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RimWorld => General Discussion => Topic started by: Visitor000 on December 20, 2016, 11:20:20 AM

Title: Alpha 16! Discuss.
Post by: Visitor000 on December 20, 2016, 11:20:20 AM
While I have not yet played the new Alpha release, the video Tynan posted more than piqued my interest. So far, we now have an actual spherical planet that already pumped several ideas into my head, though hopefully in later builds we get better customisation on the planet (I.e. choosing which Faction type exists, no pirates, no tribes, or yes pirates, no others, etc) I also hope that we might get an Easter Egg Earth seed for us to play around in.

The ability to trade and attack other settlements makes me feel like I am playing Civ. Going around and becoming a large colony of warmongering cannibals who wipe all other settlements out. I also find the creation of other Settlements intriguing as, in my mind, I feel like we could somehow create an Empire or something of that sort.

What are your thoughts on the new Alpha build?
Title: Re: Alpha 16! Discuss.
Post by: A Friend on December 20, 2016, 11:30:33 AM
Haven't personally played it yet. But I'm gonna ask those that have, does the caravan feature solve the lategame boredom issue?

Edit: I meant lategame, instead of endgame.
Title: Re: Alpha 16! Discuss.
Post by: SilentP on December 20, 2016, 11:55:43 AM
I'm looking forward to the new tech tree and the addition of drop pods. 

The caravan seems interesting as well, giving a new style of play for nomadic tribes.

I hope there are new things to craft like bionic parts, prostheses, new weapons, new armor, new turrets.

The mod community certainly has their work cut out for them.  I *love* the Prepare Carefully mod and I hope it made it into A16.

It will be neat to see if animal husbandry is more viable now with the addition of caravans. 
Title: Re: Alpha 16! Discuss.
Post by: grinch on December 20, 2016, 12:23:47 PM
played a16 a few hours.
New tech tree is very good, more intuitive.
Pets have new options, follow at draft, follow at work (yes/no), well at least your trained animals dont die due to IA stupidity.
The caravan thing its very interesting (muffalos are a must for transport cargo), you are free to move, split, settle. There are random encounters (rpg style) and other events (i see one for leave the planet) marked by flags. Max 5 colonies, they running simultaneously.
Title: Re: Alpha 16! Discuss.
Post by: RayvenQ on December 20, 2016, 12:29:00 PM
Something I noticed today

Caveat Here that the save I found this on was created on Unstable, though i observed this behaviour also while playing on the release version, though whether it got patched or changed between the latest unstable and the release I'm not sure.

I had 3 pawns come down with plague, so I savescummed, gave all my colonists Penoxycyline and waited for the event to happen again, and it did, the same 3 got the plague (which Penoxycyline didn't actually block) However, I noticed that with my undrugged colonists, the percentages of plague infection vs immunity, were heavily off, it didn't take long for the plague to turn major, while my colonists immunity was still pretty low. The second time around however, when they have Penoxycyline in their system, their Immunity was pretty high (something around 60%) this time while the plague infection stayed the same.

I also confirmed this playing on the A16 release, except this time, I hadn't taken Penoxycyline beforehand, but once i did, my infected colonists immunity jumped up to around 60% right away.

tl:dr Penoxycyline acts like an antibiotic, not preventing illnesses (at least with plague, not sure about the others) but making your colonists immunity boosted when on the drug.
Title: Re: Alpha 16! Discuss.
Post by: Headshotkill on December 20, 2016, 12:43:48 PM
I've thought about changing the 'building your own ship' ending, considering there's now a alternative 'make a journey to a ship' ending I think it needs rebalancing.
Maybe increase the amount of material needed to make a ship, so you have to make mining outposts or something, or go to areas for rare materials that aren't traded very often.
Maybe take out the current feature of the ai persona core falling from the sky and require you to attack a mechanoid hive on the world or something?

And to reply to RayvenQ:

Penoxycyline like in real life with antibiotics does not really prevent or cure diseases, those meds only weaking the pathogenes enough so your body can safely fight back the invasion with it's own immune system. Hence when you gave your colonists the drugs it immidiatly weakened the pathogenes giving your people a immune boost.

