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Messages - Reviire

#1
Ideas / Re: B18 Feedback: Melee vs Ranged Balance.
December 19, 2017, 12:51:40 PM
I wouldn't mind if melee got considerable damage buffs. I'm fine with it being hard to get into melee range, but being in melee range should be very, very bad for the person with a gun. A spear or a sword should ruin you.

I wouldn't mind seeing melee padded out with more options, though. Combination ranged/melee weapons like gunlances, shocking sticks/swords, that sort of stuff. Hell, maybe even better shields. Go for the classic, send 6 pawns with large shields ahead slowly. Completely invulnerable until their shield breaks, but walk slow.
#2
Ideas / Re: Your Cheapest Ideas
January 29, 2017, 05:09:45 AM
Some way to make pawns only use one workbench, while excluding all others. i.e, I want my crafting 20 pawn to only use the tailoring bench, while i want all my other pawns to use everything except the tailoring bench. I don't want my crafting 20 pawn to go off to other benches when they're empty.
#3
Quote from: A Friend on January 29, 2017, 01:01:14 AM
Quote from: Reviire on January 29, 2017, 12:54:16 AM
An assistant enemy faction.

"The Greytide"
A tribal-esque army wearing gray jumpsuits and armed with blue toolboxes.
Red toolboxes are the more robust option.
#4
OP, I am expecting walls, reinforced walls and grilles. An assistant enemy faction, and lets not forget shitcurity.

Also, it'd be amazing to see a proper space map, where you require space suits to get around outside. But I imagine that'd be a bitch to code.
#5
So I've been having more of a proper playthrough. So far, it's going pretty well, i've managed to get over a lot of the issues I've been experiencing.

But there is one thing. Potatoes right now, you get a yield of around 5-7 per harvest, but it costs 25 potato seeds for 5 seeds. You see very little, if any gain from potatoes. Maybe there's a way to make this better that I'm missing, but I think it'd be worth lowering the cost to around 10 potatoes, or at least 15.
#6
This isn't a necro is it?

I'm just going to keep saying what I always have. The way to fix the problem is not to keep nerfing mountain bases, it's to fix the problems with open ones. The problem with open colonies is the game lacks the means to defend yourself against what is thrown at you. There's just no way for an open colony of say, 20 pawns to protect against a siege of 80+ raiders. Between the mortars and the sheer amount of them, rip you.

Combat Realism helps with this a lot, honestly. It adds various new defensive structures, such as embrasures (Which are amazing.), new mounted guns, and parapets. Aside from that, combat is just better. Bullets are lethal and cover is amazing. A rapid fire gun into a crowd is very effective compared to vanilla.

Compared to vanilla, your best defensive structure is a sandbag, or sandbag + wall. It's terrible, it doesn't help against the huge raids you begin to face, and the what, 75% chance for a sandbag to absorb a bullet is quickly made irrelevant when you have 60 raiders shooting bullets. The only step up from here is to begin exploiting game mechanics and enemy AI, which is where killboxes in a mountain come in.

Then there's the mortars and (I could be wrong on this, they could've been removed) the pirate raids from space going through the roof. There's literally no way to defend against these without mods. You can't stop a mortar shell without dealing with the mortar itself, and then we come back to the problem of good enough defenses. Except this time you'll have none, so you're dealing with a siege where you're outnumbered 3:1 or worse. Or they're already in your base because drop pods.

Personally, I think the best solution to this would be to make mortars direct fire weapons, while adding new sorts of siege weapons in specifically to deal with mountain bases. The reason for this being, a direct fire weapon can be countered, even if for a limited time. You can build thick walls to defend against it, while you have your pawns try to deal with it. For an open base, it'll also be stuck to line of site, so you won't have to deal with a mortar behind a mountain ruining your life.

Then there's what it'll do to mountain bases. For one, it'll be able to hit them. The siege will be able to slowly chunk away at the mountain, eventually exposing the succulent interior of whatever you have inside. It might take some time, but the important thing is, there will be a counter (Because sappers suck dick, too.). Then, if somehow that fails, eventually raiders will start taking heavier siege weapons, which for balance reasons, will only be taken if there's a lot of "Overhead mountain" in areas you've built in, because at the end of the day, a mountain base will always be superior, so it's unfair that an open base has to deal with the same things it has to.
#7
Quote from: Rhyssia on January 22, 2017, 07:13:19 AM
Quote from: Reviire on January 22, 2017, 02:17:10 AM
Quote from: sidfu on January 21, 2017, 11:19:13 PM
Quote from: Reviire on January 21, 2017, 10:34:07 PM
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

not sure but think how clean rooms are plays a bit of role in it as seems when i keep things clean it happens less but not sure on that. just try to find some animals with high immunity gain leather and u fine if u keep the room they in clean
That... doesn't help? As I said, i used dev mode to spawn in the best stuff I could.

