I have no idea. It was on Belgium television with subtitles beneath it making fun of our prime minister. The creators put it on their website with the option to add your own captions. Google for "Minimoefti"
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#77
General Discussion / [Humor] in Response to A11 rant
June 09, 2015, 11:45:16 AM
What happens when the Arabs learn about Hitler's whining?
I decided to make my own parody on the whining of some players about the new alpha:
https://www.youtube.com/watch?v=hHUCVOrAEeY
I decided to make my own parody on the whining of some players about the new alpha:
https://www.youtube.com/watch?v=hHUCVOrAEeY
#78
Ideas / Re: Watch tower
June 09, 2015, 11:39:22 AMQuote from: Adamiks on June 09, 2015, 10:30:39 AMQuote from: Play2Jens on June 08, 2015, 03:40:39 PMQuote from: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?
This seems more realistic. a sniper or machine gun nest build into a wall is comparable to a tower (extra defense + extra accuracy) and would be much easier to code.
Actually for this type of building you need only one xml (or more if you're creating new gun) and textures. But if you want make it 100% realistic you will need DLL's because guy with 0 shooting level will can kill everyone using this turret.
Is it hard to mod this? I know the Superior Crafting mod has turrets colonist can mount, which is pretty similar. Towers are still kind of out of the question for me. With the current game engine, it's impossible to check heights of things.
Trenches might be cool. Pawns which are in trenches get the same cover bonus as behind rocks or sandbags. A trench and a piece of cover in front of it would give the same cover as a wall, but pawns wouldn't be able to attack.
#79
Ideas / Re: Your Cheapest Ideas
June 08, 2015, 03:47:19 PMQuote from: Avtomatik on June 08, 2015, 01:19:10 PMQuote from: jega on June 07, 2015, 10:18:32 PMQuote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.
And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
I guess coding pawns to loot the corpses wouldnt be that hard
Or the winning party sets all the bodies on fire. You know, like burying them, out of dignity.
Quick idea: raiders "flicking off" power objects they pass. Let's say you have a bunch of generators outside of your colony. Raiders pass them and just turn them off. It seems realistic and doesn't lead to tons of frustration for the player because he has to rebuild everything. Same thing goes for things inside the colony.
#80
Ideas / Re: Watch tower
June 08, 2015, 03:40:39 PMQuote from: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?
This seems more realistic. a sniper or machine gun nest build into a wall is comparable to a tower (extra defense + extra accuracy) and would be much easier to code.
#81
Ideas / Re: Watch tower
June 08, 2015, 03:38:47 PM
I like the watch tower thing. It seems pretty realistic, giving the game new tactics, but probably hard to code. I've seen the watch tower being frequently suggested before. I think someone should make a mod for it, see if it's possible.
On the other hand I don't see the use of guard duties and patrols. This would only be useful if the game had Fog of War, which it doesn't. At this moment, you'll even get a clear message if and when they will attack. You can even check the exact location of the enemies and predict where they will go Why would you need a few man to 'check' for raiders anyway? Later on in the game, they would straight ahead get killed by the sheer amounts of raiders.
Besides, a colonist which is idle is a bad excuse for a guard duty. It might be possible that they are patrolling all day. but in the evening, when they go for joy activities, a raid might happen and you have to draft every spare man or woman anyway. Certainly with a11, when raids will be more brutal.
In this type of game I will never see a "patrol" duty coming. "off-map scouting missions" maybe, to spot or sabotage the enemies before they enter the map. Combat training on the other hand is always welcome, although that already exists in mods.
On the other hand I don't see the use of guard duties and patrols. This would only be useful if the game had Fog of War, which it doesn't. At this moment, you'll even get a clear message if and when they will attack. You can even check the exact location of the enemies and predict where they will go Why would you need a few man to 'check' for raiders anyway? Later on in the game, they would straight ahead get killed by the sheer amounts of raiders.
Besides, a colonist which is idle is a bad excuse for a guard duty. It might be possible that they are patrolling all day. but in the evening, when they go for joy activities, a raid might happen and you have to draft every spare man or woman anyway. Certainly with a11, when raids will be more brutal.
