Hi everyone,
First of all: I love this game and spend waaay too many hours already on it. With the A16 update it now also has something which actually makes me want to play it more. However I am experiencing two issues out of my personal perspective:
1. Once I have set my base, all defenses, everything I can build etc - I don't know really what to do. Raids are not coming often enough imo even on hard and I feel like sitting there and waiting for something to happen. Sure, wanderlust and raiding would help but heres my second problem:
2. I hate waiting! And while attacking via droppods is fast and nice, the long walk back takes ages where you cannot really do much. Also I really, really, reeeeally dislike leaving stuff behind after a succesful raid. I can see 30k meat and 5k meals and can only take a few, even with 5 muffalos with me and 10+ people raiding.
So, what are you guys doing to enhance fun and have more action in late game?
I guess biggest question for me: Is there any way to speed up the caravan coming back and a way to be able to have more weight added to persons or animals? With more I mean how much ever I want. I was looking through so many mods and daily checking for new, but cannot really find any :(
Thanks already,
Trigger
Rimworld doesn't really have a goal. Most games are designed with losing conditions and winning conditions. Rimworld was designed as a simulation/story generator first and then some goals, like building the ship, were tacked on. It's fundamentally a sandbox "game". And there's not nearly enough pressure to consider Rimworld a survival game, too much time and design went into making fussy colonist happy and pretty furniture.
It's like roguelikes Dungeon Crawl Stone Soup vs Cataclysm DDA.
Can you launch your squad and enough mats to build launchers to launch them back, or turn off the "1 colony" limit so you can stay on the raid map indefinitely and build that one up to get launchers to launch back? the second will take longer, but its something different.
Quote from: skullywag on January 24, 2017, 10:45:51 AM
Can you launch your squad and enough mats to build launchers to launch them back, or turn off the "1 colony" limit so you can stay on the raid map indefinitely and build that one up to get launchers to launch back? the second will take longer, but its something different.
First I tried of course but it is spending a lot of ressources while not having a lot of time to really pack the stuff and destroy the pads again to get ressources back. Second I think my PC won't make it with all the mods im running. Some of them seem to lower the performance heavily (=robots) and I can hardly run triple speed cos of the low FPS.
I think however I will try it out at some point if there is really no mod to have unlimited weight on some animals or persons/super fast caravan movement speed. Does anyone know if they exist or someone is working on it at least?
Thanks
Want to have more fun? Quit playing to win. Randomize a bunch of colonists with chemical fascination, produce a mountain of drugs, restrict everyone to joy 24 hours a day and see what happens. Create a scenario with all building, growing, etc. disabled, give yourself a single pawn with cannibal, and see how long you can last roaming the world hunting people down and feasting on their flesh. Play the economic game and try to hoard enough gold to build yourself an entire palace out of it. Play a pacifist game with all colonists incapable of violence and gun turrets disabled.
Be creative. When you play to win you pigeonhole yourself into a small number of dominant strategies(killboxes etc.) that get incredibly repetitive in the late game and make it less fun. The possibilities in this game are almost endless. Relentlessly and repeatedly optimizing for raid fighting efficiency on every map in every scenario sounds like it would get old after a while.
Moral of the story: you need to set your own goals because the game provides you little.
Nomadic lifestyle? I've begun a tribal playthrough and already old habits of settling turn up. I was planning to move from tribal to tribal outpost in epic tribal warfare style.
There needs to be some kind of expensive teleporter to transport items between bases, imho. For the first time I set out to build a second base outpost because I was running out of metal on my original one, but I found that there are only extremely cumbersome ways to send back metal from my outpost to my old base. Even with launchers you spend 80+25 metal(component+work it took to make it) to send 300 back. That's way too slow.
Make a giant launcher pad or a teleporter of some kind to get stuff done.
Quote from: KingKnee on January 24, 2017, 01:41:42 PM
There needs to be some kind of expensive teleporter to transport items between bases, imho. For the first time I set out to build a second base outpost because I was running out of metal on my original one, but I found that there are only extremely cumbersome ways to send back metal from my outpost to my old base. Even with launchers you spend 80+25 metal(component+work it took to make it) to send 300 back. That's way too slow.
Make a giant launcher pad or a teleporter of some kind to get stuff done.
Why even bother, you can just grow drugs, brew beer, make sculptures or all of them. Sell it to traders and buy all the metal you need.
As for the OP, sounds like you are playing on way too easy a difficulty. Play cassandra on extreme or randy random on extreme. Don't make perfect pawns, pick a difficult biome.
Or try something like this,
https://ludeon.com/forums/index.php?topic=28853.0
You have to make your own fun in rimworld. I tried playing with growing and hunting disabled (and I didn't recruit to hunt animals). That made for a completely different type of run where my best source of food was to have animals that produce milk or eggs and of course human meat from raiders or through trading.
