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Messages - sick puppy

#181
Ideas / Re: On-caravan ownership
February 11, 2018, 01:04:32 AM
Quote from: Ser Kitteh on February 06, 2018, 02:29:37 PM
Unfinished crafting stuff is fine IMO. They'll just do it when they get back home. But beds being unowned is really annoying, hope this gets fixed in release.
in most cases changing double bed names is annoying, but i often have many caravans going all at the same time while i lack beds/rooms/resources for new sleeping possibilities, so i am quite glad that the ai automates bed distribution for me.
maybe have a simple switch between keeping beds and freeing them up? or have it be smart by always keeping them, but as soon as a pawn needs a bed it will change an existing bed of a pawn that isnt around. while doing that, the algorithm would prioritize single beds of course.
#182
Quote from: Call me Arty on February 09, 2018, 03:05:33 PM
Quote from: sick puppy on February 09, 2018, 09:52:44 AM
you see? i think that's boring. why dont rats eat a carcass and spread the plague[/i] instead? that would make for awesome stories! the way it is right now, only the death of bondes animals and these boomers will affect you in any negative way. sure, you couldve sold your elephant instead if it didnt die, but dying pets is never a problem as long as not all of them die at once or something.
it seems to me that you want the cake AND you wanna eat it. well you cant. boomers go boom because you live with the danger that they can. otherwise they'd be overpowered.

but if you want it so much that you can get your overpowered boomers, get a mod done where they follow your own rules. i'm sure it's not that hard to make. and if you like it and it doesnt throw off the whole gameplay, spread it. until then it is fair to assume that it will make the game seem very modded.

ps: i understand your point, but including me nobody seems to share your opinion here. it will quite probably never make it to vanilla. i am sure tynan wants the (ab-)use of boomers in rimworld to be always like playing with fire and not a free way of shooting rocket launchers at the enemy

