The whole point of the game is that it is stacked against you....
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#1
General Discussion / Re: Poll: In its present state (Alpha 15), do you think RimWorld is well balanced?
September 15, 2016, 03:36:01 PM #2
General Discussion / Re: New to the Game - Almost
August 23, 2016, 03:16:32 PM
When combat occurs watch your firing lines to avoid friendly fire. Use cover and try to deny cover for your enemies.
#3
General Discussion / Re: Rim World end-game and Ending
August 21, 2016, 08:57:21 PM
What if Rimworld would team up with FTL.....
#4
General Discussion / Re: Taming Thrumbos or Megatherium
August 20, 2016, 06:57:35 PMQuote from: SpaceDorf on August 20, 2016, 05:07:40 PM
And now I have a Thrumbo tamed.
Thanks to Armok I have 3000 kibble since my last bug infestation
Now try to learn it to haul, I gave up after a year and sold it for 2 or 3k silver or so.
#5
General Discussion / Re: Issue with coolers not cooling during a heat wave
August 20, 2016, 05:45:22 PM
Image him playing the game and then sees 2 pawns with the gay trait doing some lovin....Maybe it's me but that's hilarious.
Well played Tynan!
Well played Tynan!
#6
General Discussion / Re: Issue with coolers not cooling during a heat wave
August 20, 2016, 05:25:21 PM
nuschler22 doesnt post anymore he said in a other topic.
Quote from: nuschler22 on August 20, 2016, 10:47:32 AM
This will be my last post on this forum. And my glowing review in Steam will turn to a negative.
#7
General Discussion / Re: Can not continue researching.
August 20, 2016, 12:43:14 PM
Research it self can not being prioritize. Instead increase the prioritize on your pawn that is assigned to do it.
#8
General Discussion / Re: Animal Incest
August 20, 2016, 10:16:49 AM
Adding a bloodline in the name of the animal would solve that problem
That data is allready somewhere in the code to keep track so that would be a easy fix.
I see a lot of reactions checking how it works in real life but that doesnt matter much as game play should always trump realism in any game.
Edit: Do animals in rimworld mate in the wild?
When animals migrate and come back after a while are those the exact same animals or are they refreshed each time?
That data is allready somewhere in the code to keep track so that would be a easy fix.
I see a lot of reactions checking how it works in real life but that doesnt matter much as game play should always trump realism in any game.
Edit: Do animals in rimworld mate in the wild?
When animals migrate and come back after a while are those the exact same animals or are they refreshed each time?
#9
General Discussion / Re: Animal Incest
August 19, 2016, 05:32:55 PM
Yea I was thinking the same when I seen that in the patchnotes, then I figured well I keep the oldest male and female alive but that is only working for so long.
#10
General Discussion / Re: Infestation again
August 19, 2016, 05:07:47 PM
Just to be clear, I have no problem to beat a hive or anything else in that matter, Insects sieges and poisonships are the easiest to beat due bad agro AI anyway.
Normally I play outside with some self made restrictions.
-No turrets till year 3
-Multiple entrances.
-Open base. (not allowed to wall off large parts of my base)
-No self build choke points.
-Single buildings
-No cheese alowed in any form. ( so much cheese in this game)
All to make the game more interesting and force me to be way more aggressive against treats then needed when building a "good base"
Is the mechanism behind Infestations I dislike, I thought I did explain that pretty clearly but then again my English isn't the best and I have a bit off trouble to put my thought into words.
Normally I play outside with some self made restrictions.
-No turrets till year 3
-Multiple entrances.
-Open base. (not allowed to wall off large parts of my base)
-No self build choke points.
-Single buildings
-No cheese alowed in any form. ( so much cheese in this game)
All to make the game more interesting and force me to be way more aggressive against treats then needed when building a "good base"
Is the mechanism behind Infestations I dislike, I thought I did explain that pretty clearly but then again my English isn't the best and I have a bit off trouble to put my thought into words.
#11
General Discussion / Re: Infestation again
August 19, 2016, 10:36:11 AMQuote from: Andy_Dandy on August 19, 2016, 09:33:33 AM
I think such a mod excists. For me it's a no go installing it, since it won't improve gameplay quality in any way or fashion for me, but rather the opposite. Making the game generally easier isn't what I'm aiming for.
+1
Quote from: Rafe009 link=topic=24548.msg252641#msg252641
Tynaan specifically made it so you have to make choices and those choices have trade-offs. The choice you made came with a consequence.
The consequence is only RNG depended, that alone makes it bad game play.
#12
Ideas / Re: Possibility to decline new colonists
August 19, 2016, 07:50:32 AM
If you capture a pawn put them in prisson and then release the pawn it join your colony again?
#13
General Discussion / Re: again
August 19, 2016, 07:27:00 AMQuote from: Michigo on August 19, 2016, 03:41:11 AM
Am i the only one that laughed at SpaceDorf saying Submarine should think submarine?
Yea that was kinda funny.
I can handle Infestations in my cave base but when they spawn in my sickbay while I have 2 paws unable to move there isn't much you can do. There was no warning like for instance I could hear them digging or see rock crumble or so...Nothing. This to me is like that death ray example I gave. If the RNG gods hate you you will lose pawns no matter how you prepared, That's bad game play in my book.
All other events have a counter ( work around) or you can avoid it. Infestation is a dice roll on how bad it will be and it can be devastating.
Blight= have enough food stored.
ZZZTs = be smart with your wiring and have spare battery in store.
Flash Storm= don't go outside when there is lighting.
Eclipse..... Well you guys will get my point by now I hope.
There are so many other ways to balance cave bases or make Infestations not a dice roll, Seeing the patchnotes for A15 I think the workload for Tynan got to big as he choice again for a easy way out to fix some problems with friendly fire.
Yeah I sound like a negative nancy I know but that's because I care and love the game.
Srry for the bad English.
#14
General Discussion / Re: Infestation again
August 18, 2016, 06:13:57 PMQuote from: Michigo on August 18, 2016, 04:34:05 PM
If done right the odds to loss colonists by a sudden infestation in your base can be minimized by a lot.
From what I have seen there are situations when you have a underground base you can lose 1 2 or even more paws at once and there is nothing you can do about it other then not build your base in a cave. So plse tell me, how do you minimized the risk by a lot?
What's next to "balance" the game ? A deathray from the sky with 100% accuracy that bypass all terrain?
#15
General Discussion / Re: Alpha 15 unstable branch testing feedback
August 18, 2016, 05:35:14 PM
Not played alpha 15 yet But I seen in the patchnotes that chance to get hit by friendly fire is reduced by 60%.
That alone will break the good combat in Rimworld and turns combat into some sort of command and conquer ( Red Alert ) clone.
I do exaggerate it a bit but this "fix" is doing more harm then good or maybe you want the game being more casual then for my liking.
Friendly fire did a lot of good for the combat system while it had its flaws. You should have address the real problem but that's not as easy done as changing 1 line of coding.
That alone will break the good combat in Rimworld and turns combat into some sort of command and conquer ( Red Alert ) clone.
I do exaggerate it a bit but this "fix" is doing more harm then good or maybe you want the game being more casual then for my liking.
Friendly fire did a lot of good for the combat system while it had its flaws. You should have address the real problem but that's not as easy done as changing 1 line of coding.
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