Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Elendil

#1
Ideas / Suggestion for mechanoid raids
July 03, 2019, 05:55:00 AM
Long time player. I'm sure this suggestion is a few years too late, but hey. I always disliked how mechanoid raids feel as opposed to human raids. Human raiders are trying to kidnapp people, pillage and and their morale can be broken. Mechanoid raids feel so arbitrary in comparison - they just want to kill everything and level the place. Very game-y - they just want you to 'lose'.

What if, instead, the mechs had some concrete goals such as: Destroy all power generating structures and high lvl electronic devices. Frst, it would make mechanoid raids feel like they are part of the game world, as opposed to being just a game mechanic. This would also make a mechanoid raid survivable even if you lose, same as human raid, but at a heavy cost: the more electronic/end game devices the player has, the more he would lose.

Just an idea that popped into my head. Anyway, if it is too late for suggestions like this, then I apologize for clogging up the this board. Cheers.
#2
Help / Re: Need artists and Programmers
October 07, 2018, 09:09:14 AM
Hi, I'm a full time student, so I can't really spare 4 hours a day or huge amount of time. But I've been trying to make some Rimworld art for a little mod I'm making so I have basic familiarity drawing for Rimworld. I'd be happy to contribute some art if you have particular things you want drawn, provided you like what I make of course.

Also I make my art in a bitmap editor, so if you are looking for vector based source files, I'm not your guy. You would have to be ok with *.png.
#3
Tools / Re: [LIB]Animated textures
October 06, 2018, 05:06:04 PM
Thanks a lot, I'll take look :).
#4
General Discussion / Re: Is playing on 300x300+ truly bad?
September 04, 2018, 08:20:21 AM
I play cassandra merciless and In my experience it's definitely playable, but you need to be careful sometimes. Especially with hunting. For example I have lost a pawn because I carelessly hunted a rhino that I didn't notice was in the corner of the map. The whole herd went mad, and even though my pawn had 7 hours to live, I coudn't get him in time.

You have to micro your pawns a lot. Mining can be a problem. Miners will make the journey to the edge of the map only to strike steel twice and turn back to play horseshoes. Hungry pawns will go hunting only to head back to eat after taking one shot. Without babysitting your pawns you can easily lose days of time completing tasks that should have taken much less time, because your workers constantly turn back to socialize/watch TV etc.

Early sieges can be quite a bit harder to deal with. Psychic ships in the corner of the map are a potential problem. I often opt for mass mortars when I can afford it for those reasons.

Enemy AI can have trouble on large maps too. For example having an outer wall with one opening can cause enemies to path to that opening even though the journey takes literally half a day. Though this can arguably be done on smaller maps as well, large maps allow for more extremes.

I would not recommend a large map to a new player for those reasons, but If you know what you're doing and you are reasonably careful with where you mine, hunt etc. it's fine.
#5
QuoteUnderwhelming:
- splitting mechanoids. There are so many creative things that could have been done to make them interesting.

Please elaborate.

I find that most mech encounters play out quite differently than they used to. When I attacked my last poison ship, there were three scythers and one lancer (it was a very young colony). I gunned them down with some injuries and the fight was actually pretty interesting. Also now rushing a group of lancers is an option and not suicide. The one thing left that seemed tedious and unfun is when the new event 'the whole raid is one type of enemy' decided to send me 18 centipedes.
#6
I have over a thousand hours in Rimworld, and I think the game is worth more than I bought it for. Goes without saying that any potential price hike doesn't afffect me. But it got me thinking.

It wonder if this might hurt the sales not only in terms of copies sold (that's a granted) but also total money made. Currently Rimworld is 28€ in my client (32,5$) , Tynan says Rimworld is priced at 30$ so let's go with that. Let's say the price increases only to 35$. That's a 1/6 price hike. That means that if this price increase discourages more than 1 in 7 people, it's a financial loss (exactly 1 in 7 to break even).