Even though personally I find the most fun games are the ones where you lose, if you survive long enough you will usually hit a fairly stable point where you could easily work to launch the ship if you want.
And finally if all this is boring to you check out the mods for this game. Glitterworld tech mod can make the game very difficult since opponents come with really OP guns that can light your people on fire among other things. Hardcore SK is also a choice if you want a really, really hard challenge.
Quote from: b0rsuk on January 24, 2017, 11:13:40 AM
Moral of the story: you need to set your own goals because the game provides you little.
this is the manual to any sandbox game.
@OP how many colonists do you have , how much wealth and what difficulty?
numbers of colonists and wealth define your threat Level.
if you just have 5-6 pawns and not much wealth, it can be a boring game.
my endgoal is always to stockpile more and more wealth to get bigger raids. (atm at 2.4m wealth)
also i try to build some fluff stuff, like a giant chessboard with sculptures or a giant tetris game (in my durrent game) or make a insect jelly farm, try other biomes like icesheet or desert, try only cannibal tribe etc..
this game has endless possibilities if you set your own Goals.
One of the beautiful things about Rimworld, however, is that you can change the difficulty/storyteller mid-game, as often as you like. So, if you're the "builder" type, and want to see huge raids eventually but not TOO soon (without invoking Cassandra Doomâ„¢), you can build on an easier setting, then fire up Cassandra or Randy Extreme for some nice, dwarf-inspired "Fun!"
In other words, don't be afraid to change the settings when convenient to maximize your enjoyment, whatever that is, even in the middle of any given game. If anything you don't like happens, even on "permadeath" you still only lose a day; just reload, change the settings, and try again =) . Too easy or boring? Give Randy or Cassandra a whirl on a higher difficulty. Too difficult or frantic? Have Phoebe take over for a bit on an easier setting.
Quote from: Beider on January 24, 2017, 02:02:17 PM
Why even bother, you can just grow drugs, brew beer, make sculptures or all of them. Sell it to traders and buy all the metal you need.
"My own fun" would to make a self-sustaining advanced colony, but I can't currently. Self-sustaining meaning no need to trade anything if I don't feel like it. Currently things break down and require 25 metal to fix each time, turrets get blown up and require metal to fix, tons of stuff makes it so you need a steady flow of metal, which is a fixed resource.
The game seems to put an expiration date on all advanced colonies unless you agree to trade for survival. Even then you will have to trade in renewables to keep doing it. It pushes you to make more colonies like I did, but at that point I have enough colonists that it becomes a slideshow at speed 2 and almost unplayable on even a fairly good machine. (and speed 1 is terribly slow) So either they need to make up their minds as to what they want the player to do or they need to severely optimize the game if this whole "worlds" thing is supposed to work. I don't see it when even one large colony can bring my machine to its knees on speed 2.
Rememder friend, alpha is supposed to be soooo much less playable then beta.
Optimizations need not be exclusive but we must be patient.
Personally i share your goal here, i tend towards building a faction rather then gunning for win conditions, and as stated by the others above i tend to shuffle the storytellers and their difficulty with some frequency, unless i set out with an extreme challenge in mind.
What i can recommend is with your caravans, try giving it some aethestic, like any pawns with the caravaner background gets sent, have a tavern/travellers hotel and zone it for them for when they arrive etc. It wont change any mechanical issues you find fault with but it can be fun just messing with the feel of your colonies. I personally like making theatres and entertainment districts/shops etc. ^_^
Caravaning is a new feature and im sure its going to be refined, i do wonder what tynan has planned though, and there has been many a suggestion for world map additions to make the travels more interesting.
Thanks a lot for all your feedback and ideas guys, much appreciated.
I can see that the idea of setting challenges is enabling a longer game or difficult game, but to be honest: It would not be my type of game then. I like to do whatever the game offers to do, try to build as good as I can and defend as good as I can. I really like the approach of setting a base, working through rough times at start and going bigger and better. I would not really like all the restrictions I think.
I am playing on very hard Cassandra on my second big save. First save was about 25 colonists, second now is at around 10 to 15. But I have already set it all better than before, raids are fun but just not often enough. I have a lot of mods installed to have more factions, more items, even the hospitality for visitors etc.
I think the raiding is the answer in the end (if bases would be different, right now it is kind of sad to always have the same enemy bases when fighting, but yeah its just the beginning of wanderlust I guess). So does anyone know any way to speed up caravans then or modify the weight limit - maybe even by just editing it in any file on steamapps?
Best bet is to poke around the mod forum, ludeon and the modders there love to share their knowledge and to be honest they are a credit to the community.
