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Messages - BlazinTheWok

#1
Ideas / Re: A18
June 15, 2017, 11:57:47 AM
Quote from: TheMeInTeam on June 14, 2017, 01:11:03 AM
Stuff

Now I see the problem. You have an inability to separate your opinion from objective fact. The fact that I haven't lost a colonist since Alpha 15 to a predator hunting them is just as relevant as the fact that you seem to be incapable of not losing a colonist to hunting predators. Your inability to handle a challenge that others, not just myself seem to manage just fine, speaks volumes. Objective fact: You can solve the predator hunting colonist issue easily without the need for wasted time adding yet another alarm to the game.

Another objective fact: Predators hunting colonists is a unique challenge in the game.

As you've stated, it doesn't have an easymode auto pause alarm that handholds you. You have to look for signs of predators, you have to actively protect your territory. Saying that it is "mundane work" is your opinion. Your inability to address the points and just dismissing them because you don't agree with them speaks volumes of the shallowness of your argument. Your apples to oranges comparisons don't lend any credibility to your argument, it just exposes the fact your position does not hold water. Predators and manually lowering temperatures are two completely different things. Learn to address the points with facts.

The fact we don't need another alarm because I've presented MULTIPLE solutions to your "problem" is not a red herring. Nice try though.

And no, the fact you can't leave the game on 3x speed forever and expect to be fine is not straw. There is a reason you can easily shift between speeds, pause at any moment, and why 1x speed exists. 1x speed is the speed the game is designed and balanced around. 2x and 3x speed was put in to give alternatives to the default speed. If 3x speed was what the game was balanced around, it wouldn't be 3x it would be 1x. Common sense.

You have a lot of projection issues. Your arguments are 100% opinion, dismissive, apples to oranges comparisons, and just generally void of objective fact. With that, I don't have to respond to any more of your subjective opinions because you've yet to address my points in an objective manner. When you do though, I'll gladly continue this discussion. Until then, continue to complain about a unique challenge in the game. <-- The funny part is you call that statement false, yet you yourself have stated that it is the only event that threatens a colonist without an alarm... which would in fact make it unique... and the fact you seem to struggle with it by definition makes it a challenge... the fact others not just myself have found adequate solutions to this issue seems to skate past you too.
#2
Ideas / Re: A18
June 13, 2017, 09:50:31 PM
This is really getting blown out of proportion. Since Alpha 15 I haven't lost a single colonist to a predator hunting them.  Not once. So clearly either I am just amazingly lucky or the whole draft colonists and kill predators works just fine.

You act like losing a colonist makes the game impossible. If you don't do your due diligence then you deserve the consequences. Sorry that you can't just leave it on 3 times speed forever. You see what makes Rimworld a great game is the variety of challenges it throws at you. As you said raids present challenge of tactics and base design. Diseases are resource management and pre-planning. Predators, just like to many civilizations before are dangerous and need to be dealt with.

We don't need yet another alarm because you refuse to just pay attention to signs of predators, install turrets, draft hunt, or even simpler download a mod.

If we are going to do anything, make the Wildlife tab mod part of the base game. It takes two seconds to click it and it shows all wildlife on the map with a special designation for predators.

Just because other challenges have alarms doesn't mean all of them need to. The predators hunting pawns is a unique challenge and there is no reason to add yet another alarm.
#3
Ideas / Re: A18
June 12, 2017, 09:29:37 PM
Quote from: The Nickman on June 12, 2017, 08:56:37 PM
Quote from: TheMeInTeam on June 12, 2017, 02:32:34 PM
Quote from: Aerial on June 12, 2017, 12:41:59 PM

Agree with all of these, too.  I haven't had any animals hunting colonist events happen since A17, though, so I don't know if that's still an issue.
This, SO MUCH THIS!!  Why can't the game at least pause when a colonist gets attacked by an animal?  Or at least give us the option to pause the game when it happens.  On cold biomes I have lost many good pawns just because by the time I realised they're being attacked it's too late and there's no backup nearby.  This definitely needs an overhaul.

What do you mean giving you the option to pause? You press spacebar and it pauses. From what I remember anytime a colonist is injured it makes a noise and their bar turns red. Press space. Again, just draft colonists and kill the predators as you see them and no problem.
#4
Ideas / Re: A18
June 12, 2017, 08:07:07 PM
Quote from: TheMeInTeam on June 12, 2017, 05:54:48 PM
Stuff

You really need to stop telling people they aren't allowed to have certain opinions.

