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Messages - Boston

#526
Ideas / Re: Pregnancy as another way to boost numbers
August 21, 2015, 01:15:42 AM
You people so ardently against is do realize that a major reason as to why "ancient"/rural populations had/have so many children is so they can help with the work, right? (the other major reason is high infant mortality, which in and of itself could be a form of in-game balance)

In countless cultures across the globe, children as young as 5 helped with weaving (mostly the spinning of thread), with the gathering of firewood (gathering, splitting, stacking, etc), cleaning, hauling of supplies, cutting/gathering of crops, gathering of water, etc etc etc.And, when it was time for planting crops, EVERYONE was doing it. The kids weren't sitting on the sides because they were "too young".

Children aren't USELESS until they hit 12, and suddenly they can do things. Sure, they might not be able to do the work to the same "efficiency" as an adult, but that also frees up the adult to do more "important" work.  If giving a 6-year-old kid "chores" (Here, keep the kitchen and cafeteria clean, while Daddy goes and does science for a bit) frees up my other colonists, you are damn sure those kids are going to get some chores!

Oh, and all those "teacher" backgrounds? They could totally have some use. One adult works as a "teacher" teaching kids basic RRR, or you could send an older child/teenager to "trade school", where they get apprenticed to a skilled worker, and pick up that same skill at a reduced rate by proxy from working with and learning from them.

Finally, I don't understand why so many people are in such a hurry to "get on the ship" and leave. That ends the game, doesn't it? At least with children and "mulitple generations", you could have a colony for as long as you wanted.
#527
Ideas / Tents?
August 17, 2015, 04:42:44 PM
How about making tents or other forms of shelters from animal hides / cloth + wood?

#528
Ideas / Re: Pregnancy as another way to boost numbers
August 17, 2015, 10:11:42 AM
Guys, it is probably going to happen. Someone will mod the "animal husbandry" mechanics to allow for children.

And, to be quite frank, it makes sense. I mean, a month is 10 days, why is it such a big deal if someone wants to go for "the long game"?

I am more concerned about the fact that the colonists don't have any sort of interpersonal relationships other than "had a nice chat". Bunch of socially-repressed knobheads.

Besides, I'v killed raiders that were 15. Entirely reasonable age for "adulthood".

In colonies in the real world, women were often shipped in after the colony was established, in order to marry and have children (take a look at Jamestown). The colony often wasn't considered "permanent" until there were children present.
#529
Hello,

what I was wondering is: can I sell the rugs?

I am playing under the "Tribal Challenge", and it would be awesome to be able to RP the various rugs as furs that I am trading. I notice that they have a "value" under the information tab....
#530
Think about this, guys:

even today,we have rifles that can shoot around corners, with bullets that are smart enough to be able to detonate on their own over the cover, instead of when it hits things, and have bombs that can fly through specific windowpanes when guided via a laser.

But, with all of that, what gun do you think would serve you best in the frozen North, or an African Savannah? Probably that 100 year old bolt-action rifle.
#531
Quote from: tommonius on August 14, 2015, 10:57:03 AM
I really think the original poster is thinking to much on the concept of Humanity always advancing and I apologize in advance for the long post.

Look at the dark ages and how long it took for us to get through that time period, superstition and indoctrination to the "common normality" as well as persecution of those who thought out the box prevented advancement of a society.

Now consider Humanity spread over the stars and yet their is no "warp jumps" just the slow flight between worlds, that will cause communication to break down, now imagine a world suffers from some sort of disaster, say some colonists power cells or fail due to a solar flare or something to that effect, they have no way to contact others to get replacements and simply wait for a ship to come and do trade and it never arrives.

The next generation would view simple technology as wondrous where and the generation after that might view it as a gift from the gods.

Also you would not fall from current technology levels to say the iron age, after a few generations you would for the most part be in the stone age, people today for example have little day to day knowledge of the technology our ancestors used as it was rendered obsolete and forgotten.

Sure you might find a few enclaves with scraps of knowledge preserves and a few poorly maintained relics of the past but for the most part I foresee people wearing animal skins and wielding spears once more.

You do realize that during the so-called "Dark Ages", humanity actually ADVANCED in technology? The wind-mill, the crossbow, advancements in medicine, etc.

