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Messages - dStreamline

#1
Ideas / Muskets and Blunderbusses?
May 07, 2018, 01:35:29 AM
IMO the addition of revolvers makes a great addition to the lower end of the tech tree, something that Rimworld has really expanded in later development.

Something that could liven up the primitive side of the game are the more 'piratey' black powder weapons (muskets, blunderbusses etc.) ;D

Especially with the expansions to the tech tree, these types of weapons might bridge the gap between bows and more advanced rifles.

My guess is they would be very slow to fire (even compared to bows and pila) but with a good damage per shot (something along those lines).

Comment your thoughts!  :D
#2
General Discussion / Re: Game balance issue
July 10, 2017, 03:02:30 PM
If I were in your situation (besides praying to the RNG gods), I would assault them with as many attack animals as I could muster.

I personally found that wild boars are some of the best for this, because A) they are easy to tame and train, and B) they are plentiful in most of the biomes I play in (boreal forest, temperate forest, jungle, etc), so losing a few to an assault isn't a big deal. Depending on the biome you play in, you could find an animal with similar traits, and go for that. Besides, with enough time and training...

an army of attack squirrels can raise hell just as good as anything else.
#3
Stories / ...and then I check the health tab
July 09, 2017, 11:58:53 PM
So I'm just rounding off my first year in a temperate forest biome, with a decent sized brewery, but low food. One day I notice one of the resident panther cubs puke its guts out on the kitchen floor.

Long story short, turns out the poor thing was drunk as hell, and seems to have been binging on beer for a while now (given its MASSIVE tolerance), at only 6 days old! Looks like I need to rethink my allowed animal areas...

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#4
General Discussion / Melee Weapons
July 07, 2017, 02:24:20 AM
Personally, I'm interested to see what the forums think is the best melee weapon, so I give you this quick poll. Would also be curious to see the reasons behind these preferences (cost, damage, recharge time, etc).

Answers are much appreciated. :D
#5
Ideas / Re: Expanded Prisoner Behaviour
July 04, 2017, 07:30:31 PM
The current problem with prisoners (IMO) is that they are for the most part passive. There is very little risk for keeping loads of them locked up, and almost no incentive to build or place their complex/cell smartly. Prison breaks are a nice solution to this, but it would be nice to see this system fleshed out even more.
#6
Quote from: AngleWyrm on July 01, 2017, 08:48:28 AM

Lawfulness and Morale
Are there no happy criminals? And what of miserable law-abiding citizenry? The beauty of a snowflake is that it's every intricate detail is an expression of structure, the joy of order that we discover and sometimes choose to walk with.

And so it appears to me that coupling morale to law would create a shadow of distortions from the loss of a dimension.

How then can we consider the buffs and nerfs to the scoring of items on a pawn's to-do list? The action taking place is "After considering input from several sources, I (the pawn) think this is a great/good/bad/terrible idea," so perhaps that evaluation might bear a closer resemblence to being described as judgement.

Poetic as always...

One of the grand issues with a mood-affecting punishment system (part of which you hinted at in your introduction) is that are inherently biased towards the player, and whatever their motivations may be. In reality there is never a unanimous agreement on the subject of guilty vs innocent, let alone the scale and severity of punishment.

If there was some kind of baseline for what was acceptable punishment, then the player could choose to either relax the regulations (less deterrent for unwanted activities, in exchange for a mood bonus), or tighten the regulations (more deterrent, in exchange for a mood malus). If this were determined by character traits, then the player would truly have to engineer their laws to suit both their desires, and the needs of their subjects (similar to drug policy currently in-game).
#7
Little late for this, but +1
#8
Ideas / Manual Priorities For New Tasks
June 29, 2017, 05:07:01 PM
Not sure if this should be posted in the bugs thread, but it seems odd that one can't prioritize tasks such as self-tending, or sheering/milking on tame animals.
#9
General Discussion / Re: TIP: Prisoner Common Rooms
June 28, 2017, 08:06:50 PM
This may even be a bug, but turns out the prisoners get the "nice prison cell" mood buff exactly the same as if it were an individual cell. Of note is the fact that they only get it while INSIDE the common room. They don't seem to get any mood buffs when they return to their cells.
#10
General Discussion / TIP: Prisoner Common Rooms
June 25, 2017, 08:17:21 PM
Placing a prisoner bed in a room, and setting individual cell doors to "hold open" lets prisoners wander around, while still having the option lock away any of the more unruly or dangerous should the need arise. (simply unchecking the "hold open" option on their cell)

With a setup like the one below, one can make a "common room" area that several prisoners can use without needing large individual cells. The main benefit is that while in the common room, the prisoners get mood buffs from impressiveness and space, and from eating off a table.

The rooms below serve as a "solitary confinement" wing in case any have mental breaks or have low mood, so that the player can hold them for safe keeping.

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#11
Ideas / Re: Play as the ancients
June 25, 2017, 07:13:56 PM
Unlikely to ever be implemented IMO, but awesome suggestion nonetheless.

+1
#12
+1
#13
Ideas / Expanded Prisoner Behaviour
June 25, 2017, 07:03:45 PM
It would be useful to designate a common room area for prisoners to be able to eat/perform joy activities. Without their beds all being in the same location, the mood malus from shared bedrooms would be dealt with, but it would still be cheap enough to provide the prisoners with space and joy activities.

To balance this, it would be fun to see more complex prisoner interactions, with sabotage or uprising attempts.

My personal favorite would be to give prisoners the ability to steal weapons lying around, or even make crude weapons from raw resources lying around (say a wooden shiv from some wood left in their cells). This would make prisoners much more dangerous, and hopefully make it more risky to leave deadly weapons lying about in their cells...
#14
General Discussion / Re: Great Rimworld Bakeoff
June 24, 2017, 12:32:27 AM
I actually did some testing on this and funny enough, the ship reactors don't seem to provide heat whatsoever. Not even with a fully roofed, double walled steel enclosure. Seems like it would make a cool suggestion though.

+1 on the meltdown event as well, right now the ship reactor is a limitless source of free energy.
Would make for some nice balance. Maybe even create a toxic fallout event to go with it?
#15
Usually at least 1-3 melee per colony in my case. It helps to have at least a 1x1 hiding cupboard for them, or some kind of pathway that leads behind the enemy.

Since I like to have my growing field surrounded by walls to act as a staging area, I can usually get a couple melee guys around the back to outflank and dismember the cheeky buggers, while still being protected from snipers and the like. I mostly use either spears or longswords, but lots of people are talking about maces, so I might try them next time.