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Messages - Brutetal

#1
Recently had much fun with harder varieties of my "war survivor" setting.
The permanent toxic fallout ensures there is zero wildlife and not a single plant growing.
The two brothers start sometimes with no materials and they're tribals.
Also, I like to give them the nervous/very nervous and depressive trait.

Had many colonies failing with glory haha :D
#2
Quote from: Birdy on March 25, 2017, 09:38:05 AM
Watched that GDC video on Rimworld where the Tynan talked about his game/story generator. Really interesting to see that amount of passion in making Rimworld.

Yeah it's heart-warming like he handles Rimworld.
It's really awesome to see that he is actually caring for RW and the community and not only looking for making a quick penny.

And he can take his time to develop.
I prefer that over a rushed-out, buggy release like some AAA titles do.
#3
I'm playing a lot lately with toxic fallout as permanent map condition and can verify that.

The oldest colony on Cassandra Rough is now nearly 3 old, 13 colonists. I got one siege in the whole time and they just managed to build the mortars.
In my other colony I got no sieges at all in 2 years. Seems that the map condition influences the chances for rolling sieges?
They didn't fire a single shot and attacked right away after the mortars were built. I think the fallout and the intoxication triggers them to attack.
But I think it would be a bit complicated to implement so that they build a little "base", e.g. a room with beds. The supply comes via drop pods, so that's not a problem.
Still it would be cool.
#4
General Discussion / Re: Tired of useless colonists
March 16, 2017, 06:21:26 PM
This is my usual setup;



I set there a dump stockpile which is configured to store some stone chunks.
In between you can see the arranged deadfall traps, all made of steel. A good 50% of raiders will be killed solely by them.
If they survive this corridor, there are 10 turrets waiting to stop them before they get into the base itself. And inside the base, I can line up my colonists. On the two sides right behind the last two turrets, two guys with miniguns, and behind the sandbags everyone else.
Until now, no raid came into the base. Biggest tribal raid until now was somewhere above 40+ peeps.
Oh, and my wealth is somewhere above 400k I think? Have to look it up though.
#5
Ideas / Re: Construction priority
March 16, 2017, 04:08:39 PM
Or add a button to the orders menu point;

- Forbid

So you can just hover over things and mass-forbid them. That way you can indirectly take control what they build first.
#6
Quote from: rexx1888 on May 08, 2016, 02:18:09 AM
all the talk of story is kind of missing the point.

if you are in a poor colony with no resources, then you get your various stories about monsters killing useless people an sentimental saps saving their loved ones so some other git can eat them for lunch.

no one is trying to take that away. It would just be nice to know the option is there to fix problems too. An in THEORY it IS!!! if we talk of the canon of the game, glitterworlds exist. An they do have a way to save a person with a broken spine etc etc. An if every player was on that page, the optimal goal ACTUALLY becomes send them to space. But also not because trying that may get you killed etc etc. The problem is, the canon isnt the game, an there is no trader who passes by with scar-spray, the glitterworld medicine for those pesky scars that seem to hurt so much even though that makes little sense.

An that is an actual LITERAL oversight, because the canon says one thing an the mechanics say quite another. If you dont like that, then change what Glitterworld means, or fix the mechanics. Itd still be nice from a gameplay perspective to fix some of those injuries an to actually have to make those choices. An personally, that makes the drama all the more interesting, because i also feel like i have some choices in the matter.

I understand your arguments.
But consider still; This is mainly a STORY-Teller, not a "game" in the usual way. So those arguments are a bit sloppy.
I think it is good to NOT have a "counter option" to anything. Of course I will still RP my game and just ignore the spine replacements or what not. But it doesn't feel the same if I know there is a solution. And that's quite the point.
And in this "game" I want such elements. Not because they're punishing, but they create stories. Or better; they help you imagine stories.

Of course, healing all disabilities and the like would be nice, but I don't see the point there. It is just not necessary. And if you'd like that, well, there are mods for that.
I think Ludeon and Ty are envisioning this game the way they think fit best. And as the creators, this is their right to do so.
Gameplay, or storytelling, is ALWAYS way above anything else. So you're "canon argument" may be a good point, but is quite irrelevant.

