Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - nomadseifer

#16
General Discussion / Re: Enough Is Enough
November 05, 2013, 11:47:16 AM
I'm guessing the number of raiders has most to do with turrets.  I'm on day 60, 10 settlers and two turrets.  I never get a raid with more than 9.  I also don't get any trade ships either.  :\
#17
This is a good time.
#18
Support / Re: Newbie questions!
November 01, 2013, 07:53:26 PM
I think questions like this call for a new sub-forum called: Gameplay Help
#19
Ideas / Re: Alien like storyline
November 01, 2013, 07:48:58 PM
He did say please.    :D
#20
Ideas / Re: Graphics: Present vs. Future
November 01, 2013, 06:09:13 PM
Not to worry, read this: http://ludeon.com/forums/index.php?topic=200.msg3035#msg3035

In general though, I would not expect there to be an option to use an older version of graphics, or anything in the game.  Progress is a good thing. 
#21
And, to directly quote British's second link.  Tynan said:
QuoteYou probably won't be going off the map just because it strikes me as inelegant game design. The game is about your colony and the area surrounding it; how you've build the place up and customized it, and the history of events that have occured nearby. We've invested a huge amount of designer and player effort in making that an interesting space with meaning in it. And the AI makes all sorts of assumptions about the game that would break if you took away the base. Sending you off-map throws that all away.

Also, it creates technical/logical problems. Loading into and out of multiple maps is a bit of a headache. Plus, you'd have to tick the original map while you were looking at another one (otherwise it would be frozen in time), which creates a huge performance hit. And you'd have to create new systems for handling needs like eating and sleeping, because they wouldn't be able to go to their beds or a nutrient dispenser.

I'd rather just have a bigger map that you can discover over time, with targets for optional offensive ops scattered around.
#22
This has been brought up numerous times.  There seems to be confusion about what is the limiting factor: GPU or CPU.  In this case, it is the CPU.  The Graphics are not a problem.  So 'unloading' just the graphics of a zone would not represent any reduction in performance.  The CPU has to calculate what is going on in each tile/colonist/etc, every 'tick'.  That is what eats up the CPU.  So whether or not the player is 'in' a zone, it still has to run through all those calculations to maintain a persistent world.  Adding a zone (and doubling the world size) would double those number of calculations and thus make the game run slower.  Tynan has said he plans optimizations in the future that would potentially enable larger map sizes but a 'zone system', how you describe it, is not possible. 
#23
Ideas / Re: Death is not the end of the game.
October 31, 2013, 04:05:35 PM
A very interesting Idea.  I would say that if its implemented, it should be considered a larger module and be a separate mode altogether.  Heres why:

1. Why a separate game mode???
If the end of your colony is really just another beginning, then the player is much more open to the idea of their colony's death.  Thus, the game can be made much harsher (leading to quicker death)than a 'normal' game mode, while still not alienating the player.  For example, if squirrels can overwhelm and destroy your colony, that could be really fun if you get to see what happens next with new colonists.  If that's the outright end, that kind of existential threat would be irritating. 

Also, the time factor.  if this mode were just a current part of the game, I don't think people would be as interested in using it.  At a certain point, you will have played long enough on your 200x200 spot, without death.  So when you do die, you won't be necessarily interested in rebuilding/continuing on the same piece of land that you've grown tired of.

2. Why a separate module???
The OP gives a few examples of how the colony could end.  For this mode to be really interesting, there need to be even more ways and they each need to develop organically in the game.  Proper time would need to be given to design and implementation and balancing. 
#24
General Discussion / Re: Holy Sh**
October 31, 2013, 03:49:33 PM
I'd bet on 300k easy including KS and PayPal. 
#25
Creative Rewards / Re: Ship and planet name ideas
October 31, 2013, 03:24:46 PM
Let this idea sink in...

A less arbitrary way to name both the ship and planet would be to attach the names to a given storyteller or biome or something of that sort.  Additionally, the 'plate number' could be associated with the random seed generator.  I know Tynan seemed to support the idea of random seed usage like in Minecraft. 
For example:

The Class of ship would correspond to the storyteller.
Alpha Class = Randy Random
Beta = Cassandra
Gamma = Phobe

The Name AND plate number would correspond to the random seed. 
There may be 20 nouns and 20 adjectives that give a name of a ship.  That's 400 different combinations.  Then a 4-digit number would give 10000 combinations.  A full name would be 4-million combinations.  Some nouns/adjectives. 
NOUNS
Firefly = 01
Traveler = 02
GalaxyTrucker = 03
etc...

ADJECTIVES
Broken = 01
Reputable = 02
Defiant = 03
etc...

Planets would be named based on the primary Biome/Planet Type
Desert = Drylandia
Snowy = Whitelandia
Jungle = ThickWetLandia
etc...

So, when talking about your game to someone, instead of saying "My game was set to Desert Biome, with Phoebe Friendly, and random seed = 03 02 5591, you would just say, "My Gamma Class ship, The Defiant Traveler - 5591, crashed on Drylandia." and someone could recreate it from just that statement. 

Obviously the names for everything here are for example only, but I think the structure of the idea is a good one. 
#26
Off-Topic / Re: Space Engineers
October 30, 2013, 12:03:16 AM
Building = fun.  Kids know it, adults know it.  Asking why its fun is a question I don't even understand.  That's like asking why sunshine feels nice on your skin. 
#27
Ideas / Re: Alien factions and raids
October 28, 2013, 08:44:19 PM
From the Rimworld Primer: https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub:
QuoteRimWorld does not include:
● Faster than light travel.
● True aliens.
#28
Ideas / Re: Music
October 28, 2013, 04:57:54 PM
I'm pretty sure even an instrumental cover of a copyrighted song is illegal to distribute in commercial work.
#29
Support / Re: Lags alot.
October 28, 2013, 01:28:32 PM
DoomAngel, try to keep in mind you are playing an pre-alpha game.  There are potentially many things that may cause bugs or gameplay slowdown.  There is really no reason why any post on here should be in the form of a complaint.  The information you have provided (your PC specs, the amount of colonists/raiders that caused the game to freeze) is very useful, but the negative commentary is not. 
#30
Support / Re: RimWorld PC Requirements
October 28, 2013, 12:37:23 AM
QuoteDont forget the countless dead bodies accumulating onscreen inc rubble, guns, blood, other trash like blown up walls and sandbags. Im sure all this can add to quite alot of extra usage.

I'd be very surprised if this accounted for much of a performance hit.  As Tynan described in his comment, its all the active stuff that contributes to CPU slow-down.  Like more colonists, raiders, animals, turrets, propagating plants.  Rubble, corpses, blood, are just graphical changes that occur once and don't require ongoing processing.  I assume they remain static until the player interacts with them.