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Messages - erdrik

#121
Quote from: alligator76 on August 02, 2018, 01:18:55 PM
Quote from: Toast on August 02, 2018, 12:47:41 AM
It seems that pawns, both human and animal, who are not members of your colony no longer get descriptions of their current activity (e.g. "attacking Joe Blow," "consuming all your goddamn healroot"). I don't know if this is intended or not, but I hate it. I want to know whether a running animal is trying to eat something of mine so I can shut the door, or whether a raider is about to path into a trap due to his target so I can focus fire on someone else.

Personally i disagree. This is a very good change, we are not supposed to know the ennemy's strategy...

I agree with alligator76. You should not be able to perfectly know what the enemy is doing.
You should have to make a tactical decision based on what you think they are doing.
#122
Ideas / Re: Damage should disrupt repair
August 01, 2018, 10:57:31 AM
Quote from: Klomster on August 01, 2018, 06:47:52 AM
I dunno, i've had a few intense moments when wild (insert terrifying thing here) try to force their way through a door while my colonists inside frantically try to make the door hold so it doesn't come through.

I'd rather have it so repair speed was impaired instead, so it gets more intense.
Which is why I said "small amount of time". My intent was along the lines of impaired repair time, just a more binary on/ off. The down time should not be longer than what it would take to destroy the door.

Thematically it is like a pick axe coming through and almost hitting the barricading pawn on the other side. Which would cause them to step back in shock for a second.

Maybe damage to the door could even just push the pawn back 1 or 2 tiles instead, and the down time is just them trying to get back to the door.
In either case it should not cancel the task reservation, that way it won't have a situation of someone on the other side of the colony taking up the repair job when the current repairer gets stunned.
#123
Ideas / Damage should disrupt repair
July 31, 2018, 11:54:20 PM
If a door or wall or other building is damaged the door, wall or building should become incapable of being repaired for a small amount of time.
#124
Quote from: Copperwire on July 31, 2018, 09:48:44 PM
Corpses, including humans, and mechanoids, now have a wealth value.  You can't see it in the info tab for an item, but you can see it in pods and caravan.
...
It is impacting colony wealth - checked a few old saves.
...
Do corpses in graves count?
#125
Ideas / Re: Ideas for Making Rimworld Better
July 31, 2018, 09:30:28 PM
Quote from: catter on July 31, 2018, 09:09:01 PM
Actually there is a few mods that make combat more realistic, if you read my first post fully.
I did read your post fully. I am aware of such mods.
Those mods use extra programming to do those things.
They also drastically re-balance combat to accommodate their new weapons and other features or balances their new weapons specifically to vanilla.(as every major combat mod does) As a modder myself, your statement(though likely unintentionally so) is quite insulting to modders, as it suggests that if it is a mod it must not have taken a lot of work.

Im certain any combat mod takes lots of work to ensure it is balanced the way the modder wants.
Work that the devs would have to redo to ensure it is balance the way Tynan wants.
#126
I too liked the new component artwork.
I do agree the silver could work just being stacks of coin.
Especially in light of how cotton just magically becomes cloth.
#127
General Discussion / Re: Steam Achievments
July 31, 2018, 02:06:32 PM
Quote from: LEDWORKS on July 31, 2018, 02:00:54 PM
... waiting for steam achievements before i play now, ... this should be no.1 priority in my opinion if you want this game to have some shelf-life

... Lol. Good joke.
The game's shelf life is already waaaaaaaay longer than most games.
Adding achievements would be cool. But they are in no way and should be in no way the priority for this or any game.
Finishing the game should always be prioritized over achievements.
#128
Ideas / Re: Ideas for Making Rimworld Better
July 31, 2018, 12:45:54 PM
Quote from: thewraithplayer on July 31, 2018, 11:43:59 AM
Quote from: Mosch6 on July 30, 2018, 01:39:51 PM
One thing what i realy miss: Ammo for all weapons (hand guns,bow and turrets at example).
You can craft the ammo on special work bench und the enemy use it too.

