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Messages - eadras

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Releases / Re: [1.2] Children and Pregnancy - v3.5.2
« on: February 09, 2021, 12:44:36 PM »
I also encountered the pink square graphic bug. I couldn't fix it in dev mode, so I opened the save file and found the pawn. Turns out a beanie was stuck on the child, but not showing up in game. Removing it in the save file fixed the bug.

General Discussion / Re: Mental States are still mental...
« on: February 14, 2018, 10:50:46 AM »
Only in Rimworld  ;)

These events do occur quite frequently, and result in a dead landscape after a few years of gameplay.  They aren't that big of a challenge to cope with in a standard start, but the tribal start makes them much more difficult.  I've resorted to unplanned migration several times in my current tribal Cassandra/extreme game, as these environmental events are relentless, along with poison ships and mech raids.

General Discussion / Re: Tornado
« on: November 23, 2017, 08:38:01 AM »
I liked the original tornado.  Recovering from a "hand of God" natural disaster and mourning the lost was a great storytelling mechanism.  Although I understand why many players didn't like it, they could easily have disabled the event in the scenario editor.

General Discussion / Re: Visitors entering buildings where people sleep.
« on: October 26, 2017, 11:26:38 PM »
At one point I had a screenshot (can't find it now) of a random visitor standing in my newlywed couple's bedroom while they were "lovin'".  He walked right up to the bed and stood there staring at them.


But yeah, this has long been an issue, along with caravans pathing back and forth over killbox traps, and pack animals making a beeline for your devilstrand fields.

General Discussion / Re: Alpha 18 unstable test build is released
« on: October 26, 2017, 11:19:08 PM »
So cargo pods are now basically grenades bearing gifts?
Seems that way.  I saw a cargo pod land on a boomrat, which exploded and started a fire, which grew into a raging inferno that consumed all of the "gifts" and then some.   :D

Other than that, I'm enjoying the new tribal flavor, and looking forward to the first tornado of doom. 

General Discussion / Re: Any big features coming in A18?
« on: August 24, 2017, 09:34:56 AM »
Cave biome sounds intriguing; swamp biome would not interest me with the current moisture pump - a faster, reinstall-able pump could make it fun to play in, however.  And of course, more critters are always a good thing. 

General Discussion / Re: Regarding Floor Beauty
« on: August 08, 2017, 09:32:02 AM »
The lack of wealth added from the smooth stone floors can be considered a benefit if you are trying to keep your colony wealth down in the early game.  Outside of the dining room and rec room, or a greedy person's bedroom, there is no real reason to raise a room's impressiveness at the cost of higher colony wealth and larger raids.  Smooth stone floors need to be rebalanced.

General Discussion / Re: Thrumbo-why is it here?
« on: August 08, 2017, 09:15:21 AM »
They look like a cross between a giraffe and a unicorn, except that they are more durable than an elephant.  I take it they are supposed to be rare and near-mythical, but the ingame reality is that they are fairly common and typically slaughtered for their fur and horn.

General Discussion / Re: Happy Families: This is becoming silly now.
« on: July 24, 2017, 09:54:06 AM »
Yeah, relations are a bit on the ridiculous side, my lone explorer from a glitterworld was visited by her husband and her mother was on the run from tribals and begged to join (she still is, btw). Later on I found her uncle in a cryptosleep shrine.

I mean yeah relations are a nice thing to have in the game, but we re on a rimworld god knows where and meet family all the time, it makes sense for outlanders and for tribals, but it is really unlikely for spacers. In my opinion some distinction would be nice, tribals should have lots of family because they re basically human zerglings ;D , outlanders not so much and spacer family should be rare.

Some kind of interaction with visiting family would be nice as well, like a joy activity that gives a mood bonus, e.g. +5 mood for 3 days, "had a good talk with my niece/brother etc...".
Right now its like oh hey you re there and I ll be sad when you die, but I cant do much else with you.
I agree with all of this.  The family relations are a neat feature, but currently lacking in context and depth.

General Discussion / Re: Should I wait
« on: June 29, 2017, 11:23:04 AM »
A17 is quite fun.  The game is in a good place, especially if you take the time to choose a few mods that fill in the gaps without trivializing or completely altering the experience.  That said, late game still has severe performance issues that won't be fixed until the game is changed to run on multiple cores, which is no small task to accomplish.

General Discussion / Re: Another noob question, or bug.
« on: June 29, 2017, 11:20:26 AM »
One of the many aspects that make tribal play more difficult is the lack of a comm console.  You miss out on all the trade ships, which can make it seem like ages between trade caravans.  And yeah, Randy is truly random, expect bizarre extremes when you choose him to tell your stories.

General Discussion / Re: TIP: Prisoner Common Rooms
« on: June 25, 2017, 10:39:35 PM »
I used a setup like this back in A15, complete with a nutrient paste dispenser to minimize the amount of work for my warden.  Overall it works quite well, and is a worthwhile investment if you plan to keep multiple prisoners for selling or recruitment.

General Discussion / Re: Taming by doctoring at A17
« on: June 25, 2017, 04:08:41 PM »
To be fair, I *never* had this happen to me even once in A16.
I didn't play a lot in A16, but in previous builds, it was a very frequent (and unwanted) occurrence.  Having your doctor bonded to all of your combat animals (also known as cannon fodder) was not desirable.  This used to be one of the common ways to tame animals though - just down them and then rescue them, and they would very frequently bond to the doctor.  Not anymore - for which I'm grateful.

Ideas / Re: Downed mechanoids
« on: June 25, 2017, 03:43:50 PM »
If anything, they should self-repair over time if you neglect to finish them off.  A mechanoid civilization run by advanced AI would likely be maintained by embedded nanotech, which would be constantly at work to repair damage and get the mech back into service.

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