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Messages - FowlJ

#1
General Discussion / Re: Combat Cover Questions
July 03, 2014, 12:06:49 AM
Cover does not affect damage, no. And I believe that only adjacent cover stops anything at all* so moving south probably would remove the bonus altogether. Moving to the side might do something, but I wonder if El Hefe is even actually diagonal to the cover he is behind? He looks like he is readying a shot, and when pawns are shooting they lean out from behind cover, which might be why he is further down and why the bonus is lower. Not sure though.

EDIT: Woops I missed that you were talking about the shooter for that. Dunno - it might.


*The exception to this, which I don't know the math on, seems to be other creatures. I've definitely witnessed a squirrel taking bullets that were meant for a colonist before.
#2
General Discussion / Re: Combat Cover Questions
July 02, 2014, 04:57:42 AM
The percentage shown is essentially the chance of a shot 'succeeding' any given step. So there's a 20% chance for the shot to hit due to Snotface's Aim/Skill - if it fails that, it misses, if it doesn't there's a 91% chance to hit due to Equipment/Range, and so on. (It most likely doesn't actually roll for every step like that, but that's basically how it works mathematically). So, there's a 76% chance of successfully getting past the cover, because the rocks block 24% of shots that reach them. You can see it works that way by just multiplying all the numbers together (as fractions of 1) -

0.2 * 0.91 * 0.6 * 0.8 * 0.76 = 0.0663936 , or about six percent.
#3
General Discussion / Re: RimWorld change log
June 12, 2014, 11:17:55 AM
Quote from: Untrustedlife on June 12, 2014, 10:57:17 AM
Im not sure you are understanding me, cassandra should have a good balance of challenge, and colony building, it should not be less then challenging.The Normal mode should be a bit challenging, no challenge is what easy mode is for.No player skill required is easy mode.

If this is the case i could just send my colonists into hiding until the raiders blow over, and that is not fun.The raiders should try to fight your colonists a bit, not just smash up the place a little and leave.

When there is no fear of death, there is no real danger... No challenge.

Hard mode should be VERY challenging, that is what makes it hard.

Normal Mode should be mid-level challenging.

Easy ,mode should be barely challenging.
And how do you know that that won't be the case? I think that objecting to changes being made because they seem to make the game easier is a bad thing for a variety of reasons that can be best summed up as : the game isn't done yet. Raiders leaving after dealing a given amount of damage not only does not necessarily make the game that much easier (That's a matter of how much damage they consider sufficient, primarily) and it also represents an important underlying mechanic, that raids now have simple goals instead of being pointless suicide charges against your colony. I also hardly the think the game, overall, will be easier next patch, because that isn't the only change. Actual sieges, new mechanoids, (admittedly unspecified) improvement to combat AI, more negative events (of which at least the ship crash needs to be dealt with or your colonists go mad), and whatever else is yet to come certainly make up for it, not that I consider it something to be made up for in the first place because I don't think that all changes to the game can or should be evaluated in the sense of making it harder or easier, particularly so early on in development.
#4
General Discussion / Re: RimWorld change log
June 12, 2014, 10:54:15 AM
And if you want harder than normal mode, the appropriate choice is hard mode, no? That's kind of how difficulty options work.
#5
General Discussion / Re: RimWorld change log
June 12, 2014, 09:48:44 AM
I'm sure there will be plenty of that as well, but raiders having goals other than exterminating you has been a plan for a fairly long time I'm pretty sure. I should hope that more alternate objectives like thieves and kidnappers get added as well.
#6
General Discussion / Re: Merging logs and planks
June 06, 2014, 02:01:22 AM
Quote from: Tynan on June 05, 2014, 10:27:42 AM
My ongoing thoughts on this are: Maybe it would be better to say that logs and planks are usable for almost all the same things, except the things are modified somehow. This becomes a "material system" where a bed can be made of tons of different things, each which modifies its stats somehow. This would also extend into making spruce beds, granite walls, basalt walls, oak log walls, oak plank walls, and tons of pretty dwarfy goodness.

I also like the fact that this is pretty ignorable for new players. My main concern with planks now is that they're such a burden at game start, but if we can have single items which are modified by their construction materials that might reduce the burden a lot because then you could to basically everything with logs and leave refined planks as a later-game, prettier, better material for when you've teched up instead of an immediate requirement at game start.

