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Messages - astrosoup

#1
Hah. I spawned in the ice sheet and used up my logs trying to build a room.. I guess I lost this one. I'll start over now that I know what I am doing. Usually I try to build shelter, but it sounds like I should get all the benches first.

Thanks for writing that up! Very helpful


EDIT: Tried again on the ice sheet and everyone quickly died of Hypothermia before I could saw enough planks for the stonecutters bench. Perhaps this isn't super compatible with that biome?
#2
Ah. So I can't build doors/rooms in the very beginning? It won't let me build beds either. I guess I need a tutorial for this. Excited to try it though!
#3
Were wooden doors removed in this? I have wood in a stockpile, as well as some iron, but my only choice is bamboo door. When I click on it I get an alert that says I don't have required materials.
#4
Ideas / Re: Colonist Dreams/Goals
September 14, 2015, 07:59:29 AM
I posted something like this a while ago.

https://ludeon.com/forums/index.php?topic=15955.0

My thought was that as you go about satisfying the ambitions, you would be able to stack up permanent buffs/rewards for your colony. Fulfilling ambitions would require satisfying them with specific placement of rooms/objects, which would definitely pull alot more challenge and fun out of the base-building aspect.

Yeah its a little like the Sims, but I generally control fewer characters in Rimworld than I do in the Sims, so it makes sense to borrow from their gameplay in the sense that you have time/energy to really invest in the character's own stories.
#5
Ideas / Re: Remove Turrets
September 07, 2015, 11:21:37 PM
I've thought this myself, when playing, that turrets just don't "fit" the nature of Rimworld. They seem out of place. If turrets that automatically detect the presence of enemies and fire on them can be crafted, why not a whole host of other defenses that would require significantly less technology? They just seemed 'thrown in' for the sake of defending against the raids.

That said, I don't know if the game is ready for their removal. What would we use? Colonists come by too infrequently to afford sending troops into battle every time and besides, I don't mind losing someone to an occasional raid, but I certainly don't want that high of a turnover.

I'm all for turrets being removed, but there should be another way to deal with or avoid raids. Perhaps bunkers that colonists could hide in and shoot from would make sense. Or maybe I could just pay invaders off by offering food or supplies, or even hire some of them (or some neighbors) for protection. This fee could get increasingly burdensome as my wealth grows which then gives me the choice between enduring the raids, or squeezing more work out of my colonists.

As much as the turrets are out of place, so are the unavoidable timed raids from pirates or tribesman. People coming on the map hell bent on killing your colonists every so often gets sort of tiring and annoying when you are busy trying to accomplish other tasks, and it loses its narrative importance each time it happens. They come so regularly that, after a while, Rimworld starts to feel more like a computer program than an interesting story. I am hoping that it is a genre trope that is merely a placeholder for a more interesting late-game challenge schema in the future.. perhaps one that requires me to use the skills of my individual colonists in creative ways, as opposed to simply buying better guns.


#6
Ideas / Re: Toilets?
September 07, 2015, 06:08:52 PM
It would be fun for toilets as furniture to be added in for flavor, but they should not be mandatory, and a Sims-style bladder bar is certainly not what's in order. Colonists could just visit them once in a while when they have nothing else to do, or as part of the joy mechanic.
#7
Ideas / Re: Suggestions wanted: Animals!
September 07, 2015, 04:44:01 PM
My wife is voting for sheep, birds, maybe more dog breeds and foxes. She says an attack parrot would be awesome.

Personally I would like to see sheep, but only if they could explode, as that is a mandatory trope for all video game sheep imo.

Mounted animals would be fun too, such as horses or tauntauns.

EDIT: Cats, but they adopt and train colonists instead of the other way around.
#8
Ideas / Re: Being able to remove body parts from the dead
September 07, 2015, 04:31:01 PM
In reality, a person has to die in the hospital for any of their organs to be saved. Even then, the surgery team has to be ready to remove it right away. The organ itself has to be kept alive after the heart stops, or else it is useless.

There is no balance or narrative justification for including this in the main game. Someone should just make a mod if they really want it.
#9
Ideas / Colonist Ambitions glean Colony Rewards
September 07, 2015, 04:14:43 PM
When I started playing Rimworld, I was thinking that I was going to build a thriving, successful space colony.

However, I was surprised by the fact that I was more interested in the lives of the colonists themselves than I was in any particular aspect of the town.

I love their different personalities, backgrounds and stories of the colonists, and would love to see these aspects have more influence on the general course of the game. I think this would be an easy way to compound replayability and late-game depth, so its not just about fighting bigger and bigger hoards of creatures, but about acheiving ad-hoc goals based on the characteristics of your population.

It would also richly increase player engagement with the stories of the colony and its inhabitants, which seems to be part of the RimWorld value proposition.

I think this could be pretty easily added in with some sort of rewards system that plays off individual ambitions of the colonists.

Assuming that a colonist who is, for example, a Prostophile with the 'bionic body' ambition, would enthusiastically be engaging all visitors in conversation about his desire for bionic parts, it would follow that he would gain notoriety when he actually began replacing his body parts with bionic ones. Perhaps this could have a permanent effect on the colony whereby visitors travel in and offer you money to replace their own body parts with bionic ones.

