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Messages - Murdo

#1
Some people consider these quirks to be a part of the strategy of the game, but I can't deal with the ridiculousness of having to build a storage warehouse for clothing because two hats take up the same space as a single bed. As a compromise, I use one or several "change dressers" (mod), and force myself to only swap outfits when a pawn is standing in front of it.
#2
General Discussion / Re: 'Social' is worse than ever.
September 26, 2018, 01:07:22 PM
A possible solution would be to have the every-day social interactions actually contribute more:
-Positive social interactions (conversations) give a small amount of social experience.
-Social skill impacts the frequency of social interactions, in addition to increasing the potential for a positive outcome.
-Positive social interactions contribute a small increase to general learning rate (capped per day) for all skills, as you would expect from discussions and knowledge transfer, as well as having a noticeable impact on skill decay for the same reason.

This would give players a strategic reason to group pawns together more often during the day, and benefits to reward players who go the route of a more stable and healthy social colony... as opposed to brutal min/maxing with hardships and booze (a la Stronghold). You would also have the option of pairing up (through zoning and tasking) your colony's resident Chatty Cathy with a new recruit with a 2 Social, which would "get them out of their shell" much more quickly.

I imagine some people would complain it was messing with their wealth starvation strategy.
#3
General Discussion / Re: The Infestation
May 29, 2018, 05:58:03 AM
Quote from: Tober6fire on May 29, 2018, 01:22:25 AM
I mean my strategy is to build a huge wall build kill boxes (multiple) around the outside of the kill boxes (in strategic places of course) then build another huge wall around does kill boxes then repeat unless I require expansion which I am still thinking about how I am going to expand my base (lol I have so much room inside the wall). The one thing I am scared about (since mecs and raiders are super easy) is infestation since I haven't played in a mountain areas yet as I said in the previous comments so what would be the best thing to do If an infestation does develop on the inside of my base. Since I already know what to do (from previous comments) how to deal with it on the outside but not really on the inside. Yea the more I read the more frightened I am from an infestation popping out when I have no idea how to handle them. If you want to see my layout let me know so I can post a picture       

If you plan on building in the mountains and want to be prepared for infestations, pretend you're building one of those ill-advised science fiction lab complexes where genetic manipulation or wormhole/dimensional gateway testing are eventually going to produce some kind of disaster. You're going to sacrifice some efficiency, but if done properly it won't be too much of a loss. Compartmentalize your base and connect the sections with defensible choke-points or killboxes that you can stack up on at a moment's notice. You can create junction rooms at major intersections where each hallway has multiple doors side-by-side. Assuming you have enough time and enough doors to collect your troops before the bugs get out of the wing where they spawned, you can leave the doors to their hallway open and have your colonists play peekaboo through the doors from the other directions, pairing off shooters and repairers.
If you have the resources, you can trap your open hallways and have your pawns use a gated parallel path. Make sure your rooms have multiple entrances/exits, including bedrooms, for quick escapes. If you have molotovs, and your base involves a lot of stone construction, as a nuclear option you can create "burn rooms" lined with wood floors or wood furniture, connected to the "wing" hallways but walled off until you need to use them.

If you want to get really proactive, mine out more (or equally) attractive spawn-points around the map as an alternative to your base, to lessen the probability of having to deal with containment within your own walls.
#4
Quote from: kenmtraveller on May 24, 2018, 08:03:04 PM
The things I want in Rimworld can't be achieved without an engine and UI rewrite.  And that isn't going to fit in the scope of DLC, which are essentially additive.

This.
For a DLC to be optional (in other words, you don't ask some people to pay for it and then give it to everyone for free) it would need to be modular, which limits the potential depth. Modders have done amazing things up to a certain level, and have extended the life of the game far beyond the point at which I would have been able to stand Vanilla... to focus on making large official mods at this point almost feels a little redundant. When I think about what I want for Rimworld, it's core fundamental changes that dramatically expand the gameplay possibilities and open up a whole new world of modding options for the community to fill in content.