Im pretty sure i saw a few how to's in there as well
With the amount of mods out there and playing with Cassandra extreme/perma-death anything is possible. Except good AI drones....that is the one thing I long for. That and Cassandra actually being nice late game but some things just aren't meant to be.
There's just no way to get that satisfying "I did it" feeling in the late game, because it's designed to pressure you to get off the planet. At least, not for me. Raids will always only get bigger, and that's why I don't play as much as I would like to :/
I hope for future systems which add late game advantages to the game (defeating raids actually impacts raider colony population, for example), or even perma-colony win conditions. Defeating the scum on the planet, ending mechanoid production, etc. That's just me though.
Quote from: O Negative on January 24, 2017, 11:04:43 PM
There's just no way to get that satisfying "I did it" feeling in the late game, because it's designed to pressure you to get off the planet. At least, not for me. Raids will always only get bigger, and that's why I don't play as much as I would like to :/
I'm assuming you're NOT building the ship in this case. So...if you're NOT building the ship for the "i win" (btw, the sea ice community challenge thread certainly makes building the ship feel like "i win!!!!!!"), then it stands to reason that your "winning" is staying on the planet.
Since winning becomes staying on the planet, you're really saying that winning = not losing. Assuming you're not going to play the game for eternity to check and see if you accomplished your goal, you will likely reach a point where you realize "there's really no way I can lose at this point...I can deal with any threat the game throws at me with inconsequential losses."
Since you redefined the "win" condition away from launch the ship to a much harder to define "i live" - then that point where you realize "i can't be beaten" IS your win condition. What difference does it make if the pirate factions exist if they pose no threat?
If you're aiming for an "I WIN!" feeling, I encourage you to try a scenario that sets the difficulty such that building the ship is actually so hard that it feels like winning.
you set your own win conditions. sometimes that even means not winning at all, it just means to enjoy the ride.
mine is :
not to use turrets or mortars, traps,
just colonists for defending, no killbox, no maze etc..
game plays alot different with this setup, and you never will be reach a point where you are save.
50 tribal raids with a open base layout (like normal town) and no entrances/killbox makes the whole game
much more enjoyable and harder (for me) . -> urban warefare, each raid demolishs half the base, you will get troubles even as experienced Player. you will lose pawns.
now take in some mods like glittertech with commando, federation factions, and you are fucked when they drop into your base.
if you reach a Point where your base is not beatable anymore, i would suggest using some mods or limit yourself/ certain start conditions to make it harder.
simple as that. the Beauty of rimworld is when chaos unfolds, not when everything is automated and stable.
PS: i got bored after my first 3 bases where i still learned the game and used kilboxes.
vanilla raiding + killbox = non existent threat = boring
First time poster here, but I have hundreds of hours logged with this game. I always play Randy Extreme, crash survivors.
In A16, I decided to forgo the 'build a spaceship' win (succeeded with it once in A16) , I am currently trying to win by reaching the hidden AI spaceship.
What I've done is to turn up the max colonies to 5, and I am trying to win by establishing a series of colonies 66 map tiles apart (max drop pod range) on the way to the ship, which is far away on an ice sheet. I've got my second colony pretty much well set up, and I'm about to start my third. So far I've managed to stay in temperate forest zones but I'll soon have to cross harder climate zones on the way to the goal.
Colony 1 just has a skeleton crew harvesting wood for chemfuel and growing corn behind very good defenses; I regularly export to the second colony to keep the wealth down at the first. I'm still doing all my research at this base.
Colony 2 has most of my colonists, and just got its base built out , and also has 2 muffalo and 2 dromedaries in case I decide to use an actual caravan. It's gearing up to launch my best 3 colonists to begin establishing colony 3. Colony 2 currently relies exclusively on thermal generators (2 of them) for power.
Looking at the map, colony 3 will also be in a temperate zone. I don't know yet whether the performance hit from running 3 colonies simultaneously will force me to abandon colony 1. I also don't know whether abandoned colonies count against the 5 colony limit; if they do I will have to complete part of the journey with caravans, which I'm avoiding because I hear they are buggy and the drop pods are pretty easy.
This way of playing is super fun; splitting up your colonists allows for easier recruitment at each base and also keeps raid sizes down.
As an aside, I just got an infestation on map 2, even though I was careful not to dig out any underground areas -- I just constructed against the edge of the mountain, except for a few single tiles here and there which I'm pretty sure I fully replaced with stone walls. I thought this was impossible! I guess I'll go back to my 'construct a huge unused unlit area in the mountain for infestation bait' scheme. Fortunately for me, it happened in an area with no active pawns and I was able to relocate turrets for a good killzone and bait out the bugs.
Ken