   1. It's not a disease. They're engineered to be the way that they are.
   2. Loosing bonded and boomer creatures is pretty bad, and so is losing your only female, your only healthy battle creature, losing your milk-producing/egg-laying creatures when they turn grass into food and your colonists aren't good enough at growing or hunting to rely on one or another, losing your haulers in a colony full of "incapable of dumb labor", losing your rescuers when your last combat-ready colonist is down, bleeding, far out of the bounds of your walls. Animals are important if you utilize them right.
   3. I want the cake, and eating it would be pretty nice. However, I'm sure you could agree that eating that cake would be pretty tough if it blew your arm off when you tried to get a slice. I'm pretty okay with not eating the cake after it's been shot or set on fire . . . that's pretty commonly viewed as a ruined cake.
   4. I have grenades and rocket launchers in my colony right now. They can go boom, but only when I want them to. I can put them in the freezer, I can put them out in the desert during a heat wave, I don't even have to feed them, and they can explode yards away from me. What would make less explosive boomies more overpowered than those?
   5. If I was a pawn, my "Coding" would be at about a one. I play Rimworld to relax, I don't want to have to work for my games after I worked to buy them already, sue me. If it was that drastic of an issue, I'd have my idea buried somewhere in the mod requests right next to the Master Chief armor and dragons. I can deal with it, it's fine, it'd just be a nice touch. I'm not asking for a new system, it's a simple change. Do you want people to mod-in every little issue they have? I'm not saying that Tynan bends to every request we have or should, but small, minor elements are added to the game all the time.
   6.  "but including me nobody seems to share your opinion here." The game has sold 1,000,000 copies recently, pretty awesome achievement. Seven people have commented on here in total. Even assuming that everybody bought the game twice, that's a whole 1.4% of the community. I'm sure somebody else could see my point of view.
   7. "it will quite probably never make it to vanilla". . . just like caravans, a 3D world, a way to bring colonists back to life, orbital laser strikes, and animals that explode when they die.
   8. Boomies aren't free rockets. A free rocket is a free rocket. You don't have to feed rockets, rockets aren't slow, and you can't shoot a rocket in the brain before it reaches you.
this is getting ridiculous.
1) and the way they are right now is that they explode no matter what caused their death.
2) at that rate you could also say the death of grass or a bush could affect you badly. that's not what is meant. if you only have a single fighter and that fighter is an animal, you made bad decisions beforehand. and dont come up with even less probable or interesting scenarios. in most scenarios you have a bunch of pawns and most are capable of most things. and single animals are not as much worth. if you wanna have a single nudist rich explorer that cant haul or fight and your only animal that can help you out in this regard is a boar and it dies, well, ok. that is one, highly improbable case. most players dont play scenarios like that though. an animal in rimworld is not as important or good as a pawn. an exception could be the thrumbo but it is very difficult to tame and teach. you have to put a lot more into teaching it to attack and haul than to recruit enough pawns to get the same effect. and there is no need to make boomers as strong/useful as them.
3) so what are you trying to say? the longer you stick to the cake metaphor the less sense it makes.
4) grenades need pawns to throw them. boomers are automated heat seeking incendiary missiles and you can release a whole army of them at once. they reproduce by themselves and can even conventionally attack enemy pawns before exploding if they are fleeing for example. they produce chemfuel. and they barely increase your colony's wealth.
5) modders already do that, day in and day out. then there are meta modders that gather all these small mods to make one mega mod out of it. if you look for a change like this in the mod section, i wouldnt be surprised if somebody did it ages ago without throwing a fit.
6) if people are as annoyed as you are by this issue, they tend to come here and open the same threads over and over again. yet, there arent any more answers here, not even a mod merging this with an old thread.
7) friendly reminder to you that 1.0 is around the corner and that tynan doesnt seem very keen on taking new stuff into it.
8) not only that but they have infinite range and will come back to your arsenal if their target dies prematurely. honestly, i have never used rockets extensively in my playthroughs, but boomalopes and boomrats? hell yeah. they are very well worth the risk to be able to wreak havoc among enemy ranks, especially around corners, but also have so many other options with.
#183
Ideas / Re: Clothing Social Value
February 09, 2018, 10:03:18 AM
Quote from: Bolgfred on February 09, 2018, 06:18:55 AM
Quote from: sick puppy on February 08, 2018, 06:05:01 PM
in my opinion this is already implemented with the "wearing tattered apparel" debuff

So, it only needs the opposite "wearing new apparel" and "wearing shiny apparel" for items with >90% or value x or higher
no it doesnt. when their stuff is new, they have a +0 buff. it is already easy enough to keep mood up, at least for good players (not really for me, but currently i can cope with it)
i dont think something that will mostly benefit lategame settlements and generally just improve mood will be implement into rimworld.
#184
you see? i think that's boring. why dont rats eat a carcass and spread the plague instead? that would make for awesome stories! the way it is right now, only the death of bondes animals and these boomers will affect you in any negative way. sure, you couldve sold your elephant instead if it didnt die, but dying pets is never a problem as long as not all of them die at once or something.
it seems to me that you want the cake AND you wanna eat it. well you cant. boomers go boom because you live with the danger that they can. otherwise they'd be overpowered.

but if you want it so much that you can get your overpowered boomers, get a mod done where they follow your own rules. i'm sure it's not that hard to make. and if you like it and it doesnt throw off the whole gameplay, spread it. until then it is fair to assume that it will make the game seem very modded.

ps: i understand your point, but including me nobody seems to share your opinion here. it will quite probably never make it to vanilla. i am sure tynan wants the (ab-)use of boomers in rimworld to be always like playing with fire and not a free way of shooting rocket launchers at the enemy
#185
Ideas / Re: Your Cheapest Ideas
February 09, 2018, 12:41:57 AM
Quote from: MeowRailroad on February 06, 2018, 07:28:20 AM
Quote from: Names are for the Weak on February 05, 2018, 08:44:15 PM
Rename "Infection" to "Gangrene".

