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Messages - Ironvos

#1
General Discussion / Re: Share your trick
September 23, 2017, 10:52:56 AM
Use a 'Chimney' for your coolers to avoid them being the weak spot in your walls.
With stone walls you can even keep the roof over the tile as the temperature should not ignite the walls or the cooler.
But if you want a real chimney, get rid of the roof over the one open tile.

#2
Quote from: linkfanpc on September 10, 2017, 02:45:14 PM
Quote from: Ironvos on September 10, 2017, 11:06:18 AM
It's unfortunate that it's impossible to still download the old versions.
I usually only play Alpha 7/8/9 even nowadays because i just like it so much more than the current versions.
So i'm very glad i kept those files, but i would very much like to have every alpha.
Would be great if the sendowl links also included previous versions, i doubt it's ever gonna happen though.

If you ever want to check out the old alphas, i still play them regularly on twitch, currently a modded A8 version.

Really? Out of curiosity, why do you like them so much more? I personally much prefer the latest version, but A8 was the version i saw when i first discovered RimWorld, and i'd love to be able to play it.

Thanks anyway!

In the old alphas i have more direct control over what happens. Alpha 10+ started adding more and more rng elements and mood stacking for joy, the social system, drugs addictions, animal bonds, relations, on top of all the other things like worn out apperal, dead mans items, food buffs, beauty, events, etc.
It's just too much and for me it sucks the enjoyment out of the game as i'm so dependent on what the storyteller decides should happen. If my colony has to go down, i want it to be mostly my own fault, not the game screwing me over.

Simply put, i want to build a colony with pawns in it, not manage pawns that happen to be in a colony. So emphasis on building, not on sims management.
#3
It's unfortunate that it's impossible to still download the old versions.
I usually only play Alpha 7/8/9 even nowadays because i just like it so much more than the current versions.
So i'm very glad i kept those files, but i would very much like to have every alpha.
Would be great if the sendowl links also included previous versions, i doubt it's ever gonna happen though.

If you ever want to check out the old alphas, i still play them regularly on twitch, currently a modded A8 version.
#4
General Discussion / Re: Are killboxes mandatory now?
September 01, 2017, 08:36:15 AM
I've been taking a similar approach with the use of bunkers lately for defense.
In the past i used to have more urban defenses where the fight was done inside the village and i kept falling back between the houses.
The bunkers can be a good first line of defense however and both tactics are compatible.
You also have to make use of the cover mechanics and deny the enemy easy cover in case your bunker is overrun.



The extra layer of sandbags makes it more difficult for melee units to overrun you, and it also makes it so that the enemy can only use the sandbags as cover in case you fall back. They don't have any walls to hide behind which would give the highest cover value.
You can place turrets in the gaps between bunkers to deny them easy flanking opportunities.
All this does take quite a bit of resources and building time, so in the beginning i just build a few small U shaped one man bunkers scattered around the perimeter.

A defense like this however won't last forever, once you hit huge colonies and you get attacked by 50+ raiders you might get overrun, still testing things.
#5
Ideas / Re: Suggestion: Tornadoes!
August 28, 2017, 04:40:01 PM
The old Tech Tree Minami mod used to have tornado events back in alpha 7 or earlier.
So it's definitely possible.
#6
The whole joy/mood/social system with it's inevitable mental breaks is one of the reasons i don't play the newer alphas anymore.
It mostly becomes a frustrating ordeal rather than an enjoyable experience, it's just not properly balanced and imo doesn't work within the current confines of the game.
In the past (pre A10) your colonists used to be a means to an end, the goal was to build up a colony. Nowadays the colonists seem to be the focus and the colony is just there to cater for them and keep them happy.
So i've basically gone back to playing Alpha 8 which imo was the last flawless release, playing with my own mod and some mods i still had or found on the forums and so far i had fun like i had in the old days.
Apart from game optimization and some quality of life tweaks (like self tending or AI pathfinding) i honestly can't say the game introduced anything of worth in the last two years. Animal breeding might be the only thing i miss when going back to A8 but it's not vital.
#7
Started at Alpha 6, which by now seems a long time ago.
Rimworld pretty much got me started on youtube as my main game.
Surprising to see how many people actually also got in during alpha 6, i'm not sure why though, was there any special advertising at the time?
#8
General Discussion / Re: Best use of devilstrand?
April 19, 2016, 06:05:15 AM
'Poor' mans armor basically. 
Especially nowadays with every armor or helmet costing components, devilstrand apparel doesn't require that so you can also make it early game or on barren flat maps.
#9
I dislike the mechanics of components, it's an unnecessary addition to the game that adds yet another layer of micro-maintenence.
#10
Too bad the mod never got updated to alpha 9, which imho was the last great alpha.
Still glad i kept all my old alpha files and plenty of old alpha mods.
There's so much good stuff here in this outdated forum.
#11
I have to say that for me alpha 13 so far has been my worst rimworld experience since i started playing during Alpha 6.
There's just so much unnecessary complexity now that doesn't contribute at all to the gameplay.
Instead of a colony simulator it's just a disaster simulator and micromanagement hell.
#12
Ideas / Re: Your Cheapest Ideas
April 16, 2016, 07:18:09 AM
I'd like to see an alternate zoom mode, similar to how zooming in and out on google maps works.
Instead of zooming towards the center of the screen, you zoom in relation to the place the cursor is at.
#13
It's been quit a while since i played, almost a year since my last series of alpha 10.
Was waiting for alpha 13 to be released to get back into the game. 
Usually i do modded playtroughs, but this time i'll be doing vanilla to get my bearings again and check the state of the game.
I'll be doing about 2 episodes each day.

Here's a link to the playlist: https://www.youtube.com/playlist?list=PLi1UBGAImyYIDYWr8nMqITJ2rFUl715Xk

Hope you enjoy.
And there's plenty more older Rimworld content on my channel, this will be the 10th season.


#14
Honestly i unfortunately have to agree with the fact that it doesn't seem like a great addition to the game at this point. 
Maybe it can be expanded upon later on in later alpha versions, but atm joy doesn't seem to add anything substantial in a way of gameplay value. 
My main concern is me having fun playing, whether a pawn in game has fun is the least of my concern despite the fact that it may be realistically necessary for a survival situation.
I've been kind of feeling me have less fun playing since A9 due to all the extra tedious micromanagement.
Luckily i can still go back to earlier alphas if i want to since i still have many of the old versions, but that's probably not an option for everyone. 
But i'm still looking forward to what next alphas bring and it may turn things around still.
#15
Ideas / Selective blights
February 08, 2015, 08:39:01 PM
I hate blights, i think i've said it dozens of times already  ;D

However i do see their value in making farming and food supplies more of a challenge and to create famines.
But it could use some tweaks.

For example, making blights only affect certain crops at a time, randomly chosen.
Blights could have severity levels that determine how many kinds of crops are affected.
This would make blights less devastating and annoying.
It would also make it so that people would plant all kinds of crops in order to avoid losing all crops in one blight.

Right now i think people just plant potatoes for the most part, and that's pretty much it.
With the addition of extra crops in A9 it would be nice if this could somehow stimulate people to actually plant more than one kind of plant.

An easy and mod friendly way (I think) could be just to give crops a certain blight resistance stat. Then when a blight event happens all crop types need to pass a check, if they fail they are affected.
This also opens a path to genetic altered plants with higher resistance.