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Messages - Gremdavel

#1
Video / 169 Hours to Charlon Whitestone Victory!
August 04, 2020, 03:13:15 PM
I don't normally post my videos on forums, but after over 3 real-life years (and 10 in-game years) and 169 hours of gameplay, starting right when Alpha-17 came out and ending today in 1.1 (I suppose not long before 1.2 hits), this 344 episode long-play is complete and I am proud and relieved and felt a need to share!

Randy Random, Penultimate difficulty (the name changes I think more than once during the series), unmodded, 100% world generation, large maps. This was not initially intended to be such a long series, but it legitimately took that long to get folks to migrate halfway across the world and become stable enough to endure the 15 days of ship startup.

I have dreams of this series one day becoming a written narrative.

Entire playlist: https://t.co/G6PdpZuXU7

- Gremdavel
https://youtube.com/gremdavel
#2
Ideas / Raiders Bury Their Dead Too
June 21, 2018, 02:39:44 PM
It may add some relatively-easy-to-implement storyful content to have pre-existing graves with buried corpses at raider sites. Digging up these corpses would yield a bad moodlet, but you'd get to glean how the person died and also loot whatever treasures they were buried with -- usually just tattered dead-man's clothes, but occasionally a nice (albeit decayed) weapon or item.
#3
This bug is made evident here: https://youtu.be/F4LgK8vNmI0?t=26m18s

Circumstances
Called a tribe with the comms console, spending multiple instances of 300 silver to increase goodwill (not quite to the point of switching to non-hostile), disconnecting from the call, and quickly paused the game.

What Happened
Noticed the silver count on my resource interface was still high, so I spent some time looking for that silver, not finding that much. Eventually unpaused the game, and after a couple of second the silver count updated to accurately reflect the colony's current silver.

What I Expected
Silver count should have updated very soon after disconnecting from the call, even if paused, because silver had immediately been transferred to the faction.

Steps To Reproduce
Call a faction with the comms console, note the current silver, offer a gift of 300, disconnect, pause the game. Note the current silver, unpause, wait a couple of seconds, note the silver again.

Savegame
Not currently available but can provide if necessary. Video posted above.

Logfile
Not currently available but can provide if necessary.
#4
General Discussion / Re: B18 - Crafting Medicine sucks
December 27, 2017, 09:55:47 AM
It's definitely not as important, but I believe it is the same situation with psychoid pekoe.
#5
General Discussion / Re: Megatherium Question
September 23, 2016, 10:13:21 AM
The wiki is your friend:

http://rimworldwiki.com/wiki/Biomes
#6
General Discussion / Re: Alpha 15 Economics Study
September 19, 2016, 11:34:55 AM
This is really cool!  Will try my best to remember to contribute!
#7
Ideas / Re: Raid Balance
September 17, 2016, 10:47:53 AM
I get that you disagree with me, but that does not mean my feedback is invalid.  The scenario editor is a wonderful tool for discovering things about the game -- it can be used as a user-driven QA environment, great for discovering edge cases.  Perhaps the game's behavior which I described is exactly what's intended.  That may easily be the case.  But that's up to the developers.  They can use my feedback to make a judgement call based on their vision for the game.  The developers may disagree that wealth should be weighted differently, but that doesn't mean I shouldn't give that feedback based on extreme cases I can set up with the game's own tools.
#8
Ideas / Re: Raid Balance
September 16, 2016, 02:17:04 PM
Except they didn't even steal anything!  After they killed my colonists they proceeded to destroy as many structures as possible and then I got a message that they'd felt satisfied with the amount of destruction they'd done, and they left.  I guess they were in more of a "wealth is forbidden in this land!" mindset than a "give us all your money!" one.
#9
Ideas / Re: Raid Balance
September 16, 2016, 01:41:48 PM
Quote from: carbon on September 16, 2016, 12:19:51 PM
Gremdavel, do you happen to still have the save file to go back and quantify total wealth, date of second raid and whether this really was on extreme difficulty?
Unfortunately I think it's been overwritten, but I still have the scenario template saved.  I am fairly positive it was extreme difficulty, and certain it was the 2nd raid.  And the wealth... super immense.  Absurdly so.  So much gold, silver, jade, and uranium that I had to set them as items nearby instead of starting items, and had to set the colonist to start on the ground instead of a pod because apparently when there are that many stacks on the ground, landing pods glitch out and my colonist couldn't make it to the map.  I probably made an error when I immediately created a stockpile underneath all of it.

