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Messages - logiboy123

#1
Ideas / Re: Hauling/Carrying is too Inefficient
September 12, 2016, 12:20:20 AM
One answer I have found is Wild Boars.

They are smart enough to train up quickly and they breed really fast. I start my games with 2 male and 2 female and I have 20 by mid game.

Another answer is Robots ++.
#2
Ideas / awesome game - some improvements - big post sorry
September 11, 2016, 11:12:50 PM
First off I just want to say that I'm having a lot of fun playing Rimworld, I find it has that "just one more turn" sort of feel that great games also have (xcom, civ etc.).

I've been playing this now for a few weeks and I wanted to highlight some of the issues I've come up against. Yes I know this is alpha, yes I know it's a work in progress. Not trying to flame and blame, just trying to provide feedback in the hopes that the game will be made better.

1) Early and mid game are great, but late game the whole thing slows down and more and more micro management is required in order to get your minions to do what you want to happen. I've been able to alleviate this somewhat by using the robots mod for cleaning and the 4 x food mod. It is amazing how much these two things reduce the problem. I guess not having to have your people do cleaning just helps them focus on their other work. It isn't perfect, there is still a lot more micro management / game pause and slow down for the end stages then should be required, but it definitely helps. I actually just add four robot cleaners in the scenario for the start.

2) Plasteel. There has got to be a better way to get this stuff other than just mining it and killing attackers. On low difficultly levels the attacks are less frequent and the berserk robots don't come. Perhaps make it so that traders always have a handful of plasteel? Not sure. At the moment I'm in a play through and I don't have enough plasteel to build the multi-analyser, so I cannot progress the game at all. I'm seriously considering using a cheat code or something just to add the 50 I need to continue. I don't want to have to use the Resource Muffaloes mod, please don't make me do that.

3) Default power costs are WAY too expensive. I've modded this down for now but it should be modified in the base game. A couple of sun lights shouldn't consume most of the power from a thermal power plant. Should be more power generator options, maybe bigger wind turbines and more dense/powerful solar collectors? Electricity is pretty much unusable without the fuses mod as well.

5) For me the game in its current state is not playable without mods, currently I'm using;
EdB Prepare Carefully
More Trade Ships
Cheaper Components
Efficient Light
Feed the Colonists
PetFollow
WattSun
Selling Prisoners with no guilt
Expanded Prosthetics and Organ Engineering
Traders Spot
LT-DoorMat
Misc. Robots. – Robots ++ feels to over powered for me, I'm happy with just cleaners. But something like Robots ++ should be in the game, just nerfed a lot more so as to make it not over powered.
[sd] advanced powergeneration
QualityBuilder
RT Fuse

There are a lot of mods on the workshop that don't work anymore because of version increases, some stuff that looks awesome as well as generic items that could improve the game are;

1)   Fishing, especially hydro tank fishing.
2)   Ability training – like shooting on a range, medical training (practising on a corpse), other stuff that cannot easily be done could be done simply by creating a classroom unit, colonists can sit down and watch training sessions etc.
3)   Advanced buildings/units – should be a way to upgrade systems through research, like the hydroponics, smelter, batteries, fuses, solar panels etc.
4)   Quests – events happen which give you a quest to fulfil, if you do you get a reward. For example trader comes to town and requests 10 x stacks of beaver hides, the beavers appear and you have a certain time limit to do it. Should mean you need to change focus to achieve the quest/event, but the rewards for doing so should make it worthwhile.

Sorry for the big post and I realise that a lot of this should be broken up and posted to separate areas.

Regards,
logi

P.S. Green is not a primary colour. <-- Verification questions