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Messages - MissFox

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1
Sorry, just to clarify...

Does your map have other pens or just these two? Do the two pens both have markers and are the same animals selected in both pens?

I'm wondering if having 2 pens with the same animals in both causes conflict in the job and pathfinding logic.

You said you have 100 ish animals, are they mixed or all the same?

I'm wondering if breaking down the large pen into smaller ones of segregated animal types would help fix the issue for the immediate future.

2
Wow, this is a really well thought out idea.

I totally understand what youre saying about having an engaging conquest type victory, I love the idea that small settlements feed into defensive power of larger ones and I can see how it could make for some interesting gameplay.

The question is though, would a grand strategy element ultimately detract from the core focus of what rimworld is about; the colonists.

Strategy games tend to rely on millitary power so often the strongest units in large quantities are the most appealing thing to work towards, but Rimworld is about the stories, trials and victories of individuals more than their collective civilization.

Say that...

10 well armed, well equipped cataphract warriors attack an enemy settlement to deny the factions capitol city defense turrets. The unit arrives back at base having taken a loss but re-suppies and moves on to the next settlement...

Or

Jesse, George and David "Worm" Smith leave the safety of their base to destroy an enemy raider outpost. A local shaman is fed up of raiders stealing their chickens and offered them a flatscreen TV in return. Worm takes an unfortunate hit from a shotgun to the torso, Jesse does what she can to save worm but he bleeds out  at the last moment before she can get him stabilised...

Worm's body is returned to the colony and laid to rest in the tomb. The TV looks great in the Rec room but always serves as a reminder that it cost the life of a colonist to acquire.

So...

More numbers may make for more interesting battles but characters loose their individually when massed together.

I could see this working with a bit of tweaking...

The colony is contacted by an interstellar civilization who is keen to add this plannet to their empire. They ask you to start attacking local settlements so that supply lines to key defence points around the planet are disrupted. Once this is achieved the empire will be able to invade and has promised the colony amnsity and full citizenships for their help.

I have no idea if any of what I said makes any sense at all but either way this is a fascinating point of discussion.

Edit: I'm sure you're aware of the points about colonists in this but I wanted to write it for the sake of others who may not be so knowledgeable about the design philosophy of the game.

3
General Discussion / Re: Need some naming advice for self made ideologies
« on: October 21, 2021, 09:51:15 PM »
What a cool idea for a post, I suck at stuff like naming but here are a couple of thoughts...

Animal personhood, Cannibalism: The pack.

Transhuman, Tunneler, Collectivist, Superiority: The Unlit, bringers of the dark, wardens of the end, keepers of the apocalypse.

Transhuman cannibal high life supremacy: The lit, The lifted, the cult of accention.

I have no idea if any of these ideas are in any way good, they're just what sprang to mind at 3am

4
General Discussion / Re: Rimworld Algorithm and AI Model
« on: October 13, 2021, 01:00:03 PM »
Hi r4g,

There are a tonne of mechanics in play in rimworld but a very significant portion of what we perceive as interaction between pawns and their environment or the "simulation of life" as you called it is actually illusionary.

Tynan actually did a talk for GDC about the core mechanics of Rimworld and what the player perceives vs what the game represents the talk is available to view on YouTube and may be worth watching as it may answer a lot of your questions.

5
General Discussion / Re: Ship won't launch
« on: October 09, 2021, 04:11:57 AM »
Hey, Counterintuitor

Glad to hear you got It working  :)

6
General Discussion / Re: Prosthetics
« on: October 08, 2021, 06:54:28 PM »
Hello OverMind,

I can understand the confusion.

Yes a prosthetic, bionic or archeotech arm also includes the hand.

7
Perfect! Im glad it all worked out :)

And yes thats really good to know.

8
General Discussion / Re: Ship won't launch
« on: October 03, 2021, 04:12:03 PM »
Have you clicked you colonists and told them to board the cryosleep pods?

9
General Discussion / Re: How do you guys play RimWorld?
« on: September 30, 2021, 05:21:04 PM »
For me I play with no mods and typiclay play somewhere between peaceful and normal dependent on how im feeling.

Generally I choose Randy as my storyteller unless I'm trying to achieve a specific goal then ill choose cassandra, when I first started playing rimworld I would choose phoebe but I found her difficulty scales oddly sometimes.

I also tend to play on commitment mode.

I personally play rimwold the same as i would play dwarf fortress, more as a colony sim than a strategy game, I dont play efficiently and dont play "to win" at lest half of my colonies in over 500hrs of gameplay never escaped the planet and a few were destroyed in horrific firey death (or worse), i wouldn't really play it as an idol game either, while the game is running I'll be planning new constructions or expansions and constantly redesigning old parts of the base as new tech becomes available.

For me rimwold isnt about a win or loose gameplay loop, its more than that, for me it's about the random stories and situations, the interactions of the pawns and their personal triumphs and failures.

Sometimes its a story of triumph and sometimes its a story of utter hopleness but its always entertaining and its all drama to me ;)

10
General Discussion / Re: new Tunneler colonists want nutrifungus—how do?
« on: September 29, 2021, 04:01:53 PM »
I hope it works! I've not used them for that but i have a feeling its one of the options.

11
General Discussion / Re: new Tunneler colonists want nutrifungus—how do?
« on: September 29, 2021, 03:06:19 PM »
Please someone correct me if im wrong here.

I belive youre correct, You only have the tech available that represents the dominant ideo memes, im guessing this was done as a balance thing as it stops players having access to all tech by having one colonist of each ideo.

As for the gravel issue, obviously it will be a problem not being able to place it at will but cave systems can naturally spawn fungal gravel if you can find one (which may require some lucky mining) but im guessing thats not an option.

I belive you can grow nutrifungus in a hydroponics unit though. It needs to be kept in the dark with no light exposure. Not sure if that's an option for you?

12
General Discussion / Re: absence of imperial presence?
« on: September 29, 2021, 05:20:27 AM »
Hey Khalil,

It does sound odd, my current playthrough was a tribal starting scenario but im still getting the tax collectors and quests. So I dont think its that.

Stupid question perhaps: do you have royalty enabled?

13
General Discussion / Re: Machines
« on: September 24, 2021, 05:36:20 PM »
Thank you for this! :)

14
Basicly yes and no...

A colonists needs the appropriate level psychic link first*. But once they have obtained a psychic link any colonists can use a psitrainer.

The psychic link items are much harder to aquire than the ability trainers are but do come with a "free" ability when used.

Its worth mentioning that dependant on their background they will meditate differently, so if you plan on using multiple casters you may also need to have multiple mediation set ups to accommodate for them. (If you want them to regain at speed).

Edit: * I have a feeling a colonist can use a psitrainer before having a psychic link BUT just learning an ability doesn't let them USE the ability.

15
Ideas / Mimics
« on: September 21, 2021, 02:06:34 PM »
Dumb little idea, a mech type infiltrator enemy that sits on a random item and duplicates its appearance, (though perhaps with a desaturated coloursceme) it is dormant but immediately melle attacks any pawn that tries to take the item its sat on.

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