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Messages - iSagan

#1
General Discussion / Mods ruined this game for me
January 11, 2015, 10:37:01 PM
The game isn't fun with them, because you have this relentless feeling of "there is no reason not to get others" while you play. I also feel like I'm just cheating.

But.. the game isn't fun without them. Now, I can't play without an additional colonist and UI tidy up because the game is so slow and I've already reduced it to methodology.

To everyone out there considering them, just don't do it. They have totally disenchanted this game for me and now it has no addictive nature at all.
#2
Ideas / "Terminal" RNG solar flares
January 08, 2015, 12:17:35 AM
I like to mention this each post, for contextual reasons... I'm a new player to Rimworld, I've been playing for almost a week now. I have reached 'end game' content, including building into mountains to create vital rooms under 'overhead mountains' to prevent Mechs blasting in and blah blah blah. I feel that in most games, especially games like this (which can be reduced to methodology) the new player experience is JUST as relevant as the Veteran experience.

-

In Rimworld, the RNG is what makes this game exciting and unique. However, there are situations that arise which all but guarantee 'game overs'.

Things such as solar flares + heat wave/freeze can wipe out entire colonies, with no chance of survival. Even high level psychic events seem designed to make sure that only a few people are left, if any.

It took me a couple of hours to get my thoughts together on this issue: does that 'terminal' threat make Rimworld more fun?

For me, the answer is no. Personally... I'm a builder. I have no love for quick scenarios, I'd rather perpetual bliss with events that trickle in and provide opportunity more than 'game overs'. So my perspective is very narrow and my opinions are definitely not a blanket statement; I am not trying to speak for every playstyle. I've decided to post this because I just started a new play through and after my first hour in I had 3 solar flares in a row, close together, which resulted in many people breaking from lack of food. So give your feedback selectively and specifically, to each suggestion I make.

Feel totally free to be as critical as you like or even just show your support by dropping a quick comment.

Suggestion:

Solar flares knock out every interaction power has with every item. However, at the cost of 'realism' (which can easily be 'reexplained' through sci-fi context [e.g. advanced tech]) I believe it should only knock out power GENERATION. This will allow energy already stored in batteries to be seen as an almost necessary survival perk. However, for the sake of balancing, power TRANSFERRING should have a much slower speed/rate. This way batteries can serve their uses but slowly and you'll have the nice added effect of hearing items that use power 'fizz' in and out as the power trickles in.
*Prevents guarenteed loss from multiple solar flares (from being unable to cook, or freezing/heating to death)

TIP: Build cooking stoves near battery house/power generator to increase survivability
#3
Ideas / Extremely annoying Stockpile issues
January 07, 2015, 09:39:38 PM
So we've all accidently hunted a squirrel before and had 4 pieces of its leather permanently stuck in our stockpiles, taking up an entire space for a potential 75 with no way to remove it other than killing more squirrels till it rounds up to 20 then using their leathers. We've also all had issues like our Colonists 'splitting' things like medpacks needlessly, meaning they will carry a pile of 10 meds then they put down 9 on one spot of the stock pile, then put 1 down by itself next to it or nearby, which obviously is an enormous waste of space.

1. Having the ability to 'prioritize hauling' even while items on stock piles will allow us a simple 2-click process to 'restack' colonist made errors.

2. Allow items in a stockpile to be 'trashed' into a bin or just the dump, which will forbid them once they're placed so no colonists will try to restock them (this way a single piece of squirrel meat won't take up a space on a stock pile).
2a. "Ants": The game lacks a method that will automatically and naturally 'delete' certain items. Seeing as food is usually the main issue regarding stockpile tech problems, the game could benefit strongly from 'ants' coming and eating rotting food left outside, so that the single piece of rotting squirrel meat (for example) doesn't transcend the history of your entire save file.

3. Better AI for haulers, that prioritize 'neatening' stockpiles and dumps OVER picking up resources, to create more space.

4. Large 'stacks'. I feel this game suffers as it progresses on some degree. 100 x 100 stock piles feel ridiculous and even something that large is reasonably easy to fill. It's basically half a days work for them to traverse over the stock pile to collect an item, which is *not okay*.

Leave a comment showing your support or critical opinions!
#4
Does this buff apply to enemies?
#5
Bugs / Never ending 'collapsed rock'
January 06, 2015, 11:53:34 PM
I've just finished clearing out an enormous mountain and the roof collapsed, which is what I was aiming for. However, 2 collapsed rocks that are side by side are impossible to remove. If I mine them both, it causes another collapse endlessly. I've tried blowing it up with mortars, grenade, shooting it and even surrounded it in steel walls before mining them, but once the last wall is deconstructed they 'collapse' back down again and 2 more respawn. I believe the problem is based on the fact that the 'overhead mountain' roof isn't disappearing. Building a room around it will generate a 'constructed roof' in all 'blocks' except the ones above the rocks.

This is a terminal issue for my save file, I cannot progress until this is dealt with. Is this a bug?


My version is currently up to date.

[attachment deleted due to age]
#6
Ideas / More 'user friendly' hunting AI
January 06, 2015, 06:37:45 PM
For me, as a new player, hunting is a gamble. I've had many people injured, some of which were visitors from stray bullets during hunting. I've had 2 colonists die instantly from a head shot on top of that. Another REALLY dodgy thing is if they have just left their room (or are near a building in general) they can sit there shooting at the wall as a Squirrel sits still for waaay to long and that don't even move.

I have tried countering it by going on draft but almost every time it will cancel their automation and they will run off trying to kill something else on the other side of the map.

I'm not exactly sure how this can be fixed but I just left my computer running for about 5 minutes AS my hunter started shooting at something and I came back to see the wall he kept hitting simply gave way. It's just annoyingly 'techy' that can have compounding effects to gameplay. Not only does my guy sit there wasting time breaking my base and relationships, which means he's worth more food than he produces in a day... I have to spend the additional time making amends for the stray bullets. Sometimes its very minor, sometimes its a days worth project to repair and sometimes it wounds my relationships with other factions which seems to me is almost irreversible damage.
#7
Ideas / Natural Tree Spawn > Turbine > New games
January 06, 2015, 04:54:28 AM
I'm not proud to admit that I haven't slept because of this game. There has be no other experience like it, I love it.

Here are some of my suggestions, from a new player (but long time gamer) perspective:

- Lower natural tree spawn rate
*At the beginning of the game, there is little room for mistakes and there is no forgiveness in wasting time on general management as you desperately set up your first base. Trees constantly and relentlessly spawning in front of my wind turbines has caused 3 of my games to go wrong while I focus on the first tasks at hand. It's an entire days job to clear a small amount of trees and there just is no room for this at the start of the game. Regarding mid to end game content, you can grow your own 'tree farms' so there is no loss. Tt would be a change to make the beginning of the game smoother, less 'techy' and require A LOT less micromanagement (clearing trees for days).