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Messages - Halinder

#61
Ideas / Re: Your Cheapest Ideas
December 21, 2014, 03:13:41 AM
So, after scouring both areas of ancient cryptosleep pods on my map, I kind of miss their randomness. Perhaps we could have an event where a faulty drop pod enters the atmosphere, but doesn't actually open after crashing?
#62
General Discussion / Space Soldiers
December 21, 2014, 02:44:28 AM
Interesting things on the horizon. While messing about in dev mode, I checked the spawn pawn menu to find space soldiers next to space refugees. Spawning them in, they seemed like extremely well equipped fellows, but belonged to no faction. Is this Vanilla Rimworld and just part of raids I haven't gotten to yet as of year 2?
#63
Ideas / Re: Engineers
December 20, 2014, 11:25:57 PM
I meant more along the lines of the mechanoids having their own bulky-slow or softy-fast engineers to repair them on the field up to operational capacity if they were incapacitated, maybe even during battle.

If you just meant as an additional idea, then yes, it'd be neat if you could bring them to a machining table but reprogram them with the tools there to fight for you. Of course, there should be a chance that when a ship part lands, it can convert these mechanoid friends (similar to the psionic wave it uses to cause insanity in animals)
#64
Mods / Mod Request: More Weirdos
December 20, 2014, 10:55:17 PM
Masochists, psychopaths, cannibals, all a fun bunch -- but we're missing more weird things that aren't so extreme. May someone add the following traits to the game?

Taste for Paste: This colonist absolutely loves nutrient paste, but is okay with meals.
Gravedigger: This colonist finds graveyards to be extremely attractive and interesting places, and the mere sight of one gets them in a good mood -- digging is even better. +1 for seeing a grave, +4 for digging a grave.
Geologist: This person loves rocks, like, /loves/ them. +1 for every chunk around them, up to a +5 mood boost.
Has a Thing for X: Really likes one part of their body. Losing this part (so it has to be a non-lethal part) will depress them immensely. Example: Has a Thing for Eyes, losing an eye will cause a permanent mood debuff until it's replaced, even with prosthetics.
Childish: Being around characters under 18 will make them happy.
Overly mature: Being around characters over 40 will make them happy.

Any others I missed that would be good?
#65
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
December 20, 2014, 10:47:16 PM
Thanks a bunch for this mod, it really helps to make open colonies possible with the new array of weapons allowing for far more tactical approaches. Watching grenades launch down alleys while any runners get picked off by charge shot rifles is a beautiful thing.
#66
Ideas / Engineers
December 20, 2014, 08:35:16 PM
For a hundred and twelve days, a trio of centipedes have been squirming at the entrance to my base, unable to do anything but wait as their bodies force them to continue. Sure, it's nice having them as a marker for victory, but perhaps they could have a second chance.

For this I suggest an addition to the mechanoid forces that can heal centipedes just enough to bring them back from almost being shut down, perhaps healing a fourth of the damage that put them down. This would take quite some time, and the engineers would have to have severely debuffed health so one could stop the process, accompanied by decent speed and a lack of firepower. Alternatively, they could be given lots of health, be pretty huge in size, and have an energy lance/ram allowing them to damage structures and people they get too close to, while being slow to rescue their fallen comrades. If nothing but a distraction, I think it'd add a whole new dynamic to centipede raids.
#67
Off-Topic / Re: how to use Celsius
December 20, 2014, 04:09:23 PM
ESC-->Options-->Left side of screen, should say Celsius--> Click, swap to Kelvin (hilariously easy to convert) or Fahrenheit.
#68
Off-Topic / Re: rimworld RTD(roll to dodge)
December 18, 2014, 06:09:47 PM
Cuffs catches on Rey's speech and immediately removes his hands, raising them and waving.

"Hey-hey-hey, let's not do that, yeah?"

He notions towards the frantic man, grimacing as he attempts to attain some basic form of speech with him.

"So you uh. This girl. Everyone assumes she's your daughter. Do you uh.."

He coughs, realizing his rather pointless question as he watches the man's next action in silence.
#69
Off-Topic / Re: rimworld RTD(roll to dodge)
December 17, 2014, 08:11:59 PM
"Yeah, uh, that's your pistol anywa-.." Cuffs starts before spotting the man, grimacing and proceeding to casually slip his hands into his pockets, turning away as though he didn't know the other two as he begins whistling.
#70
Off-Topic / Re: rimworld RTD(roll to dodge)
December 17, 2014, 06:12:37 PM
The lack of hissing is enough to convince Cuffs that the ship isn't actually imploding horrendously, and as such he steps out of the closet, a clattering sound emitting as a trio of oxygen tanks smash the floor at his feet.

"So-.. n'ah, shit, I'll clean that up later ..- what'd'we got? Stowaways? If uh.. She must'a gotten that blood from somewhere." he says, plucking a tank from the ground with a full hand and securing it to his belt loop, connecting the mask's valve with the top of the oxygen tank, a hand resting atop the tank's valve in preparation for the worst.
#71
Ideas / Improved Sieges
December 16, 2014, 08:52:07 PM
Sieges are very useful at pinning down the inhabitants of a settlement, preventing them from exiting certain areas and halting reinforcements from entering their location.

So why don't Rimworld sieges do this? Bombardment can be shrugged off due to its inaccuracy and limited explosive range, and in a colony where most things are built out of non-flammable materials (typically when mortars start showing up) it's very rare that permanent damage can be done.

Instead of letting this slide, why don't some raiders stick with siege equipment and, after it's all done, a branch goes to harass the colony? This would require an improvement to raider AI to run away if aimed at or taking damage, but a group of raiders locking down a section of the map rather than letting you wander out of your base would be pretty neat.
#72
Off-Topic / Re: rimworld RTD(roll to dodge)
December 16, 2014, 06:05:02 PM
*We should probably try to work out a turn system for each segment. Initiative rolls, perhaps?*

"I hear gunshots. Let me guess, she pulled a knife and you collateral'd, not only hitting her but depressurizing the entire ship?"

*Some fumbling is heard inside the closet, likely from the close proximity between La'Vendez and the assortment of oxygen gear. He takes care to quickly mask himself, though the oxygen tanks are left alone for now.*
#73
Off-Topic / Re: rimworld RTD(roll to dodge)
December 15, 2014, 09:58:01 PM
*Cuffs immediately throws his hands up, turns around, and walks to the very back of the cockpit, opening the emergency internals closet and climbing in before shutting himself inside.*

"Nope. Nope, nope, nope" he chants as he walks.
#74
Off-Topic / Re: rimworld RTD(roll to dodge)
December 14, 2014, 04:35:56 PM
He looks back at the other two and responds only with a shrug, not seeming too terribly bothered about the situation though visibly quite alert.

"Eh. It's probably just an elite team of Glitterworld operatives come to enslave us for genetic testing, maybe a mini-asteroid colliding and causing our engines to detonate in a few minutes, maybe someone brought their cat onboard and told nobody. Point is we should probably find out what we're dealing with and take care of it."
#75
Off-Topic / Re: rimworld RTD(roll to dodge)
December 14, 2014, 04:28:51 PM
"Me? A gun? That's bad news waiting to happen. Ballistics are uh.. not my strong suit. How about we just check out what's behind the door..?"

He hesitantly steps forth, hatchet raising steadily as he does so.