Secondly, I don't know why you are making this out to be a huge problem. When I see a predator, I draft colonists and shoot it. Problem solved. Haven't had a predator hunt a colonist since a15.

Thirdly, Someone stated that animals don't hunt ahead of time and just snap target. Can someone verify this? The reason I ask is I play with a mod that let's you set food selection options. If I change an animal (warg in this case) to * Unrestricted * it shows me the animal it plans to hunt when hungry. It'll say hare or squirrel or raccoon etc. I think the target might be a variable that updates every so many ticks and when hunger falls below whatever amount, the animal hunts whatever is in that variable. Might be something for someone to look into.

If you are going to implement anything don't make it another alert. Make the Wildlife tab mod part of the core game. Then you can tell at a glance when predators are around and designate their removal.
#5
General Discussion / Re: Flooding on coastal maps
June 12, 2017, 04:04:13 PM
I don't understand why the OP cares how other people play a single player game. Why take time away from features that benefit all to focus on a feature designed to ruin someone else's fun?
#6
Help / Re: Edit Factions (Gear,Unit,Relation)
June 12, 2017, 04:02:03 PM
Anytime glad to help!
#7
Would just like to add that a mod just got updated called Combat Extended that makes melee combat even more viable. It is worth a look if you don't want a heavily modded game, but want an interesting combat change for Melee characters. Other than that B0rsuk seems to have given you a lot of good advice.
#8
Help / Re: Edit Factions (Gear,Unit,Relation)
June 11, 2017, 07:11:19 PM
Start a new game and save and name it Test. (You can name it whatever you want but for this example I'll use Test.

Quit to OS.

Go to your %appdata% folder if on Windows. (I don't know how to do this on Linux or Mac sorry.) Basically the default location is: M:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves

The drive letter depends on your PC etc but in that folder find the save called Test. (Or whatever you named yours)

Open it with a text editor, I prefer Notepad++

Now press ctrl + f and type in Insects. This should take you to the bottom of the "Base Factions" in the save file. The Insects faction is for infestations, the Mechanoid above it is for mechanoids, the SpacerHostile and Spacer are the spacer factions.

Now then right after the Insects faction you the factions that appear on the world map or whatever. The start of a faction has something that looks like:

<leader>Thing_Human833</leader>

If you look further below that you'll see something like:

<def>Outlander</def>

This defines what type of  faction it is. Base game factions are: Tribe | Pirate | Outlander etc

If you want to change what type they are for instance if you use the UCSM mod you would just change this to UCSM

That would make the faction a UCSM faction. I use the mod that adds the communist weapons (I forgot what it's called etc) and then edit the field below that which says something like:

<name>Coalition of Peace and Prosperity</name>

This is the name as it appears in game. So in the above example with the Communist mod I change this faction to Communist and then change this field to the Democratic People's Republic of North Korea.

Now I've shown you how to change the factions type and the faction names.

Now below that is this field:

<loadID>11</loadID>

This is the faction number which is important for what comes next.

Below that is a bunch of this:    
                  <relations>
<li>
                        <other>Faction_0</other>
                     </li>
                     <li>
                        <other>Faction_1</other>
                        <goodwill>-100</goodwill>
                        <hostile>True</hostile>
                     </li>
                     <li>
                        <other>Faction_2</other>
                        <goodwill>-100</goodwill>
                        <hostile>True</hostile>
                     </li>
                     <li>
                        <other>Faction_3</other>
                        <goodwill>-100</goodwill>
                        <hostile>True</hostile>
                     </li>

Now you will see a bunch of factors here. The important things to remember are: The Faction_# references the loadid number. So in our example the DPRNK is Faction_11. Underneath it you have "relations". Now it is important you understand: The numbers do NOT represent how this faction feels towards those factions. They represent how the factions feel in regards to this faction. This is important to understand when designing your world.