If it were totally realistic it wouldn't boost the immune devellopment process but instead slow down the speed that the disease worsens.


Random thought: Do we have immune deficiencies in rimworld yet?

Anyway, those are the firsts thoughts that jumped into my head when I tried the new version.
Title: Re: Alpha 16! Discuss.
Post by: Hieronymous Alloy on December 20, 2016, 02:45:36 PM
In terms of core gameplay, the biggest changes are  imho

1)that spaciousness bonus only requires 42 tiles, allowing 7x7 bedrooms; coupled with the other rebalancing its a lot easier to get bedroom and other room bonuses

2) bionics installation and surgery are far more dangerous now; medicine now functions like herbal used to, so you need gliterworld meds and / or a souped up surgeon for guaranteed safe install of bionics.

Haven't played with the travel mechanics yet.

I would really like someone to update the gun dps calculator for the new gun values.
Title: Re: Alpha 16! Discuss.
Post by: Jimyoda on December 20, 2016, 02:53:38 PM
Quote from: RayvenQ on December 20, 2016, 12:29:00 PM
I had 3 pawns come down with plague, so I savescummed, gave all my colonists Penoxycyline and waited for the event to happen again, and it did, the same 3 got the plague (which Penoxycyline didn't actually block)

It's key to know that certain hediffs (like infections, pregnancy, blood loss, etc.) are NOT listed as soon as they start, or at very low severity.  So it's probably certain that those colonists had *just* contracted the plague, but it hadn't been revealed yet. You would have needed an older save to go back before the infection really started.

Tynan sums it up well here: https://ludeon.com/forums/index.php?topic=28211.msg285386#msg285386 (https://ludeon.com/forums/index.php?topic=28211.msg285386#msg285386)
Title: Re: Alpha 16! Discuss.
Post by: RayvenQ on December 20, 2016, 02:58:21 PM
Though it is good that it boosts the immunity, post infection, to the point where it can make it much more survivable.
Title: Re: Alpha 16! Discuss.
Post by: carbon on December 20, 2016, 03:08:07 PM
Currently trying to build a drop pod-based bombing / attack system.

Option 1a) Splinter bomb - Fill drop pod with 375 (wooden) shivs, light resulting coverage area on fire (via incendiary mortar?).
Watch it all burn.
I tried an initial test run of this, ran into problems simply putting it together (you need nearly 400 open tiles of storage for one pod). Using wood also reduces the health to 40, which means it doesn't burn for very long. Not a problem if you just want to propagate fire (e.g. burn down a base), but less likely to result in enemy burn casualties.

Option 1b) Hatfall - Same concept as splinter bomb, only bigger. Using Tuque instead of shivs means one can stuff over 2,000 items into one pod. You just need a staging area big enough to house all of those hats and 50,000+ crafting material, but boy would that be cool. Upside is that tuque has more health than shivs so it will burn longer too.

Option 2) Boombomb - Tame some boomrats / boomalopes, drop pod them right on top of the enemy. *POP* *POP* *POP* Everyone's dead.
Downside is you have to stockpile several dangerous animals for when the right moment strikes.

Option 3) Cruise missile - Fill a drop pod with mortar shells. Litter an area with them. Light the fuse and watch the fun.
This will probably be the most practical and effective. It can safely be loaded up well in advance (actually drop pods are an inflammable place to store shells).
If you throw in a boomrat and some hats, it'll light itself. The only problem might be coverage area.

