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Topics - Undecided

#1
I've noticed that in games I've attempted to burrow into mountains for protection, rather than build on the surface out of pre-existing ruins, the strength of raids seems to be considerably higher.

I am guessing that in the process of making tunnels uncovers a lot of new material (stone, metals) which contribute to your net wealth, even if they aren't actually used. This means that even if a colony is pretty barebones -- a single room for sleeping and eating, a heater, a lamp, that's it -- it seems to get treated as if it's a much more advanced, developed colony in terms of AI spawning enemy raids, just because it has lots of unused material sitting around as a side-effect of tunnelling.

Normally I might think this is an intentional design feature to compensate for the heavy fortification a mountain base provides. But even at lower difficulty levels I'm still facing a 2-to-1 raider-to-colonist ratio, so it seems a bit excessive.
#2
General Discussion / Coolers and Heaters
February 19, 2015, 12:39:54 AM
So, I'm having a few issues with the cooler/heater system right now... but I'm not 100% sure if it's a bug or just a misunderstanding due to the lack of information on them. So, a few questions:

- Is there any way to view rooms temperature, like beauty view?
- Am I correct in assuming temperature is only being tracked per enclosed room? (Since the few games that do have per-square constant heat tracking tend to consume tons of CPU just to keep tabs on it)
- Does a single unit heat/cool a room infinitely, or do you need to scale up the total number based on the room size and local climate?
- How quickly do rooms "bleed" temperature differential and revert back to the local climate?
- Do coolers actually require ventilation to the outside? Or can your bunker just have a dead-end 1x1  room to dump infinite heat into?
#3
Before I stopped playing Rimworld for a bit, back as far as Alpha 6 or 7, I found myself digging around the game code. One thing I noticed was that all the storyteller AIs except Phoebe (the easiest one) had a ticking threat multiplier without a cap; they would always spawn larger and larger enemy raids, even to the point they sent hundreds or thousands (!) of raiding units against a colony (with more each wave) if sufficient enough time had passed. This not only slowed down the game to a tiny percentage its normal speed, but effectively acted as a self-destruct timer on all colonies, guaranteed their doom if enough time had passed.

Coming back now, I was wondering if anyone knew if they ever solved the issue? Are all non-Phoebe colonies still doomed, or did they devs ever implement some sort of cap to prevent infinite, exponential raid size increases?