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Messages - Halinder

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16
Suggestions / Nomadic Playstyle
« on: February 14, 2015, 02:36:18 AM »
I realize it'd take a lot of work and completely shift gears in the game, which is why I closely contemplated putting this in the mod section, but it fits here. Kinda.

So, whenever/if going to different areas on the map becomes a thing, the next step I'd want to ask for is ways to interact with other settlements in a more RPG-like fashion rather than raiding pirate factions or casually passing by outlanders, killing their prisoners and claiming their food. This way the colony building game can also become the nomadic traveler game, something I've wanted to do in Rimworld for a while which the addition of campfires has definitely fueled. I'm not really capable of organizing my thoughts right now so I can only hope this is coherent, and right now just trying to see if anything is being done like this or if people want this to happen.

17
Outdated / Re: [MOD](Alpha 8) Horrors
« on: February 14, 2015, 02:11:32 AM »
One issue I found was that upon world generation I got multiple infected colonies. This meant that whenever two sets of Horrors from different infected colonies showed up, they would begin stabbifying one another and completely ignoring the colony.

18
General Discussion / Re: The mechanics OF PAIN!
« on: January 27, 2015, 11:56:18 PM »
Incapacitation also occurs thanks to movement reaching zero, usually due to losing a leg. I didn't actually realize that it probably was the main reason for incaps.

19
General Discussion / Re: The mechanics OF PAIN!
« on: January 27, 2015, 06:15:56 PM »
Thanks to a very resilient pirate raid, it seems to me like pain increases with the number of wounds you have. It's possible to be incapacitated by pain alone. Mods with weapons doing 1 or 2 damage max are great for this, as you can do so much damage yet never actually destroy a body part or organ and pain-crit people.

20
General Discussion / Re: Smoky the bears worst nightmare
« on: January 26, 2015, 07:18:19 PM »
Rimworld has a feature that, if there is too much fire on the map, rain will automatically pour down to put it out. This is mostly due to lag issues and an inability to deal with large-scale fires in colonies. Talk to the person who made the Crash Landing mod, they know how to disable it.

21
Suggestions / Trader Affinity
« on: January 26, 2015, 06:22:19 PM »
Many times, a trader is passed up on without their wares even considered for a moment. This frustrates merchants that make a living from trading, yes?

I think that traders should:

-Have their own status, like factions, upon map generation.
-Have a general affinity toward your colony, decreasing if too few or none of their items are bought and increasing if they gain a certain amount of silver or buy a certain amount of wares.
-Increase or decrease traffic with your colony depending on affinity.

22
General Discussion / Re: many of the local centipedes were driven insane
« on: January 26, 2015, 06:17:01 PM »
I've had the same thing happen to me, actually, mostly while in dev mode spamming the animal insanity event. Scythers and mechanoids are susceptible to insanity, in which they begin trying to stab you. Scythers are actually a WHOLE lot more deadly when not using sniper rifles.

23
General Discussion / Re: Map-Generated Impassable Walls
« on: January 26, 2015, 12:16:23 AM »
The entire point of that conduit detonation event, I think, is to deter people from having massive stocks of power. It's not too often that it happens, but one time is devastating enough to make people reconsider, thus making further events like eclipses have more effect on your power supply. It's an event to balance your power system. I usually only have 4 batteries at any given time, 26 will hurt you /badly/.

Diversifying the lines? If you mean making many different ways for conduits to get to a place, it won't cause any difference since everything is still connected to a single grid. Still, after the explosion, having more than one way for a conduit to get to an area can be beneficial since having a single line of conduits to power your entire colony means not only do your batteries drain, but you also have to then build new conduits to recover power.

24
General Discussion / Re: Tailoring HELP!
« on: January 26, 2015, 12:12:35 AM »
Oh, finally, make sure there's no rock chunks or trees or anything like that in front of your tailor workshop. I had that issue a looong time ago.

25
General Discussion / Re: Map-Generated Impassable Walls
« on: January 25, 2015, 08:47:51 PM »
Interactions with other factions is something that's planned for a later date, I recall. Tynan's more focused on things within the colony, especially fires -- you'll hear that a lot, how fires are hell on earth, or whatever planet you're on. I think them traveling past and visiting is sort of just flavor right now, though they can occasionally run into an enemy pirate group and do a little damage before they die.

26
General Discussion / Re: Tailoring HELP!
« on: January 25, 2015, 05:38:52 PM »
Parkas have a lot of material requirement. Make sure that first, you have enough leather, and second, that leathers are enabled in the crafting recipe.

27
Is there any way that you could add in an event similar to Alphabeavers, in that a pack of Furxes or other hostile animals arrive rather than them casually spawning in pairs or alone?

28
General Discussion / Re: Colonists AI
« on: January 25, 2015, 01:14:21 PM »
About number 4, the "Stupid Walking", if you want to be able to  run at enemies in a straight line you will probably have to remove every single bit of dirt and plants over a certain area. Dirt is slower to walk on than rough stone, which is why colonists will try to use it to get around when they can. Furthermore, trees, bushes, rocks and the like will slow down any pawns trying to move over them, which is why they tend to move around it all if possible.

29
General Discussion / Re: Map-Generated Impassable Walls
« on: January 25, 2015, 12:28:13 AM »
The stone/steel/random walls? You have to use the 'claim' order to be able to mine them out/deconstruct them.

30
General Discussion / Re: Moving colonists
« on: January 24, 2015, 11:54:12 PM »
Non-militarized colonists will move freely of their own will depending on their jobs. If you militarize a colonist (with the 'R' shortcut or by clicking on the icon) their name will then be underlined to show this. You can then  move colonists anywhere you like so long as the path is not blocked.

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