I think most people are still seeing RW as a "game" rather than a storyteller. That two things are not the same, but can look the same.
Of course you can play it like a game, but what you get out of that, in form of ideas, will mostly not "fit" Rimworld. Not because it's a bad idea - it's because those ideas are more appropriate for a game, and not RW.
#7
Ideas / Re: Racism and Prejudice
March 15, 2017, 02:37:32 PM
Quote from: A Friend on March 15, 2017, 01:51:19 PM
Pawns disliking others with different backgrounds.

- Dislikes/Hates Tribals
- Dislikes/Hates Pirates
- Dislikes/Hates Spacers
- Dislikes/Hates Urbworlders
- etc.

-30 or 50 social pts.

I don't really see the problem here.

That is indeed an elegant solution.
Sometimes simple is better :)
#8
Stories / Re: The aftermath of war
March 15, 2017, 07:04:27 AM
Quote from: EnricoDandolo on March 15, 2017, 12:45:03 AM
Good story, really well written o

Thank you very much :)
I won't have time to play this further at the moment because I have some finals on monday. But I'll try to continue this the next wednesday. And then I'll see. My rare playing time will probably be condumed by ME Andromeda for a while.

And sorry if it has failures or something. I'm not a native speaker and train my english this way.
#9
Stories / The aftermath of war
March 14, 2017, 07:02:12 PM
Hello all!
Welcome to a story of two brothers that survived a war and they're struggles to build up a new home.
Im currently testing with this, this is my first colony with a completely customized scenario. The two brothers are, of course, made with the "Prepare carefully" mod. No mods beside that.
WARNING; Text and pic heavy ahead!

The scenario
A war is raging in the hometown of our two "heroes".
Because of the horrors they've seen, they've decided to flee. Shortly before they could launch away with their drop pods, a chemical facility blew up, so now there is a permanent toxic fallout.

Starting conditions
- Tribal start
- 300 steel/wood
- 20 meds/components
- 30 survival meals
- 1 assault rifle/heavy SMG
- Start with "electronics" researched
- random landing site

The protagonists
(as long as they live at least)

Jenkins
He's the builder and grower mainly. But, starting with 4 in those skills and only a passion in construction, they sure will have to tightly watch over their building materials...

Leroy
He has his advantages mainly in cooking and medical, starting with a solid 4 there. Also 3 points to research, without passion.

Both of them are nervous and pessimist.
The war sure left some mental scars on the two...

I will write the story from Jenkins point of view as some sort of a diary.
I hope you enjoy it.
(And I hope those guys live long enough to tell a good story)

Day 0 - Arrival

We made it!
Leroy and I managed to steal some supplies from our outpost. We heard rumors of the enemy who wanted to blow up our neuroatmine factory... We took the supplies, ran off to the drop pods and launched away. Through the window of the capsule I saw it...
They blew that damn thing up!
I'm seriously worried we'll be having lots of trouble wherever we will land... We're descending...

Phew!
That was a rough landing. But we are okay, except for the hunger.
The area where we landed is on a coastline. Quite flat, not much natural shelter here.
As we were gathering our shattered resources, Leroy shouted;
"Jenks, what is this green stuff that falls from the sky?"
I nearly dropped a bunch of wood as I looked up. Fallout. TOXIC fallout!
I didn't say a word. I just hurried up and ran off to a ruin of an old building. I quickly closed some gaps with the wood, smashed two beds together and built a roof around our barrack.
Leroy looked worried though. Our stomaches were grumbling.
I built another wall outside or not-so-cozy bedroom and built a roof around it. At least we could store our things there for the moment, without getting them full of toxic waste. As we ate, Leroy looked around.
"Man, this place is beatiful but... Where are the trees and animals?"
I didn't notice it until now.
There. Were. No. TREES. Nor animals. Just plain, barren ground.
"How long do you think will the survival packs last us?", I asked worried.
"10 days tops..."

We will have to do something. Growing some potatoes won't work with this toxic stuff everywhere.
I'll build a research table. Leroy will think of something to help us survive.