I really like the idea of doing it this way both for its effects on the game as it stands and the things it could allow later. +1 from me.
#7
Rimworld being a science fiction game doesn't have anything to do with the validity of this suggestion, because the setting isn't one where space travel is easy, just one where it exists. There is no FTL travel, which means interstellar journeys take years to decades to complete, and 'rimworlds' (which as you might guess the game takes place on one) are worlds at the edge of colonized space which even if it was simple to just send a ship there, few if any would actually bother. The only sort of reasonable explanation for trading ships coming along so frequently is that they are just orbiting the rimworld, not coming from somewhere else, but that runs into a couple problems itself. Primarily, of course, being that launching a rocket into orbit to trade with other parts of the planet is about as cost efficient as it is logical, particularly when you are primarily trading potatoes. There is also the fact that not many people on the planet seem to possess the sort of technology required for that. Some groups drop from orbit, but even now they are the exception rather than the rule, and there is nothing prevented them from being made rarer in the future.

Regardless, like the OP stated, trading with factions planetside is a pretty logical extension of being able to interact with them in the first place, particularly since Tynan specifically made it so that they would appear from the edges of the map (presumably having travelled overland from other parts of the planet) as opposed to always dropping from orbit like raiders used to.

I think that intersteallar trade ships, were they to continue to exist, should be a much rarer event, and carry much rarer and more valuable goods, likely things you might not be able to easily obtain elsewhere.
#8
Print screen puts whatever is on screen onto your clipboard. You have to paste it into Paint or something in order to save it.
#9
Unfinished / Re: Lost Colony Mod
April 05, 2014, 10:56:29 PM
I'm not quite sure what you're getting at in the later part of your post (though that's almost definitely a failure of reading comprehension on my part), but the first bit is really easy to do by just editing the skillNeeds for those tasks to have a value defined for every skill level like shooting instead of the base + bonus format that they use currently.
#10
General Discussion / Re: Tynan is getting nasty
March 17, 2014, 12:13:09 PM
Quote from: Monkfish on March 17, 2014, 12:09:25 PM
Quote from: Tynan on March 17, 2014, 12:01:30 PM
I'd be afraid a lot of people would perceive it as a bug.
Not if you talk a little bit about the feature when it's released, or mention the mechanics in the patch notes. ;)

A lot of people don't read the patch notes, or the forums. Saying 'some of the raiders died on impact' in the message text might work, but might also not.
#11
Mods / Re: [REQUEST] Non-Micro-Managing Cooking
March 17, 2014, 12:10:00 PM
Tynan has implemented this for the next version of the game already.

You can keep up with the public changelog here.
#12
General Discussion / Re: Build 379 Discussion
March 13, 2014, 06:36:05 PM
I think the end goal is a more gradual progression from sad to crazypants, though, which I think is a good idea. Making full mental breaks less common would in that case not just be a balance change (though I also think it's silly that a colonist is liable to break a few seconds after going below 10% loyalty) but the first step in doing that.
#13
General Discussion / Re: Build 379 Discussion
March 13, 2014, 09:20:03 AM
Quote from: Teovald on March 13, 2014, 09:06:02 AM
It does not address my main problem with bills (but maybe it has already been addressed or will be later) : I can't have a  bill that will be recreated automatically each day or week (create x meals) and I plan the construction of something stone based, I then have to manually create the corresponding bill. 
It feels like this system will generate a huge amount of micro gestion when they will be several more types of bills.

A 'craft to' option was added back in the end of February, according to the changelog. Colonists will craft more items any time your stock falls below the amount you specify.
#14
General Discussion / Re: Cooking?
March 12, 2014, 04:38:38 PM
Only one cook works at any table at any time - do you have 4 cooking tables?
#15
General Discussion / Re: Just a question ? :p
March 04, 2014, 06:31:14 PM
Well, that depends on what you're looking for.

The game is in alpha, which means it is still lacking many things that would be present in a finished game - those things are slowly being added to on a daily basis, however.

What the game currently offers is the ability to build a small colony, farming, mining, building, and fending off attackers while trying to keep your colonists happy (or fearful, though that mechanic isn't fully balanced yet). There are small but functional crafting chains allowing you to butcher corpses and cook meals with them, or cut large stones into building blocks, and there is a huge amount of potential for modders to add more (as can already be seen in the modding section of the forums).

So, if you are interested in purchasing a game that is still very much in development, but that features a solid set of basic mechanics already, rimworld might be worth your money. If you'd like a bit more polish, come back in a few months or more and see how things develop.