I get the idea of a "game mode", similar to what Don't Starve did. For instance, a full focus on and support for migratory gameplay like boats or vehicle/animal caravans. After seeing The Final Station, I always imagined how cool it would be to travel a network of abandoned railways on makeshift trains, repairing or constructing tracks and engines and exploring POI's. Of course, part of that would be the possibility of running a colony INSIDE of the train with different functionality depending on the size, technology, whether it's moving or stopped, access to resources etc.. There's certainly plenty of story-building opportunities there. But every good idea comes with a whole slew of dependencies... Rimworld is a game of static colony management. There's nothing to find out in the world except new randomly-generated maps, hostile colonies are a few buildings and mobs milling around waiting to be shot and neutral colonies are entirely off-screen, so the concept of "exploring" would need to actually be supported first before you built a game mode around the WAY in which you go out and explore. And that's assuming you don't significantly change the way the code handles terrain generation, which means you're still left with either a stripped-down colony map while a macro pointer traverses the world map, waiting for you to stop to generate a camp. Remember, a new game mode needs to be significantly more than what you can currently do. $20 to add boats that let pawns move on water and let you travel over oceans and rivers in the world view would feel a little bit unrewarding, as there's only a static amount of additional gameplay possibilities being added.
#5
General Discussion / Re: The Infestation
May 22, 2018, 03:46:17 PM
Ideally, I think the game would create a pocket nest several squares away from what it picks as an infestation point, and then directs the bugs to tunnel their way towards your base over a couple of hours. The observant player might wonder where that tapping is coming from.

I was reading several threads discussing the inherent uselessness of most pets as anything other than (frequently unrealistic) cannon fodder, and the reason is simply because the game does not simulate the conditions or situations for which we started domesticating and breeding these animals to begin with as a civilization. For instance, if hunting was more involved, more difficult and more rewarding (particularly at early tech levels), dogs/wolves/wargs would be extremely helpful in tracking and directing prey... whereas large cats might be trained to hunt and retrieve small prey as a semi-consistent source of food (as opposed to only when they get hungry, and then eating most of it). Housecats and lizards could be used to hunt vermin, including unseen animals (not the giant rats that are easier to just shoot), which would affect food spoilage and cleanliness multipliers in non-extreme biomes.

So... ... along those lines, it'd be super if the game telegraphed infestation points hours or a day before it popped, which could then potentially be picked up by domesticated pets given free reign to wander your mountain base. They would either alert you by barking at a wall, or for less guard-worthy pets, acting agitated when in a specific area of the base for those paying attention. This functionality could then be used in later-game technology for seismic sensors etc. etc., which would let you know when a nest had matured and started actively carving out the rock.
#6
The dominance of movement on base design (and the resulting ugly, illogical, literally cut-corners builds) can be addressed in a number of ways. More could certainly be done in that regard, and it may come down to mods, but that is a treatable symptom. We can address that within the current limits of game design.

But it feels like we're talking about a failure to achieve micro/macro hyper-realism, and I would argue there has been  no such attempt made to have failed. Rimworld is in some ways an abstract microcosm, in others a micro-intensive network diagram... balanced internally (for better or worse) on the premise that it creates its own strategy and tactics.
#7
When you create a scenario, change the percentages... you can increase walking speed, decrease building/mining/crafting speed, and there may even be something there for cleaning. It lets you handle more mundane tasks around the base without being too OP, and avoids the infuriating feeling of watching it take days to transfer items from one stockpile to another.

Another option is to modify the floor terrain defs so that movement on constructed tiles is dramatically better than slogging around the rest of the map. There are, or used to be, a mod or two that did this... but pushing the walking speed of constructed tiles above 100% apparently caused issues with bionics bonuses. I don't know if the same would hold true if you downgraded the walking speed of natural terrains and then used the scenario modifier to raise the global walking speed.
#8
You can't pre-screen the 1.7 apps that get uploaded to the Google Play store each minute, but a small and inexpensive team of interns could pre-screen all the ones that ask for significant access to the phone. Absolute failure on Google's part before shoveling crap at the play store's customers.
#9
General Discussion / Re: Hydro Basin Pro Tip
October 09, 2017, 01:15:50 PM
Limdood's large cavern suggestion isn't about redundancy, but rather gaming the probability system. When the game has a ZZZT queued up, presumably all active power lines are potential targets. By creating a nest of wires several times bigger than all the wires in your base, you're basically painting a target on an unused area and playing the odds that the event will strike there instead of somewhere important.

