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Messages - spidermonk

#1
Ideas / Re: Gourmand seems unneccarily bad
September 07, 2018, 02:24:14 PM
Quote from: StormGunner on September 06, 2018, 09:54:33 AM
Personally I've yet to pick a gourmand for my colonies, but based on what I'm seeing here it seems like
the problem lies in starvation. Now, this trait is obviously meant to be a hindrance but frequent starvation
does seem a bit over the top. So, instead of making the guy hungry faster, make him actually eat more -
as in make his food 'restore' half as much as it would for a normal pawn - so maybe on his lunch break
he's going to grab two meals instead of just one.

To me this feels like sort of a middle ground here, since it will avoid the issue of starving while sleeping,
all the while making the guy consume more food.

Straving while sleeping is not an issue, it just annoys some people with message spam.
#2
Ideas / Re: Gourmand seems unneccarily bad
September 04, 2018, 05:47:54 PM
Quote from: Third_Of_Five on September 04, 2018, 02:23:53 PM
Quote from: spidermonk on September 04, 2018, 02:04:16 PM
Your speed of development is irrelevant because raids scale with your wealth. You'll get that 20 ppl tribal raid half a year later, so what? And it's great that it's designed this way, because you don't need to be stressed and can chose your own pace of development. And it makes that NB runs with incapable pawns quite viable and a lot of fun.

"So what"? You're literally lecturing someone about how they should not be mad about a direct hindrance to normal gameplay. Get over yourself.
Sorry about my tone, I should be more careful with words. I personally don't perceive slow development as a hindrance to normal gameplay. The story still develops, events happen. Slow development with lots of challenges and push backs is actually by far the most enjoyable way of playing this game for me. This is why I'm curious why people consider it such a problem.
#3
It's a known bug.
#4
Ideas / Re: Gourmand seems unneccarily bad
September 04, 2018, 02:04:16 PM
Quote from: bobucles on August 30, 2018, 03:23:11 PM
Quotejust means you need to grow or hunt more food earlier, and delay other things like making statues, or stone walls instead of wood, etc.
See! It's not so bad! Taking a single gourmand merely sets you back multiple tangible game objectives which may cost you days or weeks.

Wait a minute. That's actually pretty damn bad.
Your speed of development is irrelevant because raids scale with your wealth. You'll get that 20 ppl tribal raid half a year later, so what? And it's great that it's designed this way, because you don't need to be stressed and can chose your own pace of development. And it makes that NB runs with incapable pawns quite viable and a lot of fun.
#5
I would be happy to pay a monthly subscription and see this game develop indefinitely.
#6
It's just 15 in-game days, not a big loss, just start again. Most of my NB runs have no problems going through the early game, and NB early game is the most fun I had with this game. Please don't make it simpler!
#7
Well, this is how all this ice sheet extreme players manage to survive.
#8
General Discussion / Re: Trap costs in 0.19
August 30, 2018, 03:23:21 AM
In my experience traps are still redicously OP in B19 on forest biomes. It takes a day of work of a tree cuter and a construction guy to make a defense that makes all mid game raids in any difficulty trivial. And I'm not even talking about trap corridors, which feel cheesy, it's enough to just build a lot of traps on corners and across walls of your buildings or natural hills and then just run in circles untill the raid is grinded. It doesn't even feel cheesy, just unballanced. The strategy would be still OP even with old trap costs, it will became not spammable I guess at level of 1.5 of old trap cost.

I have to restrict myself to not use this strategy, because, like killboxes, it kills fun, but I prefer to be restricted by game rules, not my own will,  because overcoming restrictions posed by a game is enjoyable. I'll probably nerf the traps with a custom mod on my next run.

Randy Merciless, NB runs, B19, only interface mods, Temperate forest with nerfed animal spawn and crop yilds
#9
It would be nice to be able to make patch-leather on a crafting spot. That would help with that sweet NB runs.
#10
"Nutrition eaten per day" value on form caravan screen depends on current hunger level of the creature.



Jason is hungry, Jonah not.

I know that the speed with which hunger level rise depends on how hungry the creature is at the current moment. But the number on the caravan screen shouldn't take into the account current hunger level of the creature, because it's a situational thing and will change with first meal eaten and form caravan screen is for long-term planning.