It doesn't make sense though how just being outdoors makes everything seem ugly. Maybe "ugly" should be renamed "roughness" or something like that so it makes more sense. I still think colonists should get some benefits from seeing beautiful landscapes.

pawns will find flowers beautiful, not mud. plant some daylilies and roses in the soil and they'll love it
#186
you already are able to get your lost pawns back for ransom.
but it would still be nice to be able to exchange prisoners. would make it worth keeping some prisoners around.
#187
General Discussion / Re: Guard animals for farm animals
February 08, 2018, 06:27:19 PM
Quote from: kingy10005 on February 07, 2018, 07:06:34 AM
If some kind of pack hunting was added like if my hunter try to fight a big animal that's dangerous it would be nice for it to make two hunters team up same with if you have a farm and a bunch of chickens and want to have a wolf or two to attack dangerous animals on sight could then have more uses to keeping a attack animal fed plus message to let you know it's happening sounds like a good idea for the base game :D
generally it would be nice if dogs and wolves hunted on their own
#188
well then dont have them in your base
nobody forces you to tame or hunt them. i am sure for the most part they get ignored by players. some wanna tame them, others wanna hunt them. others again wanna have them around to shoot them when raiders come.
i have great fun with them and i honestly believe most people do aswell
if you think there are so many players like you out there, make a survey:
"boomrats and boomalopes: are they fun? - yes/no"
#189
Ideas / Re: Torturing system
February 08, 2018, 06:09:01 PM
all seems kinda like mod territory to me

still dont know what this would add to the base game
#190
Ideas / Re: Clothing Social Value
February 08, 2018, 06:05:01 PM
in my opinion this is already implemented with the "wearing tattered apparel" debuff
#191
@call me arty: at this point you just make it seem as if you had an issue with fun. (also, how is all what you described not influencable? seems like perfectly influencable, just like hunting)
if you dont like the danger of having them as pets, sell them. you can shoot them from afar aswell, as if they werent your own. you can wait for it to rain to go on boomratalope hunt.
if you wanna keep some for chemfuel production, either make sure they dont reproduce by only having males or only females, or keep them all in a stone barn and feed them regularly, or just live with the danger (which is my choice) or all of the above. it really isnt that hard.
and just like the poster before me pointed out, they are the most interesting kind of animal in the game. second place goes to thrumbos, third place to the insects probably. then maybe the wargs, rhinos and elephants.

if stuff is fun, it tends to be good. (for games)
#192
having faction bases be closer to eachother is already a mod. having more of them than just 5 would be a nice addition in my opinion tho. ideally you could make a number before generating the map. definitely vanilla-suitable.

a finite number of pawns and loot and perfectly calculated amount and kind of weapons is ridiculously overcomplicating things and will make for horrendous loading times.
a much simpler idea would be this: have bars (like hunger, sleep, comfort and so on) for every faction
-one is for tech. tribes start with zero tech and advance very slowly. outlanders start on medium and advance a bit quicker. this bar defines the max tech of any faction. (charge rifles = high tech, pila = low tech). pirates are all over the place, as said in their description)
-one is for population. after a raid, said village's population goes down. it will steadily rise until the max. so if you want to raid a village, you will know how many people are in there (if you scouted them)
-one is for wealth. tribals are poorer than outlanders generally, pirates are all over the place. wealth changes with time. sometimes goes up, sometimes goes down. if a raid managed to steal stuff from you, their wealth will stay up for a while. more wealth means more and better quality arms and armor, also loot. keep in mind that high wealth doesnt mean they can access better weapons than their tech level. (maybe one or two, through trade) wealth also goes higher up if you trade with them. higher wealth also means more silver available for trade (and yes, i do understand that after trading in all their silver for your elefant tusks, thrumbo horns, scyther blades and organs they wont have any additional silver for a while, but afterwards, yes)
-maybe there could be more bars, dunno. maybe there could be a bar for current happiness in the town, maybe not. you get the idea. so that you could add whatever you find important.