So if Faction_1 has -100 goodwill, that is how Faction_1 feels TOWARDS the DPRNK. Not how the DPRNK feels towards faction_1. The number can range anywhere from -100 to 100 including 0 and decimal numbers. The tag below it of <hostile>True</hostile> does not have to be there. If it is there it is IMPOSSIBLE for that faction to become friendly with the DPRNK. (Releasing prisoner's, bribing with silver, etc won't let that faction become non-hostile) If you remove that tag, then you can eventually become friendly with that faction if you start at a negative number.

Now I've shown you how to change the type of each faction in your world, how to change each factions names, and their faction relationships, finally for just a bit of fun if you scroll past the factions you get to:

<def>Human</def>
                  <id>Human862</id>
                  <faction>Faction_7</faction>
                  <boughtItems />
                  <guestArea>null</guestArea>
                  <drugPolicy IsNull="True" />
                  <kindDef>MedTimes_Society_GodKing</kindDef>
                  <gender>Female</gender>
                  <name Class="NameTriple">
                     <first>Yuu</first>
                     <nick>Hakuja</nick>
                     <last>Ito</last>
                  </name>

Again this is pretty easy to figure out but these are the faction leaders. You can see it says Faction_7 so this is faction 7's leader. kindDef tells what faction that guy belongs to. In this case it is from the Medieval Times mod. Female is of course the gender, and right there you can rename them. So if you find Faction_11's leader you can rename them Kim Jong Un or whatever you want.

Then scroll a little further down to:

<childhood>Killer70</childhood>
                     <adulthood>Healer46</adulthood>
                     <bodyType>Female</bodyType>
                     <crownType>Narrow</crownType>
                     <hairDef>XT</hairDef>
                     <hairColor>RGBA(0.310, 0.280, 0.260, 1.000)</hairColor>
                     <melanin>0.2470548</melanin>

Bodytype can be Thin Male/Female (Which is average) Hulk, etc. That is the pawns body style.

Hairdef is the hair, color is the RGBA numbers you can change all of this including melanin which is skin color so you can make a chubby guy be the leader of the DPRNK if you want. After that you can also edit the traits etc.

Using this method though it takes a bit of time you can change every faction in the game to whatever you want, lead by whoever you want, etc.



#9
Quote from: DariusWolfe on June 08, 2017, 03:21:11 PM
I haven't played with them much since A17 (though I should, since they're supposedly much improved; I hated them in A16-) but all reports say that they're fairly accurate now, when targeted; So much so that I think they're probably more accurate than real-world mortars (as opposed to artillery, which fires at low-angle whenever possible, and is therefore generally more accurate)

Trying to micro might work, but as I think they only start loading when you give them a fire order, you'd have to have pawns who can load at pretty similar speeds to be able to get any proper volleying; But 3+ mortars firing at the same point at the same time should be able to utterly terrorize anything at or near that point.

I'll play around with it soon, and see what it looks like, before I really put any thought into trying to mod it; I do know that there's a lot I'd like to see, regardless, such as a switch from multiple mortar-types/1 round-type to 1 mortar/multiple round-types as well as the addition of some sort of observer mechanic (inaccurate as shit unless you've got a pawn with eyes on the target).

You are incorrect. The pawns load the mortars when you instruct them to "Man steep mortar"

It requires micromanaging but you just instruct a pawn or several to man each mortar wait until it says loaded and then release them. Then you just have the aiming and firing countdown to go through. The majority of the delay is considered "aiming or warmup time" and I don't remember the exact number but it is ~25 ish "seconds".
#10
Video / Re: New Stream!
January 23, 2017, 09:48:39 PM
Just a quick reminder that my new Rimworld series starts tomorrow over at https://www.twitch.tv/blazinthewok . It will be a modded play through and I hope that those of you who tune will find it enjoyable! As a small streamer your support really does mean the world to me, and I hope to see you guys at the stream!
#11
Video / New Stream!
January 20, 2017, 06:53:27 PM
Hello and greetings fellow Rimworld players! I go by The Wok and I am a small streamer on twitch looking to expand my audience and I need your help! Tuesday January 24th I will be starting a brand new Rimworld series over at: https://www.twitch.tv/blazinthewok

Even if you are not interested in watching the stream, I need help coming up with names for the three starting characters! You can tweet @xTheWokx your suggestion for character names and I'll pick the ones I like best. I really feel like this will be an entertaining series and any support you offer is appreciated. Feel free to check out my channel and other social media.

Thank you and have a fantastic day!