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 - Breadbox

#1
I really need more explanation on how melee attack verbs are chosen, say, if a sword has a higher damage slash attack and a lower damage pierce attack. Does this mean that the slash attack will be used 75% of the time?

What makes an attack 'high' in the first place? Dps? Power per hit?

Likewise for animals with claw and bite attacks, if a single attack has a higher dps or higher power per it does it occupy the 'high' attack category exclusively?
#2
I'm not entirely what's the arguement the Op is trying to make. First, there's complaint about how killboxes are necessary and sappers, but sappers try its best to evade ur killbox as to force a mobile defence so what's the issue here?

I actually don't mind sappers or the strength of the raid at all, you can't demolish a wall with fist but neither could you build one with 1 guy in a few hours.

I just like a smarter AI that doesn't trickle their raiders in one by one or raid with more variety of strategies to overcome ur killbox.
#3
Quotedidn't think you would do it that often".
Did he really say that tho, I can scarcely believe someone would make a massive world generator which simulates the the full rotation of the planet with all the exotic natural landscape and saw little gameplay possibility beyond picking a landing spot.

I love caravanning(had to use mods to add interesting quests tho) and would love it alot more if Caravan formation doesn't make me want to go berserk.
#4
Quote from: Bozobub on March 16, 2020, 10:47:38 PM
Frankly, I'd prefer mods stay mods, for the most pary, with any additional *official* content packaged as optional DLC.

a) The "vanilla" game is actually the most popular form, according to mod downloads vs. sales.

b) EVERY addition to content increases the load on your system, whether gameplay slowdown from additional scripting ("per-tick" calculations") or longer load times from item definition changes/additions.

c) Significant additions to the base game need to be paid for.

As mods or DLC, this lets people who prefer the game pretty much as-is (like me) to keep it that way.  Mods have the advantage of not having to pay staff (or the rent), plus don't have the same quality-control burden of official content,so they can often go farther afield and do unique things that nearly, or even fully break the game.  DLC has the advantage of MUCH better quality, generally, plus constant maintenance by professional coders.  Both approaches have merit.

1)No, lots of people either bought the game and have it sit in the backlog forever or play the game for awhile and then stop playing for various reasons(like the unintuitive/uninformative vanilla UI), this sort of pattern is quite common to many steam games, I am one of them until I return one day lush through the learning stage.

2)The game is much more optimised to handle additional content

Most people who play for a significant amount of time will assemble a Personal mod list.
#5
I don't get why so many design decision of the game seem intent on taking all control away from the player and frustrating them.

Sad wandering is a 'Minor' mental break yet it's usually way more detrimental or dangerous than tantrum or even catatonic breakdown. At least it's either over in a few seconds or they stay in their room instead of wondering into danger.

I think mental breaks could use a rebalance in severity, sad wandering is just obnoxious in that they last FOREVER and they doesn't so much as react even as their eyes get pecked out by ostriches. Being hit by hostile unit should pre emptively end sad wandering without the catharsis mod buff imo.

#6
Truth be told, the dlc's not as content filled as I was hoping for 20 dollars, I was hoping for something truly expansive or revolutionary like Save Our ships 2, but that's just me.

#7
There really isn't any situation which requires you to form a caravan with loads of wealth.
I wasn't there for the alphas, but if I were to go on cross continental fellowship journey to the AI ship I'd like the most interesting event to be more interesting than manuntimg chinchillas.
#8
Real ruins actually does alot more than just generate ruins on map, it generates ruin/bases markers on the world map that you can visit or attack. You'll have to go to the planetary ruin mod menu and click 'load map pr something'.

I cannot fathom how dress patient isn't in the vanilla game, when a person collapse from hyperthermia there is not a damn thing you do about it without a heated room.
#9
Ever since the 1.1 update I've realised that many mods are in a precarious state of existence. This has me worried as truth be told if certain mods stopped working, I would find it very hard to enjoy playing rimworld. They overhauled aspect of the base game that is painfully lacking. They are the reason I stuck around for hundreds of hours, because sometimes the basegame feels like a pie with meager fillings.

There are many mods which I think are purely postives if they become part of the basegame. I wouldn't be putting in any content only mod or controversial overhauls here.

1) Facial Stuff
The game's called a story generator, but how can a story be compelling if every single one of the characters look identical and does not react to their surrounding. Their primary distinguishing feature, their hair, gets covered up the moment they wear a headgear.

Before you tell me that you don't like hands feets or weird eyes, every feature can be turned off individually. Personally I've only played with additions like head rotators(they turn their heads to look at eachother when talking), head bobbing, some facial expression and removing head gear when in doors. If all features are enabled, pawns would laugh and gloat when they down an enemy, flail their arm in terror as they flee, scream and squint their eyes when hurt.

The difference even minor changes make are huge, they look different and feel much more like real people who REACT to their surrounding rather than identical looking polyhedron statue gilding through thin air.

2) Dubs mint menu
I remember my first time playing the game and trying to figure out what cloth to make during winter and heatwave. It's impossible to figure out what clothing does what and clicking on detail of the bill tells you the incredibly useless information of 'Make 1 unit of this clothing'.

I mean come on, some image, description or search function would make it much friendlier for new players(who probably don't use mod) and much less tedious for older players.

So what are mods you can't live without and fit well into the basegame?
#10
I love caravanning, traveling and going on an adventure above all else, I love spontaneous skirmishes without hiding behind kill boxes or turrets.
Unfortunately, since 1.0, all ambush events were reduced to a joke, all sense of peril and
is excitement is lost, every single attack is either orchestrated by a single hobo or manhunting bunny.

I searched high and low, there is no xml option or mods that could change the size of caravan ambush/manhunter pack. Please consider making caravan battle sizes configurable with xml or make it a scenario option :'(, these incredibly anticlimatic encounters really ruined the mood.
#11
I honestly don't see how that would be 'changing the game fundamentally', I've being using Pre-emptive strike forever and it is balanced for what it is. You can stand guard, but it's one colonist that wouldn't do anything productive, preparing for an event that maybe occur every season, for which you may or may not need the warning(most of the time no). It doesn't remove much danger from the game but it does give you many more ways to play and deal with a threat, which is good.

The only unbalanced building is the unmanned radar which does everything but that can tweaked easily. And even if you could spend your time attacking caravan and settlement, nobody is forcing you to, fighting raids on even ground is a terrible idea anyway.
#12
Something along the line would be very nice indeed, at least give a physical related bonus or something instead of knowledge based skill.
#13
So, can anyone else confirm that wild animals can open claimed doors?
#14
The so-called animal rebalancing is so utterly unnecessary, detrimental and unfun.
#15
General Discussion / Re: Why Royalty?
March 04, 2020, 01:07:37 PM
I dunno what's going on here, but I'd like to see an expansion focused on quests and territorial control, I want to manage my mercenary band/Warband and fight for control of planet's surface. There's a world map, but its use is very limited.