People do the same thing to mitigate the odds of an infestation: mine out a series of tunnels and chambers away from the base that all have ideal conditions for an infestation event, so that there's a a fair to good chance the event will hit outside your mountain base instead of your living/dining room.

It'd be interesting if the game had a more intricate system for choosing target locations that would lead to more strategic planning and even more challenge by nefarious storytellers, but for the moment I think RNGesus still has the wheel.
#10
Quote from: SpaceDorf on October 01, 2017, 06:28:50 AM
Quote from: Canute on October 01, 2017, 03:12:49 AM
Ingame you got a menu "History", open this and select Statistics.
You see your wealth.
This is the factor how raids got calculate.

One of the factors ..
stop spreading that rumor that wealth is the only relevant factor.

Number of Healthy Pawns capable of violence and general Firepower of the colony is also a factor, as is Age
( especially for Cassandra )
( I think turrets are counted as healthy pawns )

Truth is, that wealth is the one factor you can easily check to guesstimate how forked you are  ;D

Only one of the factors, but the most important factor. Wealth is the base upon which all other factors act. Unless something was changed in the past year, "firepower" was not a consideration, meaning having X amount of silver laying around would generate a similar raid to having turrets and traps with sum market value of X silver, which would generate the same raid if X silver was the value of a non-combat farmer/researcher. Age was an incrementing multiple that could be mitigated by certain events, such as colonists going down. If someone can confirm this changed in the code, let me know.
#11
So really the problem is that the formula doesn't involve a variable describing the difficulty of the operation.... something to separate the relative ease of removing a limb and replacing it with a simple prosthetic from the extensive challenge of replacing an internal organ or attaching a bionic part to one's nervous system.

While it makes perfect sense for the latter to require optimal conditions and optimal tools for any reasonable chance of success, a highly-skilled doctor can perform routine surgery using salt, old kitchen utensils and paper scissors in a dirty room on a pile of torn-up cushions without slicing off body parts.
#12
People also got better at gaming the wealth system to keep a small footprint and minimize raid strength early on.
#13
I don't think an in-game interactive tutorial is necessary for Rimworld. Aside from a few basic concepts most players pick up almost immediately, there's really just using the UI. You can't teach tactics or dictate tech tree priorities, nor should you. A comprehensive tutorial video touching on most of the major points in the Wiki could probably end up being 5-7 minutes, and would save unnecessary coding.
#14
Moods in general are a little overkill, and I think it's because they're being stretched to represent things they can't reasonably. I'd rather see two meters, Mood and Stress... the former covers pleasure or dissatisfaction, and impacts productivity, work quality, schedule-adherence (for non-critical tasks) and social interactions (moods are contagious), while the latter covers traumatic events, prolonged dangerous combat, excessive corpses etc.. Psychic drones could affect one or the other, or both. Mood and stress would affect each other, but at a significantly lower rate than the direct impact items.

It would also be nice to see stress reactions that reflect more of a primal survival instinct, rather than going into shock and wandering around a firefight taking off random clothes. But this might all be beyond the intended scope for RW1.
#15
General Discussion / Re: Steam Trolls!
July 17, 2016, 11:34:02 PM
Quote from: top_hat_tomato on July 15, 2016, 09:32:12 PM
People are just being complete jerks... Even if I don't agree with them it's still terribly rude ( http://steamcommunity.com/profiles/76561198041306023/recommended/294100/ )

Great job on showing how welcoming our little community is...

I didn't read very many responses, and I imagine a lot of them are inappropriate, but to be fair... writing "this game needs multiplayer" for a singleplayer game isn't a review, it's smearing feces on the wall. There are a few legitimate negative reviews that accurately point out the problems with the game, and they were treated with respect.