If the price increses to 40$, than discouraging more than 25% potential buyers would be losing money.

That is of course a gross oversimplification. Not to mention the sales that this announcement itself will generate. But I do wonder, what market is there left for Rimworld? It seems to me that the people who are most likely to get it bought it already. The ones who haven't bought it yet is the more general audience, people who usually play different genras, who don't follow game developements, people who don't buy Early Access on principle etc. Those people are going to be looking at 'similar' titles (actually not similar at all, but clumped with Rimworld on Steam) such as FactorIo ($30), FrostPunk ($25). Visually, Rimworld might not be all that apealling to them (once again, I'm talking about the demographic not normally interested in colony sim kinda games). The question is, how many of them will be discouraged by the price. Will it be 1 in 5? 1 in 10? 1 in 3? They could go read some reviews, check out some let's play, or they could say fuck it and get an AAA title that's on sale for the same money. (I have personally seen people discouraged by the price on /r/basebuildinggames for example)

Of course I might be completely off the mark here, this is just pure speculation. I would be very surprised if Tynan didn't take all of this and much more into consideration. Plus he has all the charts and data, knows how his past announcements affected the sales, and probably has a very good idea of the potential market (certainly better than I do). Since Tynan obviously thinks this is the right move, I would be interested reading about how he arrived to the decision.

Once again I want to stress that I don't agree or disagree with the decision (since I'm not equiped to do so), nor do I think that I know better. We all want Rimworld to be a success (again, Tynan most of all) so I'm just being curious how he expects this to affect sales.
#7
QuoteI put my forbidden meals in a seperate closet room with one door, and make a new zone called "Colony" that is the entire map minus this room. One colonist - either the main hauler or the cook - has access to this room ("Unforbidden") and everybody else does not. The only problem is when actually going on a caravan, you have to temporarily allow people in the room.

Clunky, but it works.

Yeah, I usually resort to something along those lines. And I mean yeah, it kinda works. But I'm glad I am not the only one who has to resort to some makeshift solution. It would be nice having the ability to assign meals.
#8
Since in 0.19 caravaning system became very pretty beneficial to use, I have a QoL suggestion: ability to assign meal types to colonists in the same way I can assign medicine. I find that colonists will eat packaged survival meals that I want to stockpile, and forbiding them is quite burdensome since they can't be moved when forbidden. I also have to babysit my cook and every time he makes a new stack of packaged survival meals I have to forbid them.

I would love to have the option in the assign menu to make colonist eat. Choices could be:

1) any meal (default)
2) any meal but no long-lasting meal
3) fine meal or worse but no long lasting meal
4) simple meal or worse but no long lasting meal
5) raw food only

And while I'm making QoL suggestion, It would spare me a lot of clicking if by hovering over a box in the 'work' menu I could see if colonist has passion for the job. A simple icon of a small flame or large flame. As it is, I always have to click on a colonist a check if he is passionate. At the start of a new game, I always spend 5 min clicking on colonists and the 'work' tab. For hunting it could either show both shooting and animals.

I feel like these two changes would spare me a lot of headache. Anyone else shares the sentiment, or have I been doing it wrong all this time?
Thanks for consideration
#9
A question: anybody knows how the mechanic where I can sometimes cure diseases if I start treating them immediatelly? I never noticed it before, but on beta19 (at least when it was unstable) I was able to cure 2 out of 3 cases of malaria right as they appeared.
#10
So does this mean there will be another wave or changes/tweaks/polish before 1.0, or is this more or less 'it'? Don't get me wrong, I love  the changes and to me, Rimworld feels very much as a finished product. Just curious if there is any more player feedback/suggestions needed and if so, what type of feedback/suggestions.
#11
General Discussion / Re: Bills ignoring limits
August 20, 2018, 05:34:10 PM
The cook will only consider meals that are stockpiled in stockpiles or in shelves. If the meal are for example being dropped on the floor because the stockpile is full, he will keep making them.