while i think it is important to know which town a raid came from, i dont think the raiders need to consider anything. if they are in war with you, they may raid you. but if you do want more options in this regard, maybe you should have a system like this:
-faction trust above 40: strong allies. will send a lot of reinforcements if paid, trades and doesnt raid.
-faction trust above 10: alliance. will send some reinforcements if paid. no raids and will trade.
-faction trust between 10 and -10: peace. you can trade, cant ask them for reinforcements but they wont raid you either.
-faction trust under -10: embargo: wont trade, reinforce or attack.
-faction trust under -40: war. no trade, wont reinforce but will raid. pirates are always at war with everyone else.
the faction trust is an additional factor for trading. better relations mean better deals.

if you raided an enemy town, surrounding towns might consider helping them rebuild. they will send pawns and resources (population and wealth bars will decrease at the helping town so that they increase in the other one) to fix the place. great timing for you to either raid the same place another time or the source of the help.

factions shouldnt specialize in items. if anything, maybe in stuff like weapons, growing stuff, hunting, sewing, furniture and tech stuff like heaters and batteries and so on. they also shouldnt trade with eachother. that just needlessly complicates things.

no, dont change the market balance. it is made the way is for a reason. maybe make the discrepancies more reliant on things the player can actually influence and not just skill of pawn. but dont make it be possible to gain more money than you sold your stuff for. that ruins the game.

the whole trading system you just described is way too complicated. the way it is right now is just right.

while i do support making trade deals a bit more streamlined, so as to create more deals that are not just doable but also worth your time. gathering 6k agave fruit is just too annoying if you only get some silver in return, especially if you have to do it in a fortnight. if you have to smith 42 knives in the same amount of for a good tv, i'd not only do it because it's worth it, but also because it is just a funny and relatively easy to do task. i had other cases aswell where i had to change a triple rocket launcher to a doomsday one, which i only did because i got it from a resource cache just before and i went through that one town anyway. but even so i dont think it was really worth it. doomsday creates too much chaos to be useful, triple is at least somewhat calculable. if you asked me, i shouldve either gotten a really high quality one or i don't know, maybe a second one or something. like, how unlikely is it that you have one of those badboys just laying around, not needing it and gladly changing it for the doomsday one?

eitherway

i dont think we need more furniture that dont add new features to the game.

"fancy world generation" could totally become a thing though
#193
Ideas / Re: Tasers
February 07, 2018, 11:28:04 AM
yeah good idea
the only reason to not implement tasers is that they are a very powerful tool
i have a few ideas on how to "nerf" them though:
- you have to fully load them at a loading station like a battery.
- you only have one shot each, then you need to reload.
- only touch range
- although strong attack (can knock out a healthy naked pawn with one shot easily), most armor and clothing will have strong resistance against it (except stuff like steel helmets)
- tech researchable just before charge rifle
- not usable through shields
#194
Ideas / Re: Crashed ship event
February 07, 2018, 11:20:46 AM
why would we need this event? for harder raids just turn up the difficulty. for more resources play on a bigger map or go on caravans more often (bandit camps, attack pirates, resource caches (my fave), deals with your allies)

also you can dig for resources and there is that long range resource finder that i dont even use because there are so many things to do
#195
interesting ideas. at first i thought they kinda blew because many times they wouldnt trigger for some reason (like when you dont have beer standing around or no fitting table or no bedrooms or not the same weapon, but then i realised that that was exactly what made it interesting. now people dont just have all-infantry or all-shooter colonies but they'll try and have it 50:50 so that the possibility of a duel is as low as possible. they'd also try and have beer around that arent for sale.

additionally, i'd implement this rule though: you can only make a drinking competition if the two fighters both have social drinking enabled (a drink a day wouldnt work, teetotaler either)
chemical interest and fascination would always be up for a drinking competition though, which would finally give them a slight upside.

drinking competitions would most commonly be won by men as in reality, because it is a biological fact that women cant drink as much as men. but it would also be interesting if we could implement that people that are used to drinking will be able to drink more. for that you'd need a counter implemented for lifetime beers and maybe other drugs consumed. obviously, having a cirrhosis would make any pawn lose very soon.

about duels: would be funny if that made people use pila more because at max range they constantly miss xD
( i assume that duels alwayshappen at max range where each of the two can hit the other)