Day 1 - Lack of... everything

Hah!
Sleep really helps with getting ideas.
I built some more pillars to hold roofs. Now, if those crops die because of the fallout, we'll take that danger away and they should be fine! Luckily my brother did know the blueprints of some wind turbines, so I built one and a sunlamp, to help our crops grow.
Also I started mining some steel from the nearby hill. Because no tree can grow here, we'll have to take steel for building. I saw some big veins of steel here and there, more than enough so we can build us a nice little shack. Maybe even with separate bedrooms, Leroy screams and shouts when he is asleep...

Day 4 - Problems
Well, our plan with the wind turbine is quite sub-optimal.
The turbine doesn't deliver a constant supply, so the plants died off already two times. Leroy is researching how to build solar panels. I can't see him, but his swearing indicates he isn't as fast as he should be.
Also our food supply starts to swindle real fast. Those crops better survive, or we won't either.
But, good news, a crash pod landed nearby and held 9 units of penoxy! I just hope we will not have to use them anytime soon.

Day 5 - Fresh meat

Life is funny, isn't it?
In our darkest hours, out of nowhere, this woman just wanders by and goes like "Yup, I'm going to stay with you crazy a**es."
I asked her three times, if she REALLY wants to join us. She insisted and... began to mine. I didn't to be rude, so I let her. But now we have one more mouth to feed. And if it comes down to "an eye for an eye" I ain't taking my brother's eye...
But wait.
That also means one more person to help my brother with the researches!
I'll build another research table. I hope it fits our small barracks...

Day 6+7 - Troubleshooting

One of the local tribes seems to have a problem with us. Or maybe it was just a spy? Who knows.
As he fell down to the ground, mumbling strange things, I took a closer look at him. Not a lovely person this "Snipe", but a damn good researcher and trained archer. I quickly build a shack near our mining area and put up a steel bed (how comfy).

Leroy will try to recruit him. Maybe he can help us with the researches more than Elk.
Besides that, our rice crops are growing. Veeeery slowly, but they're growing. I hope we'll soon have solar panels. The food will only last us
one or two days more...

Day 9 - Crimes

Oh my God.
I... I can't believe it...
Yesterday we ate our last meals.
And our rice is still not ready to harvest.
We went to sleep, hungry, but it wasn't that bad. But after a few hours building and researching well... Leroy was on the brink of a breakdown. He stared me in the eyes and nod in the direction of the prison cell. I've shaken my head. He said it "Fu** this, I'm not gonna die of starving!" and stomped into the prison cell. I heard a scream, a shot - silence. Then this unbearable noise. Leroy dragged the body of Snipe to his butchering table.
I went off, mining. Tried not to think of what my brother was probably doing right now.
My stomach grumbled, I fell on my knees. I would eat anything now at this point. Or anyone.
I hauled back some steel. Elk and Leroy were sitting on the ground, feasting on raw... I can't say that. It was disgusting. I sat myself behind the pillar and ate, trying not to think of WHAT I just ate.

But I couldn't.
I wanted to vomit, whine, scream, beat my brother up!
I just felt this heat in my whole body. This anger and disgust.
Don't remember much of what exactly happenend. Leroy told me I tried to shoot him and Elk in my raging anger. I only remember waking up in the midst of morning in my bed.

Day 10+11 - Breaks, breaks everywhere

I woke up today and just felt empty.
As if something inside of me died yesterday.
I didn't want to talk or see the other two, so I decided to take a walk in the afternoon and think.
Even the damned fallout didn't bother me a bit.
Not much else happenend besides. And if so, I wouldn't even remarked it anyways.

Great.
My brother went full berserk like me yesterday.
I think  he was angry at me because I just left and wandered around.
We will try to avoid him. Good news is, our research is nearly finished! If Elk could sneak in and finish it, we may even get some stockpiles before winter hits.

Day 12
YES!
We have finsihed the research!
I'll promptly build a panel to power our sunlamp and then...
Damn I have to build a second panel. The fallout blocks out sunlight. The panel caps at 1537 W power, which isn't enough for the lamp.
Meanwhile Elk and Leroy start researching air conditioning, so we can build heaters when winter comes to heat us - and our crops.

Day 14
Just another raid, two people this time. I got a little crack, nothing serious.
And I'll be damned, but I think things are going good at the moment. Crops are growing, we can cook normal meals... Only the sleeping situation is a bit uncomfortable.
I hope this luck stays a bit.