This was, of course, all just for fun and to see what would happen.  And to see what gold walls and jade doors look like, etc.
#10
Ideas / Re: Raid Balance
September 16, 2016, 11:02:42 AM
Quote from: Britnoth on September 16, 2016, 07:14:40 AM
You were using a modified game that gave you an incredibly inflated start. That is not reasonable feedback for game balance.

Well, because the scenario editor is part of the "vanilla" game, I respectfully disagree.  I understand your perspective, and Tynan may certainly disagree that wealth should be weighted differently, but that doesn't make my feedback invalid or unreasonable.
#11
Ideas / Re: Raid Balance
September 15, 2016, 10:36:53 PM
Quote from: nccvoyager on September 15, 2016, 06:35:06 PM
If wealth is not included in the calculations, you can build a huge base with floors made of gold, golden hospital beds, golden walls, and two colonists and only worry about a couple of raiders ever attacking.

Again, I'm not saying wealth shouldn't be included in the calculation.  I'm just saying it should probably be weighted differently.  Yes, extreme difficulty should be extremely difficult.  This was not extremely difficult.  This was hilariously, absurdly impossible.

What might be a cool mechanic, come to think of it, would be that wealth is factored into the equation (and as much as it is now) only  if a raider escapes back to their faction.  Then you can imagine a narrative where they tell their faction about your vast wealth, and they amass a giant army to take it.  It would mean that the more wealth you had, the more important it would be to leave no survivors.  Each faction could have some sort of "perceived wealth" amount that updates whenever one of them "visits" your colony and makes it out alive.
#12
Ideas / Re: Raid Balance
September 15, 2016, 05:42:05 PM
Quote from: carbon on September 15, 2016, 05:32:28 PM
On harder difficulties though, the algorithm should definitely go aggressively after folks who are just sitting on mountains of gold and not building adequate defenses.

Sure, but not that aggressively!  I had time to make two small buildings and some furniture.  I was actively building a fort.  Even if I had prioritized building tons of traps, I'd probably have been able to build about 10-20, and that would have optimistically taken out 5% of the raiding force if they actually hit them all.  Certainly no time to research other defensive tech.
#13
Video / RimWorld Let's Plays
September 15, 2016, 03:44:00 PM
I have several unmodded RimWorld Let's Plays on my channel, two of which are ongoing:

"Ice Sheet Hermit" (ongoing) - The Fortress of Solitariness started in α-14, upgraded to α-15.  "The Rich Explorer" scenario at an extremely cold 3-mile-high elevation, Randy Random, Rough difficulty.

"Tribal Colony" (finished) - Flaregrove was an α-14, "Lost Tribe" scenario in the tropical rainforest, Cassandra Classic, Challenge difficulty.

"Desert Colony" (ongoing) - Gremdaville is a cleverly-named α-13 colony, extreme desert biome, Cassandra Classic, Challenge difficulty.

Didn't know there was a place to post these until now!  Hope you enjoy.  I plan on always having at least 1 RimWorld game going for the foreseeable future!
#14
Ideas / Re: Raid Balance
September 15, 2016, 02:53:56 PM
I do think wealth is perhaps weighted too heavily when considering raid difficulty.

I recently created a custom scenario; I never get enough gold, jade, uranium, or silver in the game to actually build all the stuff you are able to build with those materials, so I thought it would be a fun idea to have a single colonist start with an abundance of these materials so I could build furniture, structures, and crafts out of them.  Phoebe Chillax, because I was more focused on building, and I think I put it on Challenge or Extreme because, you know, I clearly had an advantage and didn't want it to be too boring.

First raid was 1 melee raider, as always.  Second raid... hahaha... was in all seriousness about 100 raiders.  Possibly more; there was a lot of overlap.  Hurt my FPS pretty badly.  They all fired at my pet first, and they accidentally killed probably about 10-20 of themselves in the process.  I had 2 colonists by this point, one with survival rifle and one with a pistol, no armor.  No traps, no turrets -- this was too early in the game to start thinking about those things seriously.

It was definitely amusing, but... my lack of colonists, weapons, traps, and other defenses should have had more weight in the equation.  Abundance of wealth alone should not merit such a ridiculous massacre, even at high difficulties -- at least not that early in the game (if you're 2-3 years along with that wealth yet still can't defend yourself, that's another story).  I don't want to turn raids off, nor do I want things to be too easy, but would like to play custom scenarios like this and still have a chance of survival.
#15
Oh yeah, I guess you'd also need to put a quick temperature check in there, too, and compare it with the overclothes available.