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Topics - Yoshida Keiji

#1
General Discussion / 2022 - Let`s talk about Sarcophagus
February 04, 2022, 07:48:09 AM
I have played three games since a year or two hiatus and now started a fourth. I didn`t launch any spaceship due to the boredom of nonsensical grinding for advanced components.

So my new game is another Lost Tribe scenario, but this time in Arid Shrubland. Yet, immediately after map generation and first ever "pause" just to scan my new map, I noticed some old ruins around the map. These locations are always my first to go when I have nothing built yet to save myself the early harsh moment by taking over old structures and settling down as fast as possible.

But I noticed the oddity that through the entire map... there`s 13... yes 13 sarcophaguses around the whole place, and they are all like in the center of dinning rooms. I believe there`s quite a misplacement of coding values as to how many they spawn per ruin in a map. There`s too many of them, and badly positioned. This is my problem now.

So my first thought was: "Okay, just uninstall them or re-install them." But guess what... You can`t. We can reinstall large research benches but not sarcophaguses. How many large furnitures and production benches can we re-install that are by far larger than a sarcophagus? So the only option left is to just deconstruct them for some early stone blocks. All sarcophaguses are also empty, so it`s not like we have some treasure finding adventure like in the dangerous rooms.

Can you make sarcophagus reinstallable?
#2
So... I want to get rid off some ruined eggs. Normally I would move "rotten" corpses out of my storage by dis-selecting, typical scenario of some EMP blackout (forgot technical name) with prey not frozen. But this is new to me, because while I don`t allow rotten items in my storage, for some reason these eggs were still hauled to my freezer and is occupying one tile. I presume these are not healthy to be consumed so I want to throw them away, but I don`t know how.

https://steamcommunity.com/sharedfiles/filedetails/?id=2726499374
#3
For some unknown reason, pawns prioritize burying enemy corpses over looting. This awkwardness reminds me of the past versions when the game was designed for pawns assigned for construction to prioritize Repairs over Building new structures which lead to difficulties to deal with mechanoid ship parts and their protectors.

When I defeat a raid, I want to first:

1-. Loot their weapons and armor if they are downed and not dead.
2.- Whatever nice inventory they were carrying like neutroamine, medicines, drugs.
3.- and lastly bury their corpses, since their deterioration is irrelevant.

However the game design somehow inverts the preference. Why?
#4
General Discussion / Smooth surface fail. Why O` Why?
January 14, 2022, 06:22:12 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=2718759642

Why can`t pawns assigned for construction smooth diagonally so I can expand my power grid?
#6
Just like the shield belt looks like a pair of BDSM  brassieres. When you see a shelf, how would the real life shelf look like? Which furniture type design was based on the one we see ingame?
#7
Am I doing something wrong? It`s been a while since I stopped playing (after 1.0 official release). I want to craft a tribalwear for my nudist as he is getting frostbite halfway a trade quest. I only need him to wear something so he can make the journey. I killed a donkey who just joined, yes, lucky me in the dessert in fall. But... What`s the reason?

https://steamcommunity.com/sharedfiles/filedetails/?id=2690870375
#8
General Discussion / Have you eaten RL Pemmican?
December 18, 2021, 02:29:04 AM
Anybody here lives in range to First Nation communities and have access to Pemmican?

https://youtu.be/MElMJsIP1Y0
#9
I read somewhere I don`t recall source now, probably Steam news that Ludeon Studios has increased staff personel. Until the release of version 1.0, it was just Tynan and a few if I recall correctly. My memory is lacky since the official release was disappointing to me and I discontinued playing and went to explore other titles.

I do however remember that Tynan used to improve the game solemnly based on Temperate Forest biome (normal size) and for Crashlanded scenario exclusively. Because of this, if your game set up preference was other, the game would present disparities.

So my question is: Has RimWorld finally become an overall polished game for all preferences yet or are we still analyzing and brainstorming particularly for "ONE" single gamestyle?

