Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Daimonin

#1
Even if the EULA didn't say you can play it on 5 devices you own, and was meant to be played only on devices it is installed on through steam... it's not like SWAT is going to kick down your door and shoot your mum if you do it anyways... As long as it's you using the game (rather then say, posting it online somewhere), I doubt anybody gives a f***k what you do with it.

Nobodies going to come and arrest you for playing it on 6 devices either...
#2
Yeah... There's a reason I don't play on Randy anymore. With Cassandra, you pretty much know that you will be overrun eventually. And until you do, things are happening. Or more recently I play on Hildegard Epic, since I find the random annoyances like crop blight just that, annoying. Massive raids are more fun. (Recent game I ended up having two raids from different factions at the same time. They killed each other. :D)
The problem with Randy is that he doesn't push you. Sure, you have the random "6 raids in a row, all of them massive, half being dropped dirrectly into base", but then you also have the long BORING "Nothing of note happened for 4 years." Usually followed by "Oh look, a raid that kicked my ass because be defenses fell behind due to lack of need".

Losing one of your initial colonists, and the last one, always threatens to cause a restart. Because I can't get away from the feeling that it's THEIR story. Other people that join up are just... NPC's. Doesn't help I use prepare carefully though...
#3
General Discussion / Re: RimWorld Inconsistencies
November 21, 2018, 02:59:25 AM
Fun? I just had a pawn break while defending from a pirate raid. And wonder out into the firing line to grab some drugs a pirate dropped....

I didn't even try to save him from being kidnapped. Colonies better off without someone that dumb. :p

I do wonder about the thought process of the pawn whose response to a colonist dying is to GO AND DIG UP THE CORPSE AND LEAVE IT IN THE DINING ROOM! "Oh no, Joe can't be dead, see he's right here. Say good morning Joe."
#4
General Discussion / Re: RimWorld Inconsistencies
November 10, 2018, 02:47:22 PM
Quote from: walleras on November 09, 2018, 11:25:05 AM
I am hungry, oh look, the freezer is on fire, let me go there and not the kitchen where there is also food.-Soon to be dead

Even better: I'm hungry. Like really really hungry. Good thing I got to the kitchen, and found a fine meal I'm in the process of ea... On second thought, let me just go into a mental break coma due to hunger.
#5
Chipping in to the discussion as a player, with a good number of mods in use, I currently have around 40 mods subscribed, I have had up to triple digits before (0.19 reduced my need for many mods).

Personally, I prefer mods to update properly, if I have to take a few weeks off to give modders a chance to update, that's fine. I've got other things to play while that happens, you know, fun things? Unlike going through my mods and checking every one for "is there an updated version? Unsubscribe -> Subscribe new" Which I have spent hours doing before, and it's not fun.

If an update breaks saves... well tough luck, that's what you get for a pre-release game. Stop whinging and go start a new colony.

Thank you to all the modders that update their steam workshop mods so I don't have to go digging for new versions. Though I have seen some that update their mods to the new version, AND put the old version up as a new mod. That seems the best method if you want to let people keep using the old version.
#6
General Discussion / Re: Overkill Pirate Raid
September 05, 2018, 09:51:38 PM
Quote from: fritzgryphon on September 02, 2018, 04:19:08 PM
Dunno if it still works, but you can let the raiders catch the refugee and they will leave.

I don't think it does, I've tried it a few times since B19, and they kidnap the refugee, then keep right on coming for a full raid. I guess "Since we are already here, might as well eh boys?"
#7
This would be nice. Especially now that pursuing raiders seem to no longer just give up and go home after catching their target. That was an unpleasant discovery.
#8
Thought I'd share my river colony from 1.0, though a build or two behind now.

In the long run everyone died of infection, flu, and plague. For some reason my starting medicine didn't spawn. Though I landed in the river originally, so maybe it decayed before my pawns put it away and I didn't notice.

I did have a few observations. 
1. There can sometimes be graphical weirdness when bridges interact with land, notice in the northern exit, the bridge looks like it's only half on the shore. Not a problem or bug specifically, but made me a bit OCD.
2. Since all floor types are heavy, I was stuck with plain wood for all floors on water. Fine for most things, but really annoying when it comes to sterile/silver floors for medical/research/kitchen. Carpets being too heavy for a bridge just seems silly. I understand if some of this is for balance reasons though.
3. Some of the distinctions on what is Light/Medium/Heavy seem rather arbitrary and nonsensical. A stoneworking table is heavy, but a wind turbine is not? Again, totally get it if due to balance, just wish it made more sense.
4. Not a problem specifically, but the damn river was too small! Would love a lake biome, something similar to coast, where the edge(s) are shoreline, with a large lake in the middle? Maybe some small islands? Or maybe an option when settling a coastal area to change how much of the generated map is ocean?

Otherwise, I love the work that;s been done on caravans and quests. I never left my colony pre B18, and in 18 I only did so rarely (AI core). You want what? 300 pants? Hah no. The quests now seem way more doable, reachable, and rewarding. Caravaning is easy and enjoyable, so much infact, that one of my other bases got wiped because I sent everyone except for two pawns out, and they couldn't defend against the incoming raid on their own. Where before 90% of quest pops where ignored, now I get excited when one shows up.