Day 20 - Preparations

While winter is getting nearer and nearer, we are preparing.
I will wall of our crops soon. We already have freezers and coolers, so we now research batteries, so our heaters won't cut out if it's night.

Day 24 - Hope

We are good prepared I think.
But, as always, my brother threw a drama.
"I hate working in the dark", "I have no table to eat at" yadda yadda.
And suddenly without saying a word, he went outside and wandered around. A bit later I did that too to calm my nerves.
War has changed us, and not for the good. I want to hope that we'll find a way to survive this mess, but... it's hard to believe that.

To  be continued.

PS;
Feedback is very welcome.
If you see heavy grammatical or other sorts of errors, feel free to say them. I'm not a native speaker, so I'm not always sure if I word things right.


#10
Quote from: MisterSpock on March 13, 2017, 05:04:14 PM
Im using following exploit to toggle my gunturrets on/off:

I have 2 powerconducts near my turret. One powered and one dead system.
By using the reconnect button i turn my turret off/on.

That's just genius, honestly.
I think I will use that for my sunlamps haha.

Ah, I don't kniw if this is really an exploit or a bug...
I have my stove in the freezer. Bills are set to drop on floor. The stove is surrounded by max stacked meals. Now if my cook produces meals they teleport to the next free or not maxxed stack/tile. Like magic.
Bug or exploit?
#11
Ideas / Re: Slave Labor
March 13, 2017, 07:53:15 PM
Well, traditionally slaves do heavy or dangerous work or housekeeping.
So that would narrow it down to growing, stone cutting (only that), mining, cleaning and cooking. Hauling as necessary in the slave zones, anythibg else would be risky.
They wouldn't fight of course. But why not use them as a meat shield? That could balance out the issue with abnormal raids if you go full slavery colony.
Also it seems like a fair tradeoff that you get more pirate raids - slaves are most certainly one of their main incomes. So it would make sense that they'll try to steal your slaves or get rid of the concurring slave colony.

And the working slaves would not get a joy bar, instead something like a "motivation" bar. Handle them good - they'll work. Not fast (50% maybe?) but they will.
Handle them bad and they will at the first threshold refuse work, at the second try to flee and at the last go berserk. Similiar to the normal mood breaks, but guaranteed breaks at each threshold of mood and a bit different.
#12
New trait: Vegan

A pawn with this trait will ONLY eat raw plants, no animal food. They get a -10 debuff if being forced to eat meat.
They will also get a -10 debuff if;
- you are having tamed animals (animal cruelty)
- they consume milk (diarrhea from lactose intolerance)
- animals are slaughtered (cruelty)
- animals are killed
- they wear clothes from animals
- somebidy else wear clothes from animals
- if they see furniture made off animals

And a new berserk mode;
YOLO
Triggers at any pawn younger than 30 if a colonist dies in combat. The pawn will instantly charge at the enemies and either blow himself up with a grenade or tries to fight with melee to death.
#13
Ideas / Re: Racism and Prejudice
March 13, 2017, 05:30:10 PM
Quote from: mumblemumble on March 13, 2017, 03:40:06 PM
Is it biggotry if its a choice?

I mean, many of these might not be, but I'm just putting it out there...

Well, regarding these over-the-top reaction to even slightest, sometimes even non-existent, racism and the like is a VERY dangerous thing to handle nowadays.
People tend to get offended by things that are tiny. But if they smell the littlest hint of racism, oh boy. Thise people are not great in numbers, but very great in presenting themselves. And with the internet, they have a HUGE publicum to shout at. Of which some will just hop on the hate, no matter the truth.

The article on RPS which was linked here somewhere showed this.
I would like the idea in general, but the risk of Tynan and Ludeon getting a shitstorm out of this is damn high for such small impact on the actual game I think.
#14
Ideas / Re: Message History
March 13, 2017, 02:45:02 PM
So much +1 on this.
And a separate tab for the "whute text" messages which plop on top of the screen. At 3x speed I miss them a LOT.
#15
Surprise suicide squad

50+ tribal raid with no notification and no slow down. Half of them wear boomrats attached to them which will explode if the raider dies or they get in melee distance. They will not flee and try to kill everyone.