountain base, i check where the thin roof lines are and make sure not to expose my base under them in the event pods crash through.  I always make my hallways 5 tiles wide, and line them with metal walls.  Antimater reactors (i remove the build outdoors only restriction) I build at the back of my base, at the edge of the maps build-able area.  The entrance to my base is through two types of killboxes that can deal with most anything.  ship parts can be walled off and delt with.  mechanoid raids are the only real concern but no biggie.  food can be grown inside, trade post in the middle of my killbox saves space and give my people reason to go outside to avoid cabin fever.  plus im always recovering crap and mining outside my base so its not much of an issue.  I have no reason to do anything different.

That being said, a Horta would be an awesome idea, I loved that episode! 

To get people out of the mountain, making mining more difficult would just slow down resource extraction way too much.  I did suggest armoured roofing for buildings a while back but Tynan said it would unbalance the game.  Not sure I agree if you make it costly but i get where he is coming from.  Maybe a point defence laser array that shoots down hostile drop pods?  or just shield domes?  Id love to have an outside complex, but it is just far too exposed.
#1049
Ideas / Re: Ruins and story
September 26, 2014, 08:58:56 AM
mechanoids arnt aliens?  i see the galaxy as the ruins of a human empire, glitterworlds were the core systems and the rimworlds as the frontier.  there is a race slot in a persons profile, so if there wont be aliens i can see different forms of humans popping up.  like humans who get their carbon replaced with silicone, uplifted apes or other animals, androids, undead? lol, people under the control of parasites even.  just to add some flavor and hint that that the past empire might have given its R&D people a bit to high of a budget. 
#1050
Ideas / Re: New Event: Firestorm
September 24, 2014, 01:30:11 PM
really?  when i have power lines running from vents to my base, i just put concrete down under them and one on each side, need a direct hit from lightning to damage.  never had any issues with any big fires touching them over every game ive ever played since i started doing it.