Or perhaps a greedy person might have an ambition to 'start a false religion', where certain visitors would come and offer tributes to the colony ranging from dead squirrels to exquisite art depending on the size of his palace.

Suppose a bone collector had an ambition to 'build a museum'. Visitors could pay a fee to go look at skeletons at your colony, depending on how nice the museum room is, despite all the corpses.

An aspiring pop idol with a 'fan following' ambition might be able to glean tips from visitors, depending on the quality of meals offered. As she racks up the fans, perhaps more people from the surrounding villages will visit at a time.

These are obviously spitball ideas, but hopefully the idea is getting across on how the colonists could become tools to really influence the way the game is played, and to give players more opportunity to interact with them and invest in them.

Furthermore, their bonuses don't necessarily have to go away if the colonists die. Musuem visitors could still arrive to see the collection of the late collector. A pop star's fans could still come pay homage to her home and contribute to a fund to "raise awareness" for whatever it is that killed her. This way, even if they die, a part of them remains with the colony. Having a role for their legacy would give players an incentive to let colonists go when they die and continue on with the game.

As the game goes on, and the effects of different colonists would combine in fun ways, a colony would build a real and interesting history making each playthrough an even more unique experience.

I hope this made sense. It seems like it would be an easy mechanic to implement, arranging mostly existing pieces for a richer experience.
#10
Stories / Re: Sad Stories
September 07, 2015, 03:05:41 AM
My Yorkie outlasted almost all the original colonists and more through so many near misses and lucky escapes. Then during a random pirate raid, one of them just killed it. It was so unceremonious that it made me actually sad.

It was a harbinger of things to come, however, as the colony didn't last much longer. A month later, the lone remaining shipwrecker- a nudist who was unable to do menial work - was slowly wasting away by herself. She finally succumbed to curiosity and knocked down the stone wall to see what was in that strange room next to the colony.

That's when I discovered mechanoids and lost my first game of Rimworld XD
#11
Ideas / Re: Your Cheapest Ideas
September 07, 2015, 02:53:55 AM
Quote from: king komodo on September 06, 2015, 01:20:22 PM

+1 to all of this. There is a history of the colony tab though it's just a couple graphs and making it more detailed wouldn't be a bad idea in my mind. I do wonder a little what you mean by "carry on their legacies..." because you could mean simply remind yourself what your original plan was or maybe a small blurb such as "James was always sad that he didn't get to run a dictatorship, although he will agree that it turned out for the better as he was not a fan of the paperwork it would've taken to force everyone to wear bunny slippers and smile all the time."

Mostly I am just referring to their individual bios and aspirations. I find myself creating towns around who the inhabitants are. For example, my current colony happens to have three members who want bionic body parts. So alot of the design of the town is geared towards making that happen. I have two full-time artists, lots of traps to re-set after a raid, and a deep prison where the doctors go to practice doing transplants on prisoners.

In my previous game, there was such a population turnover and extended crisis that I forgot what I was doing to begin with. I found myself wishing I could click the graves to remind myself of who the original inhabitants were and what I had planned for them so that I could continue the story with the two remaining inhabitants.

And yeah, graphs were not what I was hoping to see when clicking on the history tab. There are only about 5 people at a time, so I really have no use for stats. I couldn't even make sense of some of the numbers. The fun part of Rimworld is the story, not the metrics.
#12
Mods / Re: [Mod Request] Harvest organs from dead
September 06, 2015, 11:12:27 PM
I know its an old topic, just wanted to state that you pretty much can't harvest organs from a dead person in the real world. They pretty much have to die in a hospital bed and the organs have to be removed right away, essentially kept alive after the person dies. If the body dies, the organs die with it.
#13
Ideas / Re: Your Cheapest Ideas
September 06, 2015, 11:09:17 AM
Just picked this game up with a few days off, and the wife and I are totally obsessed. Played from 8PM-6AM, slept for four hrs and we're back at it.

Haven't read through this whole thing, but I want to suggest what I think are my cheapest ideas.

The thing I want the most is to be able to feel a sense of continuity once most or all of my original colonists die and have been replaced by pirates and drifters.

For starters I wish I could click on a grave and read that person's bio. This helps me remember who is who, and to remember the ambitions of the town founders so I could carry their legacies on in the design and direction of the town, even if they die off.

Being able to see a brief history off everything that has happened in a town journal. The AI story teller is super cool and makes all sorts of interesting things happen. I often wish I could recap and look back through the numerous tragedies and hardships that my poor citizens have endured. Notable events like someone dying/arriving, heat waves that made something difficult, etc.,- even just what is being already announced in the console, could be saved to a summary screen to highlight the most dramatic parts. (Maybe this is already there, and I haven't found it?)

Finally, maybe the ability to name buildings? I can already accomplish this with a zone, but it would be fun if I got to see the building name appear once in a while when a character is doing something relevant to it, to remind me that the stonecutter's workshop was originally built as a palace for one of my early characters, or that the prison was originally a barracks.

I feel like little things such as this would really round out the storytelling aspect, as they inject a sense of history that I want to see develop as time goes on, so that even if all the original characters die off, I feel like they are still part of an ongoing story. Likewise, notable people who pass through can all leave their mark in a way that offers me reminders of who they are and what their impact on the colony was, which would be really fun.

What a great, dramatic game. So excited to see what is going to be added, but we are already having so much fun with this. Thanks!