边缘世界 RimWorld

边缘世界 RimWorld

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DaemonDeath  [开发者] 2017 年 3 月 27 日 下午 1:09
Idea Center
If you have any ideas you'd like to see, please post them here.
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正在显示第 1 - 15 条,共 22 条留言
Myke 2017 年 3 月 30 日 下午 12:42 
I think a simple concrete wall with steel beams for the inside of ountains and hills would be pretty cool, like a clean concrete with rusty beams going up every now and then.
And a door that is just a plain old rusty metal door that opens normally, not like the vanilla double doors.
Kind of like a vault/bunker type wall and door.
最后由 Myke 编辑于; 2017 年 3 月 30 日 下午 12:43
123nick 2017 年 3 月 30 日 下午 1:46 
idea- make the walls 1x2, or 1x3, so they appear visually thicker as well, as to support htem being very strong, and to balance them in a way then just resources.
DaemonDeath  [开发者] 2017 年 3 月 30 日 下午 1:53 
I'm not sure it'd be possible to make the textures look correct, because in changing the draw size, it changes the texture as well.
123nick 2017 年 3 月 30 日 下午 2:31 
hmm, ok
DaemonDeath  [开发者] 2017 年 3 月 30 日 下午 2:32 
The only way I think it'd work without making the textures wonky is to make them 3x3
Myke 2017 年 3 月 31 日 上午 6:28 
引用自 DaemonDeathAngel
The only way I think it'd work without making the textures wonky is to make them 3x3

Well, you could always make the textures for 1x3, see how they are affected and then stretch them. Not sure on how that would work though.
最后由 Myke 编辑于; 2017 年 3 月 31 日 上午 6:28
[REDACTED] 2017 年 3 月 31 日 上午 9:41 
I think the doors should look less directional than they do now. Right now they only kinda look good on the bottom walls or left walls cause of how the art orients itself. I think something closer to how the vanilla doors look would be nice, where they look good in any spot. Kinda like a top down view rather than the front view thats there now.
DaemonDeath  [开发者] 2017 年 3 月 31 日 上午 10:23 
I was discussing that same thing with DianaWinters a few days ago, Redacted. About the doors being more top down. However, I am not fully understanding what you mean when you say it doesnt "look good" on top walls
[REDACTED] 2017 年 3 月 31 日 上午 11:24 
Sorry, rather meant doors where the walls where on the top/bottom of the door. They end up looking more like trap doors on the ground rather than walls, also since they can't be rotated all the doors face the same way, so rooms with doors on the left and right have both doors facing to the left.
DaemonDeath  [开发者] 2017 年 3 月 31 日 下午 12:00 
Ah, okay that makes more sense, that door texture is kinda a place holder at the moment anyways.
DrakeWarrior 2017 年 4 月 2 日 下午 1:17 
What about making walls stronger in non-linear way? By example, you could add +25% of "health" to 1x1 walls, if you want. But building them in 2 layers can give you +50% for each wall that has another layer near it.

So, it would be for each block:
x1 = 1x595 x 1.25 = 744.
x2 = (1x595 x 1.50) + (1x595 x 1.50) = 1'785.
x3 = (1x595 x 1.50) + (1x595 x 1.75) + (1x595 x 1.50) = 2'826
x4 = (1x595 x 1.50) + (1x595 x 1.75) + (1x595 x 1.75) + (1x595 x 1.50) = 3'868

So, reinforced wall gets boost of +25% anyways, and +25% for each wall layer around it.

So, by building wall with thickness of 2 blocks, each [reinforced] block gets +25% of "health" by itself, and additional +25% for another layer near it.
For wall from 3 layers of blocks, side blocks get +50% total (25+25), and every block in the middle gets +75% (25 "natural", and +25% for both layes around it - inner and outher).

I think it will make thick walls far more reliable than thin ones, but won't break balance too much.
最后由 DrakeWarrior 编辑于; 2017 年 4 月 2 日 下午 1:18
DaemonDeath  [开发者] 2017 年 4 月 2 日 下午 1:18 
Well, it's possible, but in order to do that, I would need C# and currently I have no knowledge of C#.
DrakeWarrior 2017 年 4 月 2 日 下午 1:23 
引用自 DaemonDeathAngel
Well, it's possible, but in order to do that, I would need C# and currently I have no knowledge of C#.
Hmm, allright then. ^_^

Then another idea - what about walls with "operational places"?
So, in order to make realy strong wall (outside), you would have to build it in the location of "operational place" of supporting pillar.

I think something like that is allready implemented for furniture ingame, and coolers/heaters check for correct space on both sides of them.
最后由 DrakeWarrior 编辑于; 2017 年 4 月 2 日 下午 1:23
DaemonDeath  [开发者] 2017 年 4 月 2 日 下午 1:28 
Hmm, perhaps, I think I understand what you are meaning, but I am not sure.

Also, I just figured out how to make reinforced walls non-flamable, even if made of wood and steel, thank heavens....
DrakeWarrior 2017 年 4 月 2 日 下午 1:32 
引用自 DaemonDeathAngel
Also, I just figured out how to make reinforced walls non-flamable, even if made of wood and steel, thank heavens....
Well, those are completely different object technicaly, i think (from "wood" material, and from "orginal wood walls".
So, you can set flamablity parameter to 0, and that's it, probably. ^_^
最后由 DrakeWarrior 编辑于; 2017 年 4 月 2 日 下午 1:33
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