#12
Since there are now fewer leather types in 1.0, I think it's a waste to have some of them be so close in color. For example it's hard for me to distinguish elephant leather and rhinoceros leather armchairs without clicking them. Lightleather and plainleather are very close too.

I suggest making the colors more distinct, mainly for aesthetic purposes. Lightleather could be a little more redish/brownish and rhino leather could be darker gray for example.
#13
I didn't read this entire thread so apologies if this was already posted. I have played around 12 hours in the past 2 days, overall 60+ hours on 1.0 overall.

In the yesterdays build I encountered the following situation:I designated tiled floor under a growing pot. A pawn came and cut the flower in the pot so that the floor could be built under it. After that he immediatelly replanted the flower since he was assigned to growing. A loop of planting/cutting ensued. The situation repeated until I deconstructed the pot, built the flood under it and reconstructed it. I have never encountered this behaviour before.

Is this considered a bug, or is it expected behaviour stemming from assigned work priorities?

Similarly, a few versions back, the new feature where pawns haul items if they are headed in the general direction where the item is supposed the go ignored restriction zones. I haven't checked in the most current version. Is this on purpose or is this not supposed to happen? Cause it caused my pawn to exit the base and get shot.

Lastly, a QoL suggestion: when I click (highlight) a rough stone wall there is an option (icon at the bottom) to mine it, but not an option to smooth it. I find it would be quite handy to have it.
#14
I'm not sure if this is a bug or not, but the new 1.0 'opportunity hauling' consistently ignores zone restrictions. For example, upon undrafting, pawn will leave safehouse to haul weapons of downed enemies even though the weapon is outside of his allowed zone. Is this a bug or is it intended?
#15
So I loaded up your save. Straight up I see that her consciousness is at 10%. When consciousness reaches 0 = death.
When I mouse over it, I see that it is affected by:

Bloodloss (extreme)
Malnutrition (trivial)
Breathing 75%
Pain 100%

In the following scenario she is fed and tended to immediatelly when she needs to (IMPORTATNT):

As I speed up time, consciousness drops to 6% as her breathing decreases to 67%, as her right lung is infected. But then, her bloodloss goes from extreme to severe, her consciousness increases to 11%. At 23h 2nd of Jugust her consciousness jumps up to 33% as her bloodloss becomes only moderate and her pain level starts dropping. At 1h 3rd of Jugust her consciousness drops to 28% as the infection in her torso becomes extreme. At 2h 3rd of Jugust her consciousness jumps back up to 35% as she acquires immunity to all her infections. At 9h 3rd of Jugust she is no longer incapable of walking.

In the following scenario I forbid the door to her room:

Starts again with consciousness at 10%. Her consciousness drops to 6% with how her infection progresses and her breathing drops. Time of death is 15h 2nd of Jugust, when her malnutritioun goes from 39% (minor) - which amounts to -10% consciousness to 40% (moderate) - which amounts to -20% consciousness . Since her which amounts consciousness is already at 6%, she can't take the -10% increase and dies.
____________________________________

I only run these two tests, but here are possible reasons she might have died in some cases and didn't in others:
1) She wasn't fed in time and the malnutrition killed her
2) The room is dark, you have 5 doctors. It is possible that some of her infection tendings were insufficient in some runs of the save, which allowed the infection in her lung to progress too much as well, causing further hits to consciousness . Make sure to perform medical tasks in lit rooms to assure best possible tend quality.

In conclusion, it doesn't seem like a bug, it's just that her consciousness reached 0. I've had people with brain damage die from the flu despite best possible care, simply because they couldn't afford the consciousness loss. Hell, I had people die just because they weren't fed in time and the malnutrition killed them. As to why it always tells you what she died from: notice that it's always something affecting her consciousness . Always mouse over things in the health tab to see what affects what and make sure you watch your pawns consciousness .