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Messages - Jstank

#211
There are a ton of people who are going to hate me for telling you this but a good way to make sure you funnel opponents into killzones is to design a trap system like this
                       

The colonists will walk straight through the two doors and rearm the traps safely during peace time and after battles. However invaders will path the long way through the center preferring the open path to the base wherein there could be a handily placed kill box. Only sappers are immune to this layout. Invaders don't seem to be wise enough to want to bash down the doors, instead they choose to traverse the longer path through the death ridden hallway. These traps are always going to kill sythers, and usually strong enough to take out 1-2 centipedes even before they hit the kill box because they trigger every last trap in the hallway.
This particular sample is very modest. Redundant systems of this type are very strong, and only require blocks to rearm, which is very cheap indeed on most maps.
#212
General Discussion / Re: Animals eating my crops!
May 27, 2016, 01:50:01 AM
Well the cheapest fix would be to create a new zone where traders are allowed to go, much like a trade depot in dwarf fortress.
#213
always be careful of what you wish for
#214
Ideas / Re: Nerf gut worm and muscle parasites?
May 18, 2016, 10:04:47 PM
https://ludeon.com/forums/index.php?topic=20260.0 I reference this... Need antidotes!
#215
Ideas / Re: Research: Antidote for disease X
May 18, 2016, 06:48:05 PM
Maybe a new medical section of research

medical
-----M. beds
----- antidotes
----------if colonist has disease activate
-----------------then antidote for disease research becomes unlocked.

Then the antidote will require heal root + a random crop type to produce.

This will make indoor farming /hydroponics bays handy to keep around in the winter because you may need a crop that you don't have to produce the antidote.

#216
Ideas / Research: Antidote for disease X
May 17, 2016, 05:14:37 PM
These diseases are a pain in the butt and they have no counter. We need to be able to research an antidote for disease x. Add a table to convert heal root + some other crop into antidote. Because F muscle parasites.
#217



Problem solved
#218
This post is now relevant for valentines day. Happy valentines day...
#219
Because I sure do. I haven't checked this forum since it closed. :'(
#220
General Discussion / Re: RimWorld change log
November 21, 2015, 08:15:55 AM
Oh no! I love the change log. I think that if you have an inkling of an idea you can put it in there and immediately get feedback to what people think about the changes before it becomes a fully blown feature. This is the exact problem that every other game developer has. They have an idea, develop it into a fully blown feature and people end up despising it. Cough Cough, fallout 4's dialog wheel is a perfect example. Oh lets change the dialog system, oh ok that sounds like a GREAT idea it will be better because xyz. It is universally hated. What if Bethesda had a change log. They would instantly get horrible negative feedback, and F4 would have turned out a better game for it.

It is good to catch these things early and get feedback. I also think that it connects you to the players in a way that no other game does. It also brings me back to this thread almost everyday to see what new thing you are cooking up for the game. I would like to see the continuation of the change log, it is a very important part of this process, and it is a step that to my knowledge no other developer has tried. If it is not a thing any more then there is no reason for anyone to return to this forum. :/
#221
I would argue that it is a choice.

Currently pets are high maintenance but do not provide much use to your colony. You have to feed them, you have to put in the time to train them, and what do you get? You get a little extra hauling. They are really too squishy for combat and you have to spend extra resources keeping them alive if they get injured. You also have to babysit them so they don't go wondering outside and get attacked by a pack of ravaged muffalos. All in all its not worth having pets. Visiting pets in hospitals are an actual thing and I would love it if they came in and said hi to the patients every once in a while to give them a small mood boost. You would have to train them for it of course but,  who wouldn't love their favorite Warg, WargMeat coming in and giving you a big lick on the face because you got your arm horribly blown off in combat.
#222
A good way to solve the I am in the hospital and very deprived from joy because if i get out of bed ill loose my leg problem.

And also this will give another good use for pets.

o7
#223
Ideas / Pet visit provides joy to sick/injured colonists
November 06, 2015, 08:19:32 AM
Another good use of pets! No extra posting necessary!  8)
#224
Ideas / Re: Multiplayer
October 31, 2015, 09:13:10 PM
I like the idea that you could do a loose sort of multiplayer (sim city style) with each colony being in a common world. You can trade with other colonies, send them raiding parties, or just give give up a colonist to give to them. The raiding party wouldn't be directly controlled by the player however. They would show up as a normal raid that is rated in difficulty according to normal raiding mechanics. The difference is that one of the raiders in the group is actually a colonist from the other colony. If the raiding party is successful in capturing someone, that capture is returned to the colony as a prisoner. If the colonist dies then he is dead. If he is injured, then he returns with his injuries. The raid would show up when the receiving colony logs on. The message would be you are being attacked by player colony x.

Of course this would only be if you choose to be in a multiplayer server that obviously wouldn't be able to be hosted by the developer because reasons.


#225
Seriously you don't have to bother, I'm sure Tynan is enjoying some very well deserved R&R time sitting on an exotic beach sipping on margaritas, with grains of salt on his glass, big grains of salt!