Also, I miss this value "Nutrition eaten per day", on the creature info screen, I use form caravan screen to figure out this value.
#11
Caravan loading works great for me, but sometimes you'll forget something. Normally you can right-click on the missed item and select "add to the caravan", but sometimes this button is greyed out even if there is still place.

Also, when planning a caravan on the "Form caravan" screen, sometimes you need to check something in your colony and you have to close that screen. All your planning gets lost after that, which is really frustrating.

Sometimes you need to add an item to the caravan after it has already left but still near the colony. You can't do it right now without reforming the caravan, which is kind of sad.
#12
Quote from: Tynan on August 15, 2018, 09:59:01 PM
But players don't tend to interpret, say, DOOM's increasingly difficulty fights as "punishment".
Imagine DOOM with permadeath and when you pick a pack of shells threat level increases significantly. When you pick up a gun threat level increases even more. Now you no longer can grab all the ammo you see, and you no longer can pick all that shiny new guns. You have to think careful what to select and what not. And that's kind of frustrating, because you really want that shiny toys.

Now, even then you'll want to progress in that inhuman DOOM, because it has clear sense of progression - completing levels. In RimWorld your progress can be increasing level of safety and well-being of your colonists, and if not developing your base means more safety for your people, then you are very motivated to not develop it. But you really want to.

An explicitly articulated "notice" system sounds like a great solution though.
#13
Colonist eats 2 meal per day. Gourmands tend to eat like 2.5 per day The ones with gut worms eat more also. Then, someone can join during the winter, you may got a prisoner or two.

Rice and corn grows on rich soil around 1.3 times slower than the number in the description. Potatoes grow around 10-11 days on normal soil.

It's better to have at least your winter length + 1 season + 5 days amount of food in your freezer. Divide that number by 2 if you are well stocked with meat and do fine meals. You need that extra 1 season buffer for a toxic fallout possibility. 5 days is a growing time of rice on rich soil.
#14
General Discussion / Re: Getting a handle on meat
August 09, 2018, 03:41:41 PM
I just want to say that hunting is ridiculously lucrative. Mowing down a pack of 6 muffalos gives you something like 1600 silver if you sell that meat and leather. It takes very little effort and almost no risk to do that, just draft 4-6 colonists with decent weapons. If the pack aggroes, micro them until all of the muffalos are dead.

No need to do something to grow wealth, if nearest town have something you want to buy, just kill some animals on your map and buy it. Need some bionics? Kill 6 muffalos. Need an archotech eye? kill 14 muffalos or equivalent.

I modded my games to have amount of animals on Temperate Forest biome be slightly less than tundra has on vanilla, otherwise it feels too unbalanced. I don't want to play on other biomes because I like variety of seasons in Temperate Forest.
#15
I like wealth based raid sizes, it makes sense. If you settlement looks wealthy, there will be more people willing to ransack it. If you want to live good, you must invest in protecting it, it matches the feeling of a rimworld.

And it allows you to develop in your own pace, you can be equally successful both on NB and normal start.

I think all other systems, like time based or based on damage inflicted by the previous raid have their own problems and suit less for this game.

There is of course the problem that this system discourages players from progressing. The best way to fix it I think is to somehow make progressing more desirable for players, so they see increased raid threat as another problem they need to solve to get to their goal.

May be the way to fix it is to allow players to bribe the raiders with expensive items if the raiders are after the wealth. This way, even if you've miscalculated your ability to defend your wealth, you can always just give the excesses away. And later, after the raid, you'll have motivation to protect your wealth better. And you'll want that wealth even more, because it was denied from you.

Or may be instead of giving players a way to bribe the raiders, may be make the wealth-based raids less targeted to destruction and more targeted to robing. So, those raiders won't try to kidnap colonists or burn the base, just grab some amount of valuables and leave. Or may be combine this and the previous one.

Also, one way that encourages progressing right now is a necessity to be sustainable against other threats, like you need enough food in your storages to be able to survive random volcanic winter -> toxic fallout combo.

Another way is may be presenting players with quests with desirable rewards, like cool implants or mech healing serum, but to complete these quests the player must progress.