In this type of game I will never see a "patrol" duty coming. "off-map scouting missions" maybe, to spot or sabotage the enemies before they enter the map. Combat training on the other hand is always welcome, although that already exists in mods.
#82
General Discussion / Re: Make money without an artist?
June 08, 2015, 11:17:31 AMQuote from: EscapeZeppelin on June 08, 2015, 08:43:57 AMQuote from: b0rsuk on June 08, 2015, 05:37:22 AM
It's a bit strange that:
* art's primary benefit in this game is making money
* artists look like assembly line workers
* artists can just keep making good art. If he makes something crap, you just order him to make more art.
1. I suspect that will be rebalanced at some point.
2. It is a bit weird but since the workbench setup was used for making art I can understand. Should be pretty easy to mod in a more appropriate looking workbench that looks like something a sculptor would use.
3. Well they can in real life too. Once an artist gets good enough most things they churn out will be at least aesthetically pleasing if not exactly great works of art. Heck all the world's great artists had to pay bills too. I'm sure that more than one famous sculpture was done solely with a payday in mind.
How about linking the art not only with the artist's skill level, but also with his mood? and ad a bit of random in it.
#83
Ideas / Re: story arc events
June 07, 2015, 05:08:33 PMQuote from: keylocke on June 07, 2015, 03:45:18 PM
+bounty hunter story arc.
-a large raid spawns near the map border but they will not attack
-they have these cages (using the graphic for the corpse cages in older alphas), which supposedly holds kidnapped villagers.
-afterwards, a bounty hunter from a neighboring faction will arrive and request for help in defeating the raiders and rescuing the kidnapped people (kill raiders, but don't destroy the cages)
-accepting the request will spawn an NPC bounty hunter (sniper + fully bionic + power armor + power claw + hyperweave clothes). and it will proceed to attack the raiders.
-the player must try to keep the bounty hunter alive, kill the raiders, and avoid destroying the cages during the battle.
-success in all objectives will give the players some silver and an increase in relationship with the relevant faction. (rewards may vary based on level of success)
[note : try to avoid igniting fires near the cages. it's gonna be a very tough battle]
I imagine they just set up camp to rest a bit, at the edge of the map. Build a campfire, even some tents (which are just 2x2 sleeping spots), threat their wounded. And only 20 seconds after they enter your map, you'll get the event.
Just imagine how tactical that battle would be! Can't use mortars, molotovs or guns like SMG because they aren't accurate. Accept the offer and don't help the bounty hunter, he'll just get killed because the captors will easily overpower him. Participate and you'll get a reward which is linked to the number of surviving captives.
Kill the bounty hunter and you'll get some reward from the raiders and they leave you alone for some Rim-weeks
#85
Ideas / Re: story arc events
June 07, 2015, 09:33:31 AMQuote from: killer117 on June 07, 2015, 08:48:15 AM
Why buy the stuff from the drug runner. Id like the option to just clobber him and take it, then sell him for spare parts
That would be the nice thing about Rimworld. You can just kill him and retrieve the special package in his inventory; then sell it later on. But the event wouldn't fire. This gives the player a broad range of things he can do though.
Anyway, I like all your story arcs keylocke. I hope this will become a new feature in one of the next alphas. If I get creative one of these days, I might write a few too!
#87
Ideas / Re: Why loosing liver = instant death?
June 05, 2015, 01:01:55 PMQuote from: Shinzy on June 05, 2015, 12:48:50 PM
I guess you could say...
..you can't liver without one
Haha Shinzy I love you...
#88
Ideas / Re: story arc events
June 04, 2015, 12:01:12 PM
Yeah, I was thinking about the same thing. That way each character gets a possible event. It's pretty cool since the game will develop the story more focused on different characters. It also makes the player pick a choice in a lot of scenarios, each with it's own consequences.
I believe Tynan implemented a first decision based event for alpha 11. A character will appear with raiders chasing them, and you have to decide if you'll protect him or let the raiders have em. This is not completely the same as an 'arc' event. So it would be cool if it got implemented somehow in the future.