I've thought that before, but that would slow the game down to a crawl with how Sh*ty everyone's aim is. I got bored one time and counted the shots from my colonist with a bolt action and level 8 shooting trying to hunt a camel, and it numbered around 60 misses! Early game would become a nightmare of having to micromanage hunting (draft a colonist and move them right next to the animal so they can't miss) and of running out of bullets by the time you have multiple person raids.
It would also require extra work modifying the inventory code and how pawns interact with their inventories to support carrying around clips of ammo to reload with. Otherwise they would end up having to march back to a stockpile in the middle of a fight to reload.

I think it could be done, but it would require a lot of extra programming work and re-balancing the entire combat system.
#129
Quote from: Ser Kitteh on July 31, 2018, 07:38:10 AM
...
Suggestions?
...
Your entry corridor will cause all of the long range Raiders to stop at the outside of the corridor. From there only the middle turret will be able to fire on them, and any Raider with a sniper rifle will stand outside of it's range to plink it to death.

I suggest moving the Corridor a few tiles to either side of its current position, to force even the long range Raiders to actually enter the box to get line of sight on the turrets. And to add a back wall at the back of the corridor to prevent snipers from attacking at range. Also the entry corridor doesn't need to be that long. The shorter it is the better the attack angle the turrets will have. If shortening the entry corridor places its exit out of turret range, move the whole outer wall closer to keep the shortened entry corridor in range.
#130
Quote from: Ser Kitteh on July 30, 2018, 11:07:21 PM
So I built a little wall around the sides and back of my auto cannons. Does it block much because they don't seem to fire very well with them and maybe I should use sandbags instead.
I don't use walls to protect the turrets.
I use them to block the explosion they create when they are destroyed.
That way I can mitigate collateral damage, and have colonists shooting from behind the turrets in relative safety even if the turrets are destroyed.
#131
Quote from: topace3000 on July 30, 2018, 03:53:22 PM
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I also preferred the new components.  They had a more unique look and stood out a bit more.
^ Same.
I liked the new component textures
#132
Quote from: fecalfrown on July 30, 2018, 02:29:51 PM
Did I miss this somehow? Where did he say a stranger in black was being added?

Posted by Tynan here.
#133
Quote from: Boston on July 30, 2018, 01:55:30 PM
2) The colonists have tools. If you listen when they work at a task (building, cutting down trees, mining, etc) you will hear tool-sounds; hammering, an axe cutting, a pick striking rock, etc
^ This.
Tool use is just abstracted out as something you don't have to worry about as a player.
In fact, I don't know if it is still in, but there was a research tech that improved mining, IIRC, called "Hydraulic Pick Axes" which was the only reference I know of in game to the fact that colonists all had tools.
#134
Ideas / More visibly distinct projectiles
July 30, 2018, 03:02:36 PM
I noticed the Auto Cannon fires a projectile that, while in terms of damage is very different from the mini turret's projectile, is visually and audibly identical.

I would like to see more visually and audibly distinct projectiles for different classes of weapons:

Single shot small arms
Burst fire small arms
Single shot rifles
Burst fire rifles
Rapid fires
Charged rifles (lancer is already good here)
Burst fire charged rifles
Charged rapid fires

Mini turret
Auto Cannon turret
Sniper turret(I haven't seen this one yet)
#135
Ideas / Re: Ideas for Making Rimworld Better
July 30, 2018, 02:55:27 PM
Quote from: catter on July 27, 2018, 10:07:22 PM
...
More futuristic weapons: What I have found most irritating is that there is a lack of futuristic weapons, like some sort of laser weapon or a Particle Projectile weapon. Heck, even a Gauss rifle would be cool to see. "Your lack of futuristic weapons disturbs me..."
...
Charge Rifle, Charge Blaster, Lancer are all futuristic weapons. While Im not opposed to a few more futuristic weapons(and traps), Their descriptions make it clear they are at least partially already futuristic energy based weaponry.

And:
Lancer description:
A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.

Is that not essentially in the same class as a Gauss Rifle? At least to me, it is close enough to play the role of one...
The same goes for all the "pulse charged" weaponry in the game in regards to "Particle Projectile" weapons.

Though at least one laser weapon would be nice...