The Frozen Wasteland Challenge.
How to set it up:
Land in a tundra biome and set the start month to November.
For more of a challenge:
No taking clothing off enemies.
Limit of 5 heaters max.
No parkas or tuques.
Don't use geothermal vents as a heat source.
No randomising starting characters.
To make this more interesting, give your thoughts below as to what restrictions should be placed on the player to make it even more challenging.
If you've already started doing such a thing, post screenshots of your base below.
Perhaps there could be a restriction on the number of heaters a colony of any size can use? Requiring the player to manage their heaters wisely and position them specifically to maximize usage?
(Also, aren't we unable to land on tundras yet?)
No taking clothing off dead enemies.
This is my place as it stands on the 3rd of Feb. My 3rd colonist is currently digging out a mountain wearing the clothes I stripped off the first raider. (Who was then released into the snow.) Very first thing I built after the walls was the research bench, and then did dedicated research on hydroponics.
Because I'm lazy I'm playing with Cassandra Classic set to Casual. (When I get home, a more challenging level will be set.)
(http://i.imgur.com/fAAsZAp.png)
World seed: � (ALT+0167)
Location: (126, 115) - 67.20oE, 61.33oN
Quote from: Ink. on December 11, 2014, 08:04:11 PM
Perhaps there could be a restriction on the number of heaters a colony of any size can use? Requiring the player to manage their heaters wisely and position them specifically to maximize usage?
(Also, aren't we unable to land on tundras yet?)
They were added in A8. Only unlandable places now are the ice sheet biome and the ocean. (There is a mod that opens up the Ice Sheet though.)
What would be a good restriction on heater usage? 3 heaters max?
Quote from: ItchyFlea on December 11, 2014, 08:16:04 PM
Quote from: Ink. on December 11, 2014, 08:04:11 PM
Perhaps there could be a restriction on the number of heaters a colony of any size can use? Requiring the player to manage their heaters wisely and position them specifically to maximize usage?
(Also, aren't we unable to land on tundras yet?)
They were added in A8. Only unlandable places now are the ice sheet biome and the ocean. (There is a mod that opens up the Ice Sheet though.)
What would be a good restriction on heater usage? 3 heaters max?
Ahh Ice Sheet. I got the 2 mixed.
And I think maybe 5. Because trying to heat a large colony with 5 is still gonna be pretty difficult and if you make it long enough, it's going to hurt once you grow large enough.
---
Should there be a no-parka's rule?
I just did similar, but started in December, without doing a ton of rolls to randomize the first colonists, on the hard AI settings (max challenge, classic).
It took a few restarts to get past the first few days (and I did take clothing off enemies, after a few months). Initially it was pretty tough, as there was *ZERO* food, no animals, no berries, nothing (lucked out on no animals I suppose).
Problem is, after that, it was ... well barely any different then a norm game. Raiders don't freeze on their way in, people can stand naked outside in -45 weather for a full day or so, you can make it from one end of the map to the other before you freeze (to collect goodies), etc.
IMHO, cold/hot needs some serious buffing, it's just bypassed after the first few days really. Also, it didn't seem obvious that the deviation from acceptable temperature had a significant impact (-50 was the same as -10 as best i could tell). Also, colonists were far too forgiving in their acceptable temperature ranges in general. Raiders should freeze if they do a middle of winter siege, etc.
Aside from that, the instant normalizing of temperatures took away from the realism. You can drop all of your heaters on a wall, doesn't seem to matter. Walls don't seem to have (obvious) different insulating factors, and your guys can't stand around a campfire/steam geyser outside/etc. to warm up.
I love the idea, don't get me wrong, I just hated how trivial it was to entirely bypass the mechanic. Once you have some parkas, the (cold) temperature is entirely irrelevant.
No campfires and no eating any animal that passes right next to the base.
Also, I've found that a november start is at least as cold as a january start; october can be pretty bad too. I suggest november so the winter is as long and hard as possible.
Edit: I sort of did this during a test build, back when there were no campfires yet. Not much detail on the early days, though, which were largely spent trying to figure out how not to freeze outside or during a solar flare.
http://imgur.com/a/jr8fP#0
There's a bit of a bug with clothing made from animal hides. I reported it over in the bugs section. Long story short, your colonists will never get hypothermia if wearing clothes made from animal hides because they have double the temp offset that their stats indicate.
I think as one of the people above said that it is too easy to bypass the mechanic :/
As soon as I get parkas its gg just like living in the other biomes.. Just with less food and trees.
to make it harder. all of your colonist should be brawler nudists. :P
I didn't find this all that challenging. I hope that Parkas and Tuques get nerfed. I took this challenge up a notch and never put on Parkas or Tuques. The average temperature of my game never gets above freezing. There is no growing season.
There is a icesheet mod :3
Little mod to make things better:
No loot from enemy units will be spawned, debug build, if everything gone smooth, i will wrap modification with proper info.