[attachment deleted due to age]
#9
I've been there. There's probably still a hidden cave somewhere (could even be just a 1x1 space) that has a hive in it. You'll want to find it and terminate it... because all it will take is a moment of weakness when you can't kill the hives it spawns, and then you have a bug army on your doorstep.

Last time that happened to me, I ended up having to just up and abandon the settlement and move a few map tiles away.
#10
General Discussion / Re: Very few Raids with Randy
February 02, 2018, 08:48:20 PM
Yeah, I stopped using randy entirely. Fact is, he's boring. Sure there's randomness, never knowing what will happen next, and he COULD hit you with 7+raids in as many days.

But I present this for your consideration: 
1. It's rare for that to happen. Much more common for me has been that... NOTHING happens. At lest nothing worse then a blight. I've had games on randy which went without seeing any combat for a year or more.  I eventually quit those colonies. Because it got boring.
2. When he DOES hit you with a massive wall of pain, death, manhunters, and raids.... Well... that's not even a challenge, it's a slaughter. That's Randy just kicking you when you are down.

I prefer to play on Cassandra, or some of the modded storyteller's for that reason. A certain level of predictability is a GOOD thing. I'll just turn down the difficulty a touch if I want an easier but still entertaining time.
#11
I think the main problem is that there's a bunch of mood penalties that are simply too minor or unreasonable when it comes to causing mental breaks. Eating spaghetti by sitting on he floor with a bowl in your lap may not be ideal, and could very much make for a "Not great day", but it's unreasonable your response would be to murder your buddy and then wonder off into the woods naked.

Certain moodlets should simply not be capable of causing a mental break. At least not the major ones. Alternately, make simple meals negate the "ate without table" penalty, as they are SIMPLE meals like a sandwich, burger, or riceball, that's easy to eat on the move. Fine and lavish meals being more complex stuff your will really want a table and sit down for, like the aforementioned spaghetti.

I'd also like to see some mitigating circumstances for other situations, for example, someone who is starving should gain a mitigating moodlet to avoid a mental break if they are currently gathering/preparing food. It makes no sense that someone who is starving, while carrying some meat to the stove to make food, then randomly decided to drop it on the floor and go starve in his room.... Possibly with the minor exception that they automatically force eat the food the moment it's ready, despite any alternate commands.

For that matter, some of the softer breaks (wandering in a daze, hiding in room, etc) ought to be change to the affected pawns still take care of their basic needs like eating/sleeping. They don't do any work, but they really should at least eat, unless they are intentionally trying to starve themselves to death.
#12
Quote from: Snafu_RW on November 25, 2017, 07:46:46 PM
Quote from: mangalores on November 25, 2017, 07:36:48 PM

The pathfinding should make AI groups avoid those caves. Had vistors path by my colony waltz right through the hive because it was the shortest route. It was small so I could drag two survivors out of that mess but it was kind of derpy nevertheless.
How would they know the bugs/mechs were there?

Same way the player knows everything about the map.
#13
Just fleshing out the existing systems, adding more content, but not content of entirely new types.
So no new base systems, but anything that expands on or builds on top of the existing systems is a possibility?

The way I imagine it, I'd think that new prosthetics are a possibility, as is a river-based generator, or other content that uses rivers.
Same I expect the caravans and over-world in general will get more content and changes, probably a rework of what you can do with factions and such. I expect one day, your starting location will determine things like how often and from were you get traders/raiders. Maybe a proper mechanoid faction, so the mechanopid raids are actually coming FROM somewhere. etc.

On the other hand there won't be plumbing, or multiplayer, or flying around in your spaceship, or genetic engineering, and so on.

TL;DR: If it exists, it may be improved, expanded upon, and reworked. If it doesn't exist, it's probably not going to.
#14
You have a good point about the issue of timing in many games, I recall I stopped playing the Sims games because I found it silly that there simply wasn't TIME in one day to work, have dinner, AND go to the toilet. Things just took way more time then they should have.

I think rimworld is a LOT better balanced as far as time for activities goes, though now I'm curious to check what kind of walking speed pawns have. I suspect it probably is a tad slower then it should be. Question on your proposed fix: Why increase day length and work time, rather then just increasing walk speed? The point is to have, by percentage, most of they day taken up by working rather then walking after all. Seems easier (even modable maybe?) to just say double the base move speed instead.

I suspect one of the issues, even if walk speed is currently "realistic" is that IRL, people optimize automatically.
Walking across the colony? Grab this stuff that needs to be carried over there.
Cleaning dirt of the floors? Go room by room instead of running back and forth between two distant rooms.
Cooking a bunch of meals? Prep the ingredients for the next meal (including retrieval) while the first is on the stove.
Since pawns in games rarely do that kind of optimization, the player has to micromanage or fine-tune things to ridiculous degrees, making time saving strategies such as "walk as little as possible" be way more important then they should be.

Another issue is with batch production, especially when it comes to cooking. Lots of mines around where I live, you think camp cooks painstakingly cook an individual dinner for each of the 20-30 people at camp? Fuck