Anybody who calls the period "the Dark Ages" isn't taken seriously by historians, anymore. It actually wasn't all that bad.

https://en.wikipedia.org/wiki/Dark_Ages_(historiography)#Modern_academic_use
#532
Quote from: Adamiks on August 14, 2015, 10:33:08 AM
I don't agree with "old" weapons that would "work" in 5000 year. Why? Because even now scientists are working on new, better material for armors. I'm really sure that 9mm bullet from normal pistol wouldn't "work" on futuristic non-kevlar armor. Even kevlar is good enough to stop some bullets, so what about materials from 3000-5000 year? Player have devilstrand and synthetic (how to write this? ;d) already so i'm really sure that humanity discovered new material for armor before player journey begin.

Btw i think that futuristic armors should look more like Nanosuit from Crysis, exoskeletonsuit or suti that makes your invisible (both exo and invisible suit can be made in like next 50-100 years from now, because we know how to be "invisible" ((kind of)) and we're creating more and more advanced "bionic" parts and robots every year, i don't know about nanosuits, but looking at Crysis lore these suits aren't really unrealistic, we would "only" need to find a way to produce energy from soldier's ass :D)

In Warhammer 40K, they still use leather and steel and wool (hell, they even use PAPER), even though they have access to plasteel, admantium, and ceramite. Just because they have "access" to advanced materials, doesn't mean it is economically feasible to do so.

likewise with "primitive" firearms: they use them because they are cheap. Take a look at the WH40k lasgun, the most common firearm in the universe.(http://warhammer40k.wikia.com/wiki/Lasgun) There are probably 100 lasguns for every human beings in the Imperium of Man, and yet, you still have gang members and Planetary Defense Forces and Adminsitratum police officers using "stubber" firearms. Why? Because stubbers are cheap.

Same thing with armor. Yes, WH40k has Power Armor that makes you next-to invincible, but the average Imperial Guard Trooper wears a Flak Vest that isn't all that impressive (well, they are completely impervious to bullets, but a las-beam or bolter-round go right through them). Why? Because Power Armor is expensive Hell, "Carapace armor". is expensive. (http://warhammer40k.wikia.com/wiki/Carapace_Armour). Flak Armor is cheap.

And bullets are easy to make. You can crank out bullets in a machine shop, so long as you have the proper materials. A lasgun requires the supervision of a "Tech-Priest", and the charge-packs are supposedly rather finicky. Same thing with bolter-rounds. Dual stage projectiles, micro-computers that detect changes in mass, highly-pressurized jet fuel, explosive charges, all in something the size of your finger? Give me a bullet any day.

(although I do love me some lasrifles, yes)
#533
Quote from: Adamiks on August 14, 2015, 04:58:55 AM
@Boston I must agree with this guy. It's like "but player lost his technology bla, bla bla" when normal pirates can fly on the orbit and send people in pods, so why they don't have any futuristic things? It's not logicial at all... It's like kids playing in "floor is lava", there is floor, but kids name it lava. Same in Rimworld. There IS futuristic technology in the player world, but you can't earn it. And what about weapon traders? They travel with a spaceship from planet to planet (in godspeed btw, how they can be space-traders in world without light speed, another thing that don't fit in the "lore"), but they sell fucking enfield carabins? For me it isn't logicial... "Hey, bro we can spend 5000 years traveling from planet to planet selling weapons from 2000 year!"

For me player should be able to earn more futuristic stuff, or game shouldn't have pods raiders and traders. Realistic don't always mean logicial. If you make sci-fi game that don't must be realistic i'm okay with that, but when player can only have weapons like Enfield, M16 etc. when pirates can pod-land into your base, but they don't have any futuristic weapons also then i'm not okay with that. It's so unrealistic.

Pretty much my point exactly. You can't really say "We are totally isolated", when there are interplanetary corporations sailing overhead (with plenty of stock to sell and cash to buy, mind you) every couple of days. With that in mind, due to the fact that you can talk over the radio to the various tribal groups and outlander towns, they have essentially NO REASON to stay the way they are, asides from some currently-unseen plot rationale. Considering how you can trade things like mined ores and animal skins to the bulk traders, the tribes and outlanders could do the same. Trade for tech, trade for equipment, trade for money, whatever. The point remains: the "isolation!" explanation falls apart under that rationale.