Incapped \ arrested units still possible source of items, but this easy to change.
payload is :
class GazePawn : Pawn
{
public override void Destroy(DestroyMode mode = DestroyMode.Kill)
{
Log.Error("Override invocation");
if (base.Faction == Faction.OfColony)
{
base.Destroy(mode);
return;
}
if (base.equipment != null)
{
if (base.equipment.Primary != null)
base.equipment.DestroyEquipment(base.equipment.Primary);
}
if (base.apparel != null)
{
base.apparel.WornApparelListForReading.Clear();
}
if (base.inventory != null)
{
base.inventory.container.Clear();
}
base.Destroy(mode);
}
}
[attachment deleted due to age]
mod the files so that heater require uranium to make. so its limited but not to a set number.
Quote from: Nasikabatrachus on December 11, 2014, 09:08:01 PM
No campfires
What about only campfires, and no electric heating (including air conditioner exhaust)? That way it'll take more labour, and therefore more time, the most valuable resource of all.
Its pretty easy to place some uranium with initial resources and setting cost on heaters and anything else that may require limits.
Also i may suggest some kind of "tokens" - items that cannot be obtained and used to limit building\crafting.
In other case random event that drop 100-500 uranium may ruin fun.
Traders also may ruin fun under some conditions, uranium pretty cheap to buy.
Isn't really a need to necessarily mod the game. You're only cheating yourself if you cheat on the rules.
No building around geothermal vents...makes it way to easy to keep warm early on.
Quote from: Ink. on December 12, 2014, 10:52:45 AM
Isn't really a need to necessarily mod the game. You're only cheating yourself if you cheat on the rules.
Well, the game's not a perfect jewel. I welcome mods and experiments, myself. They may well improve the experience.
Quote from: Tynan on December 12, 2014, 01:55:33 PM
Quote from: Ink. on December 12, 2014, 10:52:45 AM
Isn't really a need to necessarily mod the game. You're only cheating yourself if you cheat on the rules.
Well, the game's not a perfect jewel. I welcome mods and experiments, myself. They may well improve the experience.
I agree, I use mods often. The great thing about mods is that they can make a play-through easier or challenging which adds a lot of replay value. Like I was talking to my mate about the game and one thing we discussed was how you can do simple things with broad subjects and turn them into a large amount of play time. Like this challenge and the desert challenge. Or like the one I'm doing where I only war the tribes and I force only the usage of melee weapons (or ranged weapons that are the bows/pila). With the key to try to use better gear and brute force to overcome the enemy.
However; someone suggested a uranium-for-heaters mod so if no-one ends up making that we may just have to do it the old school way and limit ourselves xD.
---
Although uranium as part of the recipe would add some unique elements to this challenge, for example if your world doesn't have uranium for crap having to potentially use money to invest in it.
I just won a play through on Randy 180% on a map with no growing season while never donning a parka or tuque. You should definitely incorporate artic and volcanic biomes for more challenge!
Quote from: rhadamant on December 12, 2014, 04:22:41 PM
I just won a play through on Randy 180% on a map with no growing season while never donning a parka or tuque. You should definitely incorporate artic and volcanic biomes for more challenge!
you "won"? what do you mean "won"? there is no "winning" in rimworld, there's just "occasional badassery".. lol. ;)
Quote from: keylocke on December 12, 2014, 08:16:27 PM
Quote from: rhadamant on December 12, 2014, 04:22:41 PM
I just won a play through on Randy 180% on a map with no growing season while never donning a parka or tuque. You should definitely incorporate artic and volcanic biomes for more challenge!
you "won"? what do you mean "won"? there is no "winning" in rimworld, there's just "occasional badassery".. lol. ;)
Well, made a spaceship and left the planet, that's as close to winning as I can get.
Quote from: rhadamant on December 12, 2014, 08:31:37 PM
Quote from: keylocke on December 12, 2014, 08:16:27 PM
Quote from: rhadamant on December 12, 2014, 04:22:41 PM
I just won a play through on Randy 180% on a map with no growing season while never donning a parka or tuque. You should definitely incorporate artic and volcanic biomes for more challenge!
you "won"? what do you mean "won"? there is no "winning" in rimworld, there's just "occasional badassery".. lol. ;)
Well, made a spaceship and left the planet, that's as close to winning as I can get.
that's more like a "panic button" leading to a "to be continued" cliffhanger ending. but yea, i guess that's as close to "winning" as anyone gets in rimworld..
personally, i think their spaceship will eventually land in another random world and then one day, after hundreds of years, being "awakend up from their cryptopods" only to realize that majority of their friends have been eaten by stowaway megascarabs, while the rest of the incapacitated survivors get promptly captured by a new colony... and the cycle of rimworld "inception" badassery meanders on ad infinitum.. ;D