I have never had this kind of issue with plague. Hardcore_SK doesn't tweak that hediff at all. What you are experiencing is from the vanilla game.

You could go to RimWorld\Mods\Core\Defs\HediffDefs\Hediffs_Local_Infections.xml and edit the values yourself if it's causing you that much trouble.

Also you can remove the hediffs by editing the savegame as well.

I'm sorry I can't be of more help, but unless I am told to work on it, it will have to wait until the modpack enters balance pass.
Yeah, I did that anyway. I was just suggesting tweaks to the modpack, but thanks anyway I guess.

On an unrelated note, the Tiberium mod seems like it'd be pretty cool to have in Hardcore SK, maybe for later stages in the game, I dunno. Possibly tweaked to fit in.
#8
Honk
#9
Quote from: sidfu on January 21, 2017, 11:19:13 PM
Quote from: Reviire on January 21, 2017, 10:34:07 PM
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

not sure but think how clean rooms are plays a bit of role in it as seems when i keep things clean it happens less but not sure on that. just try to find some animals with high immunity gain leather and u fine if u keep the room they in clean
That... doesn't help? As I said, i used dev mode to spawn in the best stuff I could.
#10
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.
#11
Quote from: Azzarrel on January 13, 2017, 07:38:35 PM
Just curious how this works with CR (guess this is asked quite regularly, but i didn't find anything the last three pages).

I use the hardcore SK modpack and I really miss the Rimsenal Weapons there.
Does anyone know if they are compartible (and balanced)?
It doesn't. At some point I was working on that, but at the time I had no idea how to use XML or how CR worked, and I sorta got busy with other things. Guess no one else has picked it up yet.
#12
Releases / Re: [A15] Rimsenal v0.7 : Season of the hunter
September 05, 2016, 08:23:58 PM
All weapons are also tagged as "Weapon", and some pawns don't have specific weapon tags, they just get to spawn with "Weapon". Maybe, I'm just guessing. I could probably check.
#13
Releases / Re: [A15] Rimsenal v0.7 : Season of the hunter
September 05, 2016, 08:13:15 PM
Quote from: Rafe009 on September 05, 2016, 05:49:44 PM
Tried to load the Feral mod with high caliber, neither mods have been tampered with and they are totally fresh installs. When i fire the highcaliber weapons they work fine. When i fire the Feral weapons i get a strange shotgun effect and i get this message

http://images.akamai.steamusercontent.com/ugc/257091431060126562/60C2A23A7DFCCC53D3CB24E6595DFCA2A5D3B36F/

Anybody have a clue how to resolve this so these mods might hold hands?
Load high caliber after core, not after Rimsenal.
#14
Releases / Re: [A14] Rimsenal v0.62 : Home defense edition
September 04, 2016, 09:29:00 PM
Quote from: Maviaux on August 31, 2016, 04:32:26 PM
Quote from: Reviire on August 31, 2016, 04:48:01 AM
Quote from: grepet on August 25, 2016, 06:19:03 AM
I too am waiting for Federation and Feral to be updated to Combat Realism.. Wish you the best as you work on this!
I've sorta been putting it off because I got pissed off with something not working. I'll finish it at some point, just dunno when.

Honestly, the fact you even tried is astonishing. So instead of pushing you to work on it more I'll just say thank you for taking the time to even look into it. With NoImageAvaliable gone I imagine working on CR at all is a pain in the ass, let alone making it work with something as complex as Rimsenal.

So again; thank you, Reviire.
I'm not working on CR, just with it. Skyarkangel is the one who's maintaining CR now. Issues i've been having is CR being a fucking mess to deal with, and when something doesn't work the game doesn't like telling you what has stopped working.

I guess I'll start doing some more stuff again, I can't leave it half finished. Just been playing so much Overwatch lately, but that got annoying too so whatever.

EDIT: Oh Rimworld is Alpha 15, that's going to be a pain.
EDIT 2: So I'm still going to work on the one i've been doing, for some reason or another the faction def for the ferals is erroring while loading, even though it's pretty much a copy paste of the other ones. Also the Thrasher stopped working for what I can see, literally no reason at all. All the defs are identical to the other weapons (renamed of course), but no it just doesn't wanna work.
EDIT 3: Inspirational music https://www.youtube.com/watch?v=cvEC00eLkns
#15
I'll keep saying it, if guns get buffed to be more lethal and mortars get nerfed, there will be a much bigger incentive to build outside. Currently, it's near impossible to defend against 80 person raids with 10-20 people. Guns just aren't lethal enough, nor do they have enough range.

If you want to survive through that, you need to try your little heart out and use every exploit you can.

Alternatively this could be turned into a colony simulator rather than an arcade wave survival game. In what bloody world will pirates send an army to deal with a tiny little village? Possibly cap it based on your wealth. Small targets will attract the attention of small-time raiders, being completely unnoticed by the pirate groups that can apparently field hundreds upon hundreds of people as expendables.