It would be "better" if tribals couldn't be talked to over the radio, and you could only "talk" to them either 1) when they came to visit, 2) by sending them an "envoy", or 3) offering them a place in your settlement (in the American Colonies, European settlers and various tribespeople would often live side by side, trading skills and materials, and often intermarrying. Look at  the Jamestown or Plymouth colonies)

Oh, and the whole "primitive, ancient" weapons-thing actually works, both in Rimworld and in WH40k, because the "old" stuff is TOUGH. And UNDERSTOOD. Seriously, in WH40k (38,000 years in the future, mind you, not 5000), the armies of humanity are still using bullet weapons, especially the M2 Browning HMG. Because it works. Yes, they have Laser (even though a lot of "fluff" about Las-weapons suggests they aren't lasers, but particle accelerators) and plasma weapons, but a "stubber" (in-universe term for a bullet-shooting firearm) can be left in the mud for months, then dragged out and smacked, and still work.

Personally, I would take a bullet-firearm over something fancy, even 5,000 years in the future. Less maintenance, for one, and easier to "understand".
#534
Ideas / Re: Better Industrial Processes
August 14, 2015, 12:32:04 AM
Quote from: kingtyris on August 13, 2015, 11:56:54 PM
I agree that the game could benefit from fleshing out the production chain and adding a FEW new resources. I don't think adding another step in the process to making steel would help anything, but I could dig adding copper for electronics and keeping steel for structural works. Also, sand is a must. I play Superior Crafting and whenever I do play vanilla, the absence is unbearable.

Speaking of SC, vanilla could benefit from taking a few of its ideas. Like the early game stone made smelter and unpowered saw table, as well as crafted resources like smelted metal and cut lumber.

Its a tricky thing, though, to keep the balance between 'Enough that it actually feels like we are surviving and its a challenge' and 'Dear god why are there so many arbitrary resources to deal with'

I do love me some Superior Crafting. Not to knock the developer or anything, but the game just feels ... better, for a lack of a better term, when played with Superior Crafting.

One thing I don't like about SC, however, is the fact that you NEED power in order to weave cloth.

https://en.wikipedia.org/wiki/Warp-weighted_loom
https://en.wikipedia.org/wiki/Spindle_(textiles)

Essentially, you should be able to "Survive, and make the most basic of materials (cloth, leather, basic melee and ranged weapons, etc)", without power. Want anything else, or want things fast? Use the powered workstations.
#535
Ideas / Re: Better Industrial Processes
August 13, 2015, 11:01:51 PM
Considering you canonically start with tools (even if you can't see them), supplies, weapons, I am assuming here you also have something like an STC from WH40k (http://warhammer40k.wikia.com/wiki/Standard_Template_Construct_(STC)) Literally everything and anything you could ever need to know would be on there.

Plug in: How to make steel?
gives you chemical equation for process, as well as basic materials, and different methods as to how
Plug in: how to smelt iron? Make charcoal? Build a smelter? From these materials?
gives you different methods as to how to do these things
Plug in: schematic for solar panel
Gives you schematic
Plug in: materials needed?
Gives you materials

considering how the majority of colonists are HILARIOUSLY incompetent at some of the most basic tasks, yet somehow manage to pull a working solar panel out of their ass, there has to be something going on in the background, here. Considering WH40k is an influence on Rimworld, something like an STC makes a whole lot of sense.
#536
Quote from: milon on August 13, 2015, 01:45:35 PM
Quote from: Boston on August 13, 2015, 12:16:29 PM
If the tribals have been on the planet for even 1000 years, why haven't they discovered iron, or even copper, yet?

Read the game lore, it's fairly consistent.  Even if tribals have been there for 1500 years, they may have had major wars and plagues decimate them.  This tends to set people back technologically (when immediate survival is more important than long-term research).  Also look at Earth's history.  There are indigenous tribes today that still haven't discovered copper, yet they've been around for 2000+ years.

Quote from: Boston on August 13, 2015, 12:16:29 PM
If the Outlanders have been there for longer than you, why don't they also work on building a ship to escape?

Who says they're not?  They could have launched 3 escape ships already, and still have people left in their Outlander town.  We know precious little about the towns & villages around us.  It's also possible that they don't have the first clue about interstellar travel.  (Maybe that's why they visit so often - to get ideas about our Ship building research!)

That isn't quite how "tribal, primitive" warfare works.

https://en.wikipedia.org/wiki/Prehistoric_warfare

Essentially, it would be constant, "low-intensity" fighting, instead of the current "ERRYBODY GRAB UR SPEAR" 200+ person raids we have right now. Think people being sniped from the woods, ambushed when they are alone, or resources being stolen. Most Native American "wars" were little more than kidnappings.