After a year or two, I came back to play this game and in my first run, I noticed that after researching the advanced technologies at which point the only thing left to do is to build the SpaceShip and launch to space, I have  very few components (let alone adv. components) and metal. This, I believe is the case of any player who choses to start in Lost Tribe scenario, as the start and stay on the map are much longer than Crashlanded. Is this disparity created because Ludeon only thought for Crashlanded and not for Lost Tribe? In a way, that would mean that Lost Tribe players would have to choose larger maps instead. But I also recall sayings that the game breaks in many aspects as the Ludeon Studio mindset was focused on normal size map. I always played the huge size and recall Infestations not reaching my base, which was fun. But, have improvements been made in the year or two ever since? Quests map encounters dont provide rare resources anymore and had always been full of development problems, we cannot make a second resource gathering only colony right next to our first map tile anymore; and running a full game and complete it has become a moment where players would quit without launching the SS.

So for Lost Tribe players, the game ends prematurely, making replayability somewhat incomplete and not well polished enough. Has anything changed within Ludeon Studios mindset?
#10
I made a zone exclusively for cats, different but overlapping for the zone of dogs. I had two consecutive raids, first of mechanoids and then a tribal. The mechanoids raid was defeated but my city walls were breached and didn`t had time to fill up the holes in time. So my fighters retreat to the recreation room that had the pet zones but I noticed now that my cats were opening the doors even when their specific zones are two tiles to the inside of the room.

Is this a "new" game development failure?
#11
General Discussion / Visitors using "Forbidden" doors
November 15, 2021, 11:20:04 AM
I haven`t played the game in a year or two, and I`m seeing two expansions... yet... some basic issues still remain... even after this long...

I have a Manhunter pack of Panthers, held by my City Walls, and on the opposite side of my base, a pair of Visitors. The duo decides to leave back to home... and in which direction do they exit? Well... you guess it... They traverse the entire length of my base to go in the very same direction of the Manhunter pack. I have forbidden the gates so my own pawns don`t open it... but Visitors don`t give a shit and let the whole pack into my base while the knocked down Visitor lays on top of the door for all Panthers to get in...

Since the official release of 1.0 to November of 2021... I was hoping these things would have been solved by now...

I see the addition of the Pen Marker, for animals to have fences beyond just a zone dedicated for the same old purpose which makes sense, as an invisible barrier to hold them off didn`t quite make sense.

I need a Pen Marker for foreign caravans and visitors as well. You just don`t have outsiders roaming wherever they want in your home, but designated areas to trade and so on...

Royalty and Ideology instead? Not appealing...
#12
So I have a few Inspirations like taming a difficult animal or higher quality of a furniture, so I would like to "save" such opportunities for best usage possible. A quest gives me a time frame with a countdown and there's event an expiration notification. But on the other hand, Inspirations have a fixed value that does not update to let us know the remaining time. Is it that hard to make consistent the timing system?
#13
https://youtu.be/qkWfZCDHo-c

For the past three-and-a-half years, the Saudi/UAE coalition -- with support from the United States and the United Kingdom -- has relentlessly bombed civilian targets, including schools, hospitals, clinics, water-treatment facilities, and even school buses.
But little attention has been given to the devastating reality fishermen, who have become frequent targets, have to live each day.

And it's no accident.

This is part of the U.S.-Saudi led coalition's long-standing efforts to wage war against Yemen's food supply.

In the first year of the war alone, the coalition bombed over 350 farms, factories, food storage sites, markets, and other agricultural infrastructure, resulting in heavy damage to Yemen's small portion of arable land -- a lifeline for its people.

With neither farmers nor fishermen safe from coalition attacks, famine has become a massive crisis in Yemen, further exacerbated by the coalition's blockade of the country since March 2015 when Saudi Arabia launched its war against Yemen.

This blockade prevented food from being imported into the troubled nation. The gravity of the situation is starkly revealed by recent warnings from the UN, which has cautioned that an estimated 18.4 million Yemenis -- two-thirds of the country's entire population --  now risk starving to death.

However, thanks to the coalition's naval blockade of Yemen, Yemen's fishermen are arguably in an even more precarious situation, as they are targeted by coalition fighter jets and naval vessels alike.
#15
Imagine your entire world tile map like this table, where 5 is the very center.

