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Messages - juanval

#1
I've been playing a campaign in Phoebe extra hard in 1.01950 and 51 versions (no problem with saved games when it was updated to 51), and I now I am at the first year of campaign, in Aprimay season.

- I like how treatment of injured pawns work now. You have enough time to treat them.
- I like the difficulty progression of raids. I suffered injuries in all of them. I had some interesting and different raids:
     - the first against 5 nude melee enemies,
     - the second against 6 hard techno pirates with pump shotguns, flag grenades. In this case I lost my 2 dogs that they joined to the colony and were trained previously. When surviving enemies tried to flee, all my pawns except the hunter were hurt. One enemy fled capturing my researcher, but when he was on the border of the map, my hunter shot him from the distante with her bolt-action rifle and killed him (yeeeeeah), rescuing the colony researcher :)
     - the third against 7-8 tribal enemies with long bows and spears. Long bow men were hard to beat because they got cover from far trees I couldn't clear before.
     - the fourth against 12 manhunter wolves.
     - the fifth against a poison ship with 3 scyters and 1 lancer. (Now I have plasteel enough to continue researching :)  )
- I suffered a cold snap, it was during the current Aprimay season. In all alphas and versions I played, I never have suffered a cold snap in Winter, when it can hurt more.
- It's a bit annoying for pawns that are sleeping or recovering from injuries, when caravan members from another factions enter with their animals into their rooms. Foreign caravans should stay outside the colony perimeter.
- With only 7 pawn in one year, I see difficult and risky to venture outside my colony in order to accomplish missions. No interaction with other factions.
- I suffered 1 bear attack. My miner was in a tunnel and had no escape and miraculously survived with her pump shotgun. When the bear approached slowly (it received two shots) to melee range, my miner hit it and stun it, giving enough time to the tailor to reach the mine and shot the bear from the back and kill it. The miner survived with 2 serious wounds. I like wild animals agressivity vs pawns and domesticated animals.
- I like the necessity of researching solar panels at the beginning of campaign.
- Mind problems work better now than in other alphas: In previous alphas, it was difficult to see a mental break in pawns that were at risk of suffer it. Now, if a pawn's mood is below a threshold, you must be careful. I suffered in this campaign 2 food binges, 3 dazes and and one pawn insulting another jeje.
- I see that my animals don't move to farther areas where an animal died in order to feed. I expand the animal area but they don't move even if they are starving. In previous alphas I remember they move without restrictions.
- In dry thunderstorms, I must expand home area anytime a fire starts and this is boring.

This is a solid version and Rimworld is a great game. Anytime you play is like watching a movie.
#2
I like Phoebe pace, but there should be raids instead of poison ships.

Anyway next time I'll play Cassandra
#3
Hello guys. The greatest moments of the Rimworld are when you repel raids, but in 5 quadrums, I only saw 2 raids but 3 poison ships. I always play on Phoebe Chillax

Raids should be the normal event, and Poison ships a rare event

#4
I've finished a successfull campaign with the last version, and I noticed many times that only one of my pawns, when he was stressed (the bar at the top in the needs sheet showed it, and the minor break alert appeared), the bar at the left bottom part of the screen appeared as Neutral.

This version is very solid and I didn't found any fustrating bug.
#5
General Discussion / Re: Just finished the game :)
October 16, 2016, 05:59:44 PM
I experienced the same when I finished the game for the first time  ;)

On its current state, Tynan has done a masterpiece.
#6
General Discussion / Re: My 1st Spaceship Launch
September 15, 2016, 05:51:39 AM
Spaceship building is not the best feature of Rimworld ;)

Rimworld ships miss a cockpit part and a body (fuselage) part
#7
General Discussion / Re: "Beavers!"
September 13, 2016, 06:39:59 AM
Two of my colonists (the tailor and the artist) were hunting beavers too close. Beavers became mad and killed my tailor and downed my artist  ;). The angry beavers attacked my colony but turrets killed them. The artist was rescued and healed, and he became the key in the next raid for the survival of the colony  ;D
Next year another wave of beavers appeared, but this time the colony was more populated and strong, and the artist and other 3 colonists, all with good skills in shooting, killed easily the new beavers
Rimword is great. It's like watching a film  8)
I hope to see more new events in the future
#8
Bugs / Re: [A14] no space traders of caravans?
September 11, 2016, 05:57:27 AM
I've played a succesful campaign  ;) during 12 days, and trade caravans are a great feature. This makes the game less rough. In 5 seasons I only saw 3 space traders.

Let's see what new features bring the future updates  8)
#9
Bugs / Re: A15.1279 Traders eating MY food.
August 30, 2016, 05:51:23 AM
In version 79, visitors eat my survival meals too. I stored the initial 30 meals in 3 groups of 10 and I don't let pawns to eat them (red cross on the item) but visitors take the survival meals and eat them
#10
Well, my colony perhaps is not beautiful, but the snowy landscape at night is superb  ;)
#11
I've started playing today version (0.15.1279) and pawns with less than 75 carrying capacity continue doing bills taking less materials than needed.

I test this with wooden large sculptures. 260 units of wood needed. A pawn with 66 cc takes 3 times 66 units of wood (198 units in total). In the table the 198 units appear in 75+75+48. The pawn should take 62 units more, but he only takes 43 and starts the sculpture.
#12
Here is my general design for a colony. I like open areas and I cut all trees arround it.

This game is great because it mixes strategy with movie plot, base defense, designing, farming simulator and much mucho more  ;D

[attachment deleted by admin - too old]
#13
Always open and colony enclosed. If I see a mountain at the center of the map or inside the future perimeter of my colony, I restart the map
#14
Bugs / Re: [A14] no space traders of caravans?
August 25, 2016, 05:47:04 PM
Well. That's nice to hear. I hate to see my buildings plenty of items ready to sell ;D
#15
Bugs / Re: [A14] no space traders of caravans?
August 24, 2016, 07:06:20 PM
I've been playing this week the last version of A14 and space traders are dissapeared.

At the beginning I could interact with 2-3 space traders, after that, during 3 seasons, no space trader appeared. I had stored 20 medium-large art sculptures to sell!!  :D That's a bit frustrating

I hope in A15 trade will be more dinamic, with more encounters from caravans and space traders