Anyway, a while back I wrote my own arc event:
1-4 characters from a neutral faction arrive. They get in and steal some food or other basic resources. Only from the moment they grab something a warning messages pops up.
- Now the player has the option to:
1. Attack them. They will run off or fight back (with poor weapons) and won't return
2. Try and arrest them. If one gets captured, they won't return
3. Let them go. They might return to try it again or one day in the future repay the debt
As I see it it's pretty easy to implement. If you attack them or arrest them it will be a 30% odd that they will change their stance from neutral to hostile. 70% that they start fleeing as if raiders do at the end of a raid.
If you let them go there should be a variable that remembers that the colony 'helped' them. there is a 20% chance that they're pitiful and will come back in approx. 6 months - 2 years with a big reward. 80% chance that they are scumbags and will come back next month to steal again.
I believe Tynan implemented a first decision based event for alpha 11. A character will appear with raiders chasing them, and you have to decide if you'll protect him or let the raiders have em. This is not completely the same as an 'arc' event. So it would be cool if it got implemented somehow in the future.
Anyway, a while back I wrote my own arc event:
1-4 characters from a neutral faction arrive. They get in and steal some food or other basic resources. Only from the moment they grab something a warning messages pops up.
- Now the player has the option to:
1. Attack them. They will run off or fight back (with poor weapons) and won't return
2. Try and arrest them. If one gets captured, they won't return
3. Let them go. They might return to try it again or one day in the future repay the debt
As I see it it's pretty easy to implement. If you attack them or arrest them it will be a 30% odd that they will change their stance from neutral to hostile. 70% that they start fleeing as if raiders do at the end of a raid.
If you let them go there should be a variable that remembers that the colony 'helped' them. there is a 20% chance that they're pitiful and will come back in approx. 6 months - 2 years with a big reward. 80% chance that they are scumbags and will come back next month to steal again.
#89
General Discussion / Re: Mid Game Boredom
June 04, 2015, 11:49:33 AMQuote from: Adamiks on June 04, 2015, 11:38:38 AMQuote from: TLHeart on June 04, 2015, 11:21:55 AM
And for me $30 is very cheap, regardless of being alpha... I have paid $60 for a AAA game, and played it, learned it, beat it, and never played it again...
Hmm.... For 60$ i can have Witcher 3 and remember about that Witcher is full game, Rimworld is a Alpha with one guy in team (everyone have a life). If Rimworld in Alpha costs 30$, full game will costs 60$ or more?
I guess the point is that Rimworld has a longer lifespan than the average full game, and it costs only half the price of AAA games. Besides, it runs great on my 700 € laptop. If I want to play Witcher, I would have to buy a new laptop/desktop, which would cost me a lot more money.
Point being, it would be nice to see some more development for late game. You know, things you'll do once you're completely settled with your colony.
#90
Ideas / Re: [Story] Write an ending ! (endless included)
June 03, 2015, 02:08:49 PM
You are right. Rimworld is a different kind of game, because it focuses partly on the player imagination of building their own story. It would be nice though if different endings had a variety of difficulty. Imagine that towards the end of building your spaceship, one last time a slightly harder raid would take place, just because they want to run of with your spaceship? You have to admit it's a cool idea.
I like Bob_Namg Distress Signal ending. Imagine finally acquiring all specific materials and items you need to build a super powerful beacon. There might be a certain chance that another evil faction responds to the signal and attack you. Or maybe it reaches your home base and they'll come rescue you!
I kind of like the idea too to transfer colonists from your last game to a new game after you've reached an ending. I believe Tynan isn't planning on adding children to the game, but this might be something similar
I like Bob_Namg Distress Signal ending. Imagine finally acquiring all specific materials and items you need to build a super powerful beacon. There might be a certain chance that another evil faction responds to the signal and attack you. Or maybe it reaches your home base and they'll come rescue you!
I kind of like the idea too to transfer colonists from your last game to a new game after you've reached an ending. I believe Tynan isn't planning on adding children to the game, but this might be something similar
