Just downloaded and started up. As always, looking forward to the new content.
Like that stonemason table is now re-searchable - like was too easy just building everything from stone from day one.
Not sure how to interact with friendly fractions. Obviously arresting any one of them turns them against you, but how can you trade with them or otherwise make them useful?
Quote from: Cassey on April 10, 2014, 03:13:17 PM
Just downloaded and started up. As always, looking forward to the new content.
Like that stonemason table is now re-searchable - like was too easy just building everything from stone from day one.
Not sure how to interact with friendly fractions. Obviously arresting any one of them turns them against you, but how can you trade with them or otherwise make them useful?
You can't trade with them yet. The real interactions are on the comms console.
You can give them silver to make them like you. And you can ask for them to come fight with you. That's it for now. Yeah, it's rough!
Tis cool. Everything starts somewhere.
Just had a friendly group visit while I was being attacked. They helped! Now THAT was useful!
Be nice if they chipped in and did some work for a short while...
Ah... trying the new mega map, 300 x 300 and finding I can't build things to the edge. I can mine it, but not build power conduits, beds, lamps, etc. in that space. Looks like the last 12 squares on the right hand edge are affected.
Quote from: Cassey on April 10, 2014, 06:59:56 PM
Ah... trying the new mega map, 300 x 300 and finding I can't build things to the edge. I can mine it, but not build power conduits, beds, lamps, etc. in that space. Looks like the last 12 squares on the right hand edge are affected.
By design; you can't pack your base up against the edge of the map any more (it was leading to a lot of lame degenerate strategies).
12 squares from the edge? Seems like a bit much - especially since you can mine it, but can't build in it.
What happened to the sunlamp? I can't find it. Has it been removed?
Little thing, but when paying off your neighbors, it would be nice if your silver count decremented on the main screen. It updates when you leave the session.
Also... in the next round? How about being able to prioritize construction based on class? e.g. Security and defenses before carpet?
Quote from: DethBringa on April 10, 2014, 10:09:42 PM
What happened to the sunlamp? I can't find it. Has it been removed?
Still there: Furniture->Sun Lamp
(http://i104.photobucket.com/albums/m192/C_gaskell/nosunlamp_zps0ba4938b.jpg) (http://s104.photobucket.com/user/C_gaskell/media/nosunlamp_zps0ba4938b.jpg.html)
Maybe mine has bugged or something.
Do you have any mods installed perhaps? If not, your installation may be bugged. Or I'm just completely missing the problem.
yes I have 2 mods:
-BetterPower+
-GravesAreForHumans
First time I have ever tried mods in rimworld.
Try disabling them and start a new colony. Do you have the sun lamp then? If not, you could try reinstalling.
Yep seems its one of the mods.
Then try enabling one of them and seeing if it causes the problem. Do the same for the other. Once you've found the problem mod, ask the creator of that mod about it in their thread.
OK - animal regen is running a bit rampant...
I have SEVEN hunters designated with Hunting as their top priority. I mark anything that moves to be hunted, and can't keep up. (do love that new feature!)
Random Randy, 300x300, and still plagued with insane animals.
The sun lamps going missing is my fault with BetterPower+. No idea why it has happened, so I'm going to be looking into it and patching tonight. Sorry in the mean time :/
Anyone else had muffalos disguised as bodies, hair pieces or agave plants? The three I had before I hunted them to extinction "liked" to shift between the three graphics.
That comes from accessing your mod menu at any point. I dont know why it affects it, but it does XD Just make sure whenever you turn on or off mods in the mods menu, you restart the entire game before starting playing with your old/new colony.
I picked up some goodies from re-entering wreckage like medkits, ammo, uranium... but didn't find a trading vessel that would buy them. Is this an intended change, a bug or is my install broken?
Quote from: Col_Jessep on April 11, 2014, 02:06:41 PM
I picked up some goodies from re-entering wreckage like medkits, ammo, uranium... but didn't find a trading vessel that would buy them. Is this an intended change, a bug or is my install broken?
Intended change. These items do nothing for now.
Quote from: Tynan on April 11, 2014, 02:10:10 PM
Quote from: Col_Jessep on April 11, 2014, 02:06:41 PM
I picked up some goodies from re-entering wreckage like medkits, ammo, uranium... but didn't find a trading vessel that would buy them. Is this an intended change, a bug or is my install broken?
Intended change. These items do nothing for now.
Thanks for the replay! Need to think of some nice mod for that then. =3
Quote from: Cassey on April 11, 2014, 10:06:21 AM
OK - animal regen is running a bit rampant...
I have SEVEN hunters designated with Hunting as their top priority. I mark anything that moves to be hunted, and can't keep up. (do love that new feature!)
Random Randy, 300x300, and still plagued with insane animals.
You're right. Hunting is a bit too easy.
I'll reduce animal regen and try to get some dangerous animals in there. The muffalo really should fight back.
Quote from: Tynan on April 11, 2014, 02:20:39 PM
Quote from: Cassey on April 11, 2014, 10:06:21 AM
OK - animal regen is running a bit rampant...
I have SEVEN hunters designated with Hunting as their top priority. I mark anything that moves to be hunted, and can't keep up. (do love that new feature!)
Random Randy, 300x300, and still plagued with insane animals.
You're right. Hunting is a bit too easy.
I'll reduce animal regen and try to get some dangerous animals in there. The muffalo really should fight back.