Oh, and it is probably because real-life technology doesn't advance in levels like every game thinks it does, but we tend to move forwards, rather than backwards. Hell, look at the Black Death, one of the worst plagues to eve strike the planet. Afterwards, we advanced both socially and "technologically".

Hell, the most isolated tribe on the planet, the Sentinelese, have metal tools.

Warhammer 40k works with the different technological levels because 1) technology is controlled in a literal iron-grip via a priest-caste, that deem any and all (a little exaggeration here, they do develop new things every couple centuries) technological development, or anything not based on already lost-and-completely-misunderstood technology... "tech-HERESY", and mindwipe+enslave you for it, and 2) planetary isolation is forced via governmental controls, for military purposes. The entire galaxy is controlled by one government, that burns to the bedrock any planet that disobeys.

That .... doesn't happen in Rimworld. The "neolithic" (hint: if they have metal tools, they aren't Neolithic) tribes can communicate via radio, interplanetary corporations with apparently zero governmental controls zoom past your supposedly-isolated rimworld AWFULLY frequently, and a pirate-faction with orbital assault pod-capable transportchills out and does jack-all. We are not that isolated.

Hell, the planet we land on is essentially empty. Two tribes, two towns, and a pirate group. In an area the size of New York state, there were 6 tribes with a rough population of at least 200,000 people, 300 years ago. Consider the whole continent.
#537
Mods / Re: [Mod Idea] Tribal Colony
August 13, 2015, 01:32:16 PM
But, other than my rebuttal above, this mod would be great. I am playing under the "tribal challenge" right now, and it is fun, but it kinda kills the immersion when I essentially HAVE to build a windmill in order to store food for long periods of time...

Maybe some sort of way to smoke meat and dry vegetables, so they last longer (some mods have jerky-making...)? Or, fires that can be "fed" over time, so they don't have to be rebuilt every other day?
#538
The whole setting kind of falls apart after some careful examination, yes

If the tribals have been on the planet for even 1000 years, why haven't they discovered iron, or even copper, yet?

If the Outlanders have been there for longer than you, why don't they also work on building a ship to escape?

See, this whole "Rimworld" thing works FAR better in Warhammer 40,000, because 1) space-travel isn't "casual", like it is in Rimworld, and 2) because of this, societies remain isolated (often deliberately so)
#539
Ideas / Re: Greater Variety in Weapon Art
August 13, 2015, 12:12:21 PM
Quote from: Adamiks on August 13, 2015, 10:48:06 AM
Because OBCE weapons are easy to make and there are people without technology. If Tynan would make blackpower weapons he would most likely make new fraction, because who would produce these weapons? Guns like Enfield etc. are old, but you can find one in our days, and i think that raiders are on this time technology. Same with crossbow (good crossbow is much more comlicated than a bow). We would need knights fraction for this (+1 for this so much btw ;d). The point is that new weapons are in production in glitterworlds so Tynan wouldn't need to make a new fraction, but who to hell manufactures blackpower weapons and can sell them to traders in spaceship?

Tell me, go try and build a self-bow capable of taking down a deer. Or, a javelin that is balanced for the throw. "Primitive" weapons are often not that simple

On the other hand, weapons with modern metallic cartridges and smokeless gunpowder are rather complicated. "Modern firearms", and the accompanying ammunition, requires a rather high level of technology and intercontinental trade. Some po'dunk outlander town probably lacks the mercury for primers, or the nickel required for keeping breeches gas-tight.

Therefore, a blackpowder musket and pistol would be PERFECT for "outlander" factions. Everything you need to make and shoot a blackpowder musket/pistol can be made from stuff you have on a farm (blacksmith shop, animal pens, etc)

#540
Ideas / Re: Greater Variety in Weapon Art
August 13, 2015, 10:29:57 AM
Why do we instantly jump from 0BCE-era weapons technology (pilum, bow, longsword (spatha), gladius, etc) straight to 1990-era? We just straight-up jump 2000 years of technology, for almost no reason.

What about a blackpowder musket? (https://en.wikipedia.org/wiki/Musket) Or a blackpowder revolver (https://en.wikipedia.org/wiki/Colt_Army_Model_1860). Or a crossbow?

SOMETHING to "bridge the gap", as it were.