1 2 3
4 5 6
7 8 9

Back in the days before v1.0, there were two type of players:

* The noobs would have 9 colonists, 1 at each grid number, risking all sorts of dangers be it Predator Attacks, to raids from a map border, infestation on another grid, etc.
* The smart players who out of 9 colonists, 5 would be at the main base, say grid 5. And the other 4 picking berries, mining and hauling stones from a same quadrant grid, say tile number 6. In the occasion of a threatening event, that would incidentally trigger at tile number 6... no pawn would be at 100% threat because the other 3 colonists on the same grid would easily be able to provide aid thanks to their proximity.

However, Tynan, listened to Noob complains and now the game was "Simplified" to please the "Simple Minds" and instead Punished the Smart players by removing Immersion & Depth.

The end result in version 1.0...is that now I get the Stupid notification letter in a very odd/awkward situation as this one... I can TOTALLY handle myself. This is what happens when Tynan listens to the whining of players who through their whole experience..only knew to coward themselves behind a killbox...



* https://ludeon.com/forums/index.php?topic=34513.0
* https://ludeon.com/forums/index.php?topic=46172.0
#16
General Discussion / Backstory/Trait adjustments
February 04, 2019, 09:07:10 AM


Too smart: Intellectual skill level is zero and no passion. This one needs a buff. I know it's a trait with Global learning factor +75%, but is feels like the game design wasn't polished well enough.
#17
I got a Thrumbo wandering in to my map and a few days later a raid of just 2 tribals. Read again, raid of 2 tribals. So I enraged the "mighty beast" with a ranged colonist once the raiders closed in to proximity. Raiders were 1 melee and 1 ranged. The melee enemy went to face tank the Thrumbo while the ranged one shot from afar.

What's the odds to your imagination?

Well...

...

...

...

...

...

The Thrumbo missed 5 hits in a row...and was killed by the 2 tribals... This is how bad V1.0 ended.
#18
Ideas / We need Poop
December 06, 2018, 10:56:55 PM
We need Poop

I cycle through all biomes in each new game. In the hard biomes I hardly keep animals, but then neither do I in the temperate ones. The new pet system is beyond awful to the point that now you need dedicated tamers if you want a large farm. But besides this fuck up in version 1.0, we also have the problem that animals graze too much and vegetation growth is too slow even when making large hay plantations.

Additionally, the new vegetation growth system makes it impossible to control "flora expansion" as opposed to previous builds. There should be a way to prevent regrown in areas we want to keep clean.

Because of this, we need animal poop. Fertilizers from chicken coops for example, that when applied on plantations it would boost the land fertility like rich soil, but of course with the penalty of foul odor. (Disclaimer: I'm not a farmer.)

Looking at more than 5.000+ in game hs, I realized that I only built a proper chicken coop just once in all my games and hardly kept a proper cow pasture. Mostly due to the rarity of getting bulls.
#19
General Discussion / FLASHBACK: Gibbet Cages
November 23, 2018, 07:07:14 AM
I started playing RimWorld from Alpha 16, so there's a lot of RW-History that I'm not aware of. Because v1.0 is a very messed up version, I was about to return to A-17 which is the last Alpha that felt decent in my opinion, and to my surprise I saw that Alpha 4 was available so I downloaded that one and I'm giving it a play through in occasions as I prefer to play other games until RW stands up from its header fall.

I just finished researching "Fear Tech 1" and found out this awesome "Gibbet Cage" and I felt so perplexed to realize this was removed from the game that I had to come here to ask old time veterans... which Alpha removed this "decoration".... and exactly WHY? WHY? WHY? As a Lost Tribe & Vanilla exclusive player I supported many suggestions of this nature such as city wall entrance gate pikes where you could insert decapitated heads of enemies and this Gibbet Cage used to exist already in the past...

Since my start in Alpha 16, I never read any comments in this forum about players asking Gibbet Cages "return" in all this time. So... any players still active today that used to play RimWorld from around Alpha 4?
#20
But it just itches me when my prisoners are "night owls" and remain awake during the day instead...