It also produces more food than I can use - I have large storage areas full of dead animals awaiting slaughter.
There's something odd with the combat side. For example, when animals go crazy and attack someone my people will continue on their merry way getting beat on. It takes a whole lot for them to stop and fight back.
Then, I stumbled on another arrangement that confuses attackers.
(http://i.imgur.com/OYE4fiO.jpg)
Raiders will walk right by the sandbag emplacements getting mowed down. They are trying to get to the notch by the storage area on the right. Then those two corners infront of Sherman are prime kill spots. The left one, they don't even attack as they are getting blazed away. They beat on that corner like the madmen they are.
-hunting is kinda iffy. i still have to micromanage their corpses so colonists would go collect them. (i was hoping that anything dropped as a result of player action should be auto-unforbidden. ie: dead animals or dead humans and their dropped weapons).
-the "create up to" bills finally got added. :)
-the "planning" order is kinda neat, it's great for laying out the floorplans for the entire base.
-i also like the way the new trading system works with the beacon. it's much easier to make different stockpiles on a single beacon rather than making several launchpads. it also fits easily on irregular shaped rooms
-it would be nice to have a rescue option for incapacitated friendly NPCs. maybe gaining goodwill in the process.
-btw, tribals communicating via comms console is kinda funny atm. ;D
More an observation and anything else, but I routinely play Random Randy. Now I know its random, or at least pseudo random, but as my colony progresses so do the raiders, generally in nice balance. For instance, my colony of 20 or so will get attacked by a large mob, maybe 30 aggressors. I can handle that. I can handle that sometimes they attack immediately. Nice twist, keeps me on my toes. I can't handle it when two attacks of similar strength happen at the same time, often from opposite directions. If the second one is an immediate attack, you simply don't have time to call for help (which is my guess on what you were encouraging).
Its an automatic reload back far enough that the RNG changes and I don't have to experience it.
Would it be possible to limit attacks to one at a time, especially from one outpost?
I am with Keylocke on the hunting. If an animal is targeted for hunting when it is killed the hunter should go pick it up and bring it to storage.
Quote from: ApexPredator on April 11, 2014, 11:09:11 PM
I am with Keylocke on the hunting. If an animal is targeted for hunting when it is killed the hunter should go pick it up and bring it to storage.
This is on my to-do list for A4.
can i know where to download alpha 3??
If you have buy it you will reciebe a email wiht the dowload site.
:D
So I was eagerly awaiting A3 for a little while now, and ever since it released 2 nights ago I've been playing it pretty often. I absolutely love the addition of the music, as it really helps the mood and it's very fitting for the theme of the game (Western-SciFi? well why the hell not).
My first colony was up against a bunch of the new Tribal societies, and their ludicrous zerging method eventually proved too much for just a simple firewall (name from the Wiki). Eventually I made a second colony and filled the 'kill zone' with rows of sandbags to impede their forward progress, but ultimately the best tactic was to always keep a few sentry turrets walled up inside the kill zone so that the zerg would momentarily stop to take them out. Ultimately, the tribal colonies were much harder for me than the pirates just due to the sheer numbers combined with melee oriented charges. Also I finally see the power of stonewalls versus metal. An absolute must for your front door unless you want to rebuild it every attack.
Overall I find that Alpha 3 was a huge improvement when compared to Alpha 2's update to Alpha 1. I'm really looking forward to more stuff to play with, as I'm probably done for the time being until A4. Great work Tynan, glad to see the game coming along so well.. and still so damn addictive. My friends couldn't get me away from this game in it's Alpha state to go play some currently popular AAA games these last 2 nights ;D
I'm liking the new version. First, I'll echo the earlier comment about hunting needing some extra automation. Maybe a bill on the butcher station to "create" corpses ;) enough to x quatity of meat.
I like the new cooking bill system. In particular, I like the way it encourages evolving game play. My first game I started by skipping the paste dispenser all together and just making simple meals. I found this left me in the weeds development wise in fairly short order. You really need to plan out your cooking layout or your cook will spend all of their time running around. So, my next round I started with a paste dispenser and switched to simple meals once I had things set up. Later on, I found myself swimming in food, so I switched to fine meals once I could make them. Then when swimming even further, I switched to Lavish Meals. I liked the progression.
Edit to add -
I really like the music. It's great.
Rimworld Alpha, now in 3D!
one thing i noticed that i thought was odd.
on cassandra classic my colonies struggle from a combination of little trade( trade ships rarely come) and the few that do come either dont have what i need (gun, slaves) or they wont buy the stuff i have in stock( i get industrial traders mostly but they will not buy my 200+ produce while im completely out of silver and metal.)
in randy random i dont have this problem.
Current Issues:
* Dead animals killed by my colonists shouldn't be forbidden. Animals killed by <insert group here> should be forbidden.
* Cassandra seems to never send by a slave or gun trader.
* Can't use or trade off items like ammo, uranium, shells, etc...
Wishlist
* I would love to have a "Head to homezone" button, so that when raiders show up... I can tell everyone to only do jobs in the homezone and not wander off. Currently, I have to recruit everyone to keep them from wondering off if I have any jobs away from the base. Which means I waste 1-4 minutes of them just sitting around waiting for the raiders to ready up.
Dead animals being forbidden is on his to-do list, and you won't be able to sell ammo, uranium, and the like until they actually do something.
I like your idea though, it does get frustrating when your colonists run into gunfire to go haul metal or something.