There are probably other ideas out there as well
Title: Re: Alpha 16! Discuss.
Post by: keylocke on December 20, 2016, 04:44:59 PM
most AI bases are made of wood. so fun to burn stuff.  just bring enough steel and ammo to build incendiary mortar.

or just bring someone with a molotov/incendiary launcher, get a shield bait to distract enemies, then sneak behind their base and go crazy with the molotov/incendiary launcher and start multiple ignition points. then quickly retreat your shield bait and pyro so that enemies go back to their scorching base and get incapacitated by heat trapped inside rooms.

you can even unleash your gunners against the enemies once they're too distracted by the flames. shoot em 'til they're dead or incapped, afterwards stroll on in and claim your prize.
Title: Re: Alpha 16! Discuss.
Post by: Sirportalez on December 20, 2016, 05:42:11 PM
Just played for a short time.
No insect meat in default on cooking stove! Yeah!
Title: Re: Alpha 16! Discuss.
Post by: buttflexspireling on December 20, 2016, 06:07:29 PM
  I don't like the strategy of alternating rooms
in demand by colonists with prisoners' rooms
that aren't in demand. By this same strategy
of switching rooms heated by heaters with
rooms cooled by air-conditioners I try to
interrogate raiders. They like it.
Title: Re: Alpha 16! Discuss.
Post by: MailletC on December 20, 2016, 07:19:41 PM
I migrated over to Steam a while ago, but I wanted to stop in and say this:

The sole feature I wanted to have included in the game is the ability to form a war party, and go raid the pirates that keep attacking me. Thanks to Tynan's everlasting benevolence, I can now form a caravan, and go give those pirates a taste of their own medicine! I'm going to make my Rimworld great again!
Title: Re: Alpha 16! Discuss.
Post by: Wishmaster on December 20, 2016, 07:57:37 PM
A psychic ship just crashed within my walls.
I attack it, it spawns 2 centipedes and 2 scythers. After downing one scyther, the remaining mecanoids began to exit the map.... WTF ?? This never happened in A15 to me. Is this a bug ? Are mecanoids scary now ?
I checked their toils and it was well "Exit map" too...
Title: Re: Alpha 16! Discuss.
Post by: KevinHann on December 20, 2016, 08:34:45 PM
This sounds... unintended. Maybe your colonists suffer from sensory mechanites and that spooked them off?  ;D
Title: Re: Alpha 16! Discuss.
Post by: Shurp on December 20, 2016, 08:44:13 PM
Questions:

1) Where did the character tiles disappear to?  I had just gotten used to them...

2) What is this "bad temperature" work penalty?  Yes, my stove and my butcher table are in my freezer.  How much of a penalty is my cook suffering, and where is this shown?

3) Why is Randy hitting me with an eclipse on day 3?  Talk about aggressive!
Title: Re: Alpha 16! Discuss.
Post by: Spdskatr on December 20, 2016, 10:30:29 PM
Quote from: A Friend on December 20, 2016, 11:30:33 AM
Haven't personally played it yet. But I'm gonna ask those that have, does the caravan feature solve the lategame boredom issue?

Edit: I meant lategame, instead of endgame.
Lategame boredom? Specify.

1. Running out of resources
Once you have found the option to enable multiple colonies, you can create a mining base adjacent to your main colony to stock up on tons of resources. Tip: Use drop pods, as one muffalo can only carry 140 steel. You can even build deep drills. Be wary that raids will still be as strong as if they raided your main base, so set up defenses ASAP.

2. Raids
Enemy outposts are just three wooden buildings - and they won't bother you unless you go into their home area. That makes siege tactics perfect for decimating them. To unload resources from a muffalo during a raid, just click on them, click "gear" and find the item you want it to drop. Then click "Drop".

After you defeat an enemy base, you have 24 hours to loot everything from it and form a caravan with your newfound loot, otherwise the caravan will automatically form.

Once all the bases of a faction are defeated, the faction is considered "Defeated" and they won't raid or trade with you ever again.

3. Drop pods

Transport pods have many purposes. Either to resupply a mining base with food, to reinforce your raids, to defend yourself from other people's raids, and to launch mid-base raids on pirates. They are relatively cheap to produce once you have set up bulk mining. Chemfuel is also very cheap to produce as it can be made from any raw food or plant matter, as well as wood.

4. Endgame goal

There is still an option to build your ship, but after 5 or so days a message will appear that there is a starship hidden on the planet and you have to conduct an odyssey to get to it (Transport pods have limited range). Once your caravan reaches the starship, the entire caravan will be sent into space.

Quote from: Shurp on December 20, 2016, 08:44:13 PM
2) What is this "bad temperature" work penalty?  Yes, my stove and my butcher table are in my freezer.  How much of a penalty is my cook suffering, and where is this shown?
Work speed penalty for production tables in "bad temperature" (x0.6) or "outdoors" (x0.8)

Honestly, a stove in your freezer is still more efficient.

Unofficial changelog (https://www.reddit.com/r/RimWorld/comments/5i8wz5/a16_new_update_features_list/?st=iwye067f&sh=16be94c0)
Title: Re: Alpha 16! Discuss.
Post by: A Friend on December 20, 2016, 10:42:34 PM
I think it would have been better to ask how long your colonies usually last now. "Lategame boredom issue" is too vague. Usually by 2-5 years, your colony would have achieved everything and there'd be nothing left to do except restart (or get rekt by Randy).
Title: Re: Alpha 16! Discuss.
Post by: MikeLemmer on December 21, 2016, 03:18:16 AM
I've used the option to run multiple colonies to set up a part-time hunting camp right next to my colony. I randomly selected my starting location on an Ice Sheet neighboring a Tundra. Looking over my colonists' stats (not a single Grow or Cook above 1), I realized I could be in some trouble. So I decided to send my hunters to the nearby Tundra to see if they could find more food. Sure enough, there's a muffalo herd there, plus plenty of berries to pick. I set up shop in an abandoned building, built a butcher bench quick, hunt down & chop up a muffalo, and then haul the meat back to my colony. I have to be careful how many colonists I send over at once in case I'm attacked by raiders, but it's an interesting solution to my food & wood shortage problems. Hopefully it'll last me long enough to get my Hydroponics room going... or just decide to move my entire colony over to the tundra. (I would've done that from the start, but it was -30F outside and steel/wood weighs a lot.)
Title: Re: Alpha 16! Discuss.
Post by: Spdskatr on December 21, 2016, 04:35:02 AM
Quote from: MikeLemmer on December 21, 2016, 03:18:16 AM
I've used the option to run multiple colonies to set up a part-time hunting camp right next to my colony. I randomly selected my starting location on an Ice Sheet neighboring a Tundra. Looking over my colonists' stats (not a single Grow or Cook above 1), I realized I could be in some trouble. So I decided to send my hunters to the nearby Tundra to see if they could find more food. Sure enough, there's a muffalo herd there, plus plenty of berries to pick. I set up shop in an abandoned building, built a butcher bench quick, hunt down & chop up a muffalo, and then haul the meat back to my colony. I have to be careful how many colonists I send over at once in case I'm attacked by raiders, but it's an interesting solution to my food & wood shortage problems. Hopefully it'll last me long enough to get my Hydroponics room going... or just decide to move my entire colony over to the tundra. (I would've done that from the start, but it was -30F outside and steel/wood weighs a lot.)
The sky's the limit! I've got a logging camp, a mining base and a giant farm all linked via transport pods to my main base, which has become a specialized production area for apparel, medicine and weapons that I send back to the other bases. This means that I can finally mass-produce mortars; I'm sure everyone's pretty scared of me by now ;D
Title: Re: Alpha 16! Discuss.
Post by: Serenity on December 21, 2016, 01:24:27 PM
One thing I just noticed with the improved world generation: coastal mountain maps are now pretty common. Awesome :)
Title: Re: Alpha 16! Discuss.
Post by: MikeLemmer on December 21, 2016, 04:10:52 PM
Quote from: Spdskatr on December 21, 2016, 04:35:02 AM
The sky's the limit! I've got a logging camp, a mining base and a giant farm all linked via transport pods to my main base, which has become a specialized production area for apparel, medicine and weapons that I send back to the other bases. This means that I can finally mass-produce mortars; I'm sure everyone's pretty scared of me by now ;D

I hope this leads to Tynan tweaking the animal spawn rates, or modify how you hunt. It's nuts that the most reliable way to gather meat is to continuously make new colonies adjacent to yours, set up a butcher bench, and hunt all the animals there before moving on.
Title: Re: Alpha 16! Discuss.
Post by: Bozobub on December 21, 2016, 04:31:58 PM
Why is that "nuts"?  That's how subsistence hunting actually works IRL.  People followed the herds, generally, not the other way 'round, until modern large-scale animal husbandry came into practice.
Title: Re: Alpha 16! Discuss.
Post by: Shurp on December 21, 2016, 05:14:56 PM
Interesting point.  We now have the option to play as hunter-gatherers clearing out one neighborhood before moving on to another.

It would be interesting to see the Tribal factions do this on our colony map.  You see a message "Tribals have decided to hunt in your neighborhood"  They build some small wooden huts, then hunt and kill any animals they find outside.  As long as you keep your animals inside they're safe.  Though they might decide your colonists wandering around outside look tasty... :)
Title: Re: Alpha 16! Discuss.
Post by: MikeLemmer on December 21, 2016, 07:18:26 PM
Quote from: Bozobub on December 21, 2016, 04:31:58 PM
Why is that "nuts"?  That's how subsistence hunting actually works IRL.  People followed the herds, generally, not the other way 'round, until modern large-scale animal husbandry came into practice.

Because multiple colonies/tiles in RimWorld are still treated as completely separate things. It's most noticeable when you have 2 colonies side-by-side: one will have a Cold Snap or an Eclipse and the other will be just fine. It gets really weird when one's under a Volcanic Winter. Most importantly for this topic, it means that herds of animals don't actually travel; they just appear or disappear from each colony with no way to actually track them. And since RimWorld (currently) doesn't handle traveling colonies well, you either have to wait for another herd to travel near you... or set up a temporary colony and take advantage of the bountiful initial setups to slaughter everything on the map before moving on to the next tile.

Frankly, I'd love it if next update, you could see herds traveling on the map and send a hunting party out to kill a few of them. Or have some other means of sending people out to hunt away from base than just setting up a new colony next door.
Title: Re: Alpha 16! Discuss.
Post by: DepOpt on December 21, 2016, 09:42:05 PM
Quote from: Shurp on December 21, 2016, 05:14:56 PM
Interesting point.  We now have the option to play as hunter-gatherers clearing out one neighborhood before moving on to another.

It would be interesting to see the Tribal factions do this on our colony map.  You see a message "Tribals have decided to hunt in your neighborhood"  They build some small wooden huts, then hunt and kill any animals they find outside.  As long as you keep your animals inside they're safe.  Though they might decide your colonists wandering around outside look tasty... :)
That would be a VERY cool random event. If it was an allied Tribe, then all would be well. Maybe even have a couple trade opportunities. If it was an enemy tribe, it might be more like a tribal version of a siege.

Quote from: MikeLemmer on December 21, 2016, 07:18:26 PM


Frankly, I'd love it if next update, you could see herds traveling on the map and send a hunting party out to kill a few of them. Or have some other means of sending people out to hunt away from base than just setting up a new colony next door.
That would be pretty cool. A smallish map with a large herd of animals on it to hunt.

Personally I'm looking forward to finally having a use for boomrats; i.e. as guided attack bombs on enemy bases, with no fear of burning down my lovely home region. I'm quite fond of nice, lush forests and rainforests, so being able to weaponize forest fires on my enemies without ruining the whole reason for playing in those zones (it's pretty, don't judge me) is a glorious day.
Title: Re: Alpha 16! Discuss.
Post by: Spdskatr on December 21, 2016, 09:55:47 PM
Quote from: DepOpt on December 21, 2016, 09:42:05 PM
Personally I'm looking forward to finally having a use for boomrats; i.e. as guided attack bombs on enemy bases, with no fear of burning down my lovely home region. I'm quite fond of nice, lush forests and rainforests, so being able to weaponize forest fires on my enemies without ruining the whole reason for playing in those zones (it's pretty, don't judge me) is a glorious day.

But you already can... Animal areas... Also tuque drop pods. Ignition and wait...