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Messages - ProfZelonka

#31
Ideas / Re: MVP tab (and colonist statistics?)
March 18, 2020, 05:27:45 PM
It's a good point, the "worst member of the colony" doesn't mean a simple change couldn't absolutely fix them. (Like if they lost limbs or got brain damage)

Perhaps a "performance" bar comparison between the colonists would show which colonists need a little bit of TLC to get back up to par with the others, or to see just how much the bionic man is outperforming the rest.
#32
Ideas / MVP tab (and colonist statistics?)
March 17, 2020, 11:07:15 PM
Who's your top colonist? We're able to sort by single skill, but what about overall?

Furthermore, how do traits, abilities, health, and so forth impact the amount of work done or the impact made to the colony?

Just an idea. Often I wonder which colonist deserves the bionic leg more than the others - there's not really a way to tell.. Or which colonists are mainly freeloading more than anything. Maybe one could even sacrifice their weakest, least-contributing colonist, to the RimGods. :P
#33
Can the Mantis female colonists bite off their lover's heads after sleeping with them? Lol ;D
#34
Sounds like Tynan could send out a survey to everyone who's bought the game and we could really see what the players actually enjoy and what they don't enjoy.

Not that Tynan is likely to see this post as you guys have been bickering over "well he said" "well I said" for 6 pages..
#35
One music producer to another I want to be super clear, this is in no way about your music. Your music is art and perfect in it's form.

RimWorld's music is very minimal with a lot of silence in between, WIP may work as battle music. If you're trying to match vanilla RimWorld music, I'd try to recreate some to get an idea of just how slow and minimal it really is. Personally, I enjoy playing rimworld for the chill stretched environment. I know I could be a minority tho and I do know that a lot of people love the combat in RimWorld - maybe the mod could be more combat based.

Quote from: Sion on March 07, 2020, 04:40:11 PM
For some reason my mind is drawn to Red Alert 2 when I'm listening to this song.
I think Sion brings up a great comparison. (I love C&C, btw.) Maybe reach out to the mod creator of TiberiumRim? (Is that guy still around?)
#36
Mods / Re: what is RimJobWorld?
March 09, 2020, 05:35:48 PM
Quote from: sma342 on March 09, 2020, 05:08:06 PM
its a porn mod
It's not entirely.. There's a better way to summarize it or describe it than that, come on.. I would but I haven't tried it myself, only read into it and saw screenshots. It can be configured to be a decent appropriate mod that allows colonists to have sex, cheat on their loved one, get pregnant, etc.
#37
General Discussion / Re: Giant Maps
March 09, 2020, 02:17:12 PM
Well, personally, I play RimWorld as a base building sim. While raiders getting tired isn't my problem, colonists walking for hours definitely would be. I guess I just don't like borders. lol

Maybe in Rimworld 2, or possibly a whole other game since I doubt it'd be possible as just a mod, there can be an open "endless" map with a "far-enough" line of site. "Fog of war" but further site around the base and no "real" end to the map - it'd have to be a trick really, where events and things happen slightly outside the line of sight and somehow the map would be auto generated the further you go.

#38
General Discussion / Re: Giant Maps
March 08, 2020, 09:37:46 PM
Thanks guys, that makes sense.

I'm running an i7-4790K @ stock 4.00GHz with probably about 40-100 mods with 32gb ram. I noticed that if I load an insanely large (1000x1000) map, even at the beginning of the game with 3 people, the gameplay is way too slow to be playable. The graphics and world almost seems to move faster than the 3 colonists during simple haul jobs. No camera movement lag when paused of course. Should also note that map generation took like 30mins. What I found interesting is that my RAM usage didn't really go up on a map that size.. Even CPU usage, maybe up 10%-15%. I'm not seeing the CPU or any component usage go up beyond about maybe 30%.

In conclusion it makes a lot of sense that it's very heavy on CPU speed (possibly single core), and nothing else *really* matters when it comes to computers that aren't entirely old. It even sounds like it could heavily be optimized, regardless of whether it'd be hard to do or not.
#39
General Discussion / Giant Maps
March 07, 2020, 04:32:55 PM
What's the bottleneck of using giant maps, exactly?

Let's pretend I'm a rich guy who could build a super computer, what component super-upgrade would remove the bottleneck of slow gameplay on (impractical) giant maps?
#40
If I could, I'd play with 500 mods. Playing thru vanilla Royalty DLC, scratch that, I had to install the 4x speed up mod. I'm not saying it's unplayable without mods, it's just so much harder to do what you want without mods. For example, urgently haul items out of the rain, have your colonists not bleed out, having to click 3 tabs just to see basic info of a colonist, having to click thru every weapon to see which is best available, and so forth.

While I can "enjoy" the vanilla game, it really gets annoying without the handy shortcuts and extra content to have more fun time instead of repetitive micro managing.

Here's my beef with Royalty: What's the importance of the devs adopting some of the mod animals???
#41
Well, if that's true, I've been playing it all wrong and that would explain why it's so hard every time. lmao I'll try it out!
#42
It would be nice if it'd be rebalanced to individual rooms, but with the limited hours in the day and the time it takes for colonists to walk through each door, it only makes sense to do a mega room for everything but freezer, bedrooms, hospital and prison. (supply, workbenches, dining tables, kitchen, hydroponics, and joy items altogether)
#43
General Discussion / Re: Why Royalty?
March 04, 2020, 04:14:17 PM
Quote from: Breadbox on March 04, 2020, 01:07:37 PM
I dunno what's going on here, but I'd like to see an expansion focused on quests and territorial control, I want to manage my mercenary band/Warband and fight for control of planet's surface. There's a world map, but its use is very limited.

+1 Agreed! This is why I used to like the Total War games and thought that Command & Conquer lacked. RimWorld brings the best of all worlds and territory control would be a huge plus to the game play and to "get the colonists out more".
#44
General Discussion / Re: Why Royalty?
March 04, 2020, 12:20:04 PM
Well shit, no one's gonna top that..

/thread
#45
Sounds like someone needs to make a "Kitchen realism mod" that adds kitchen floor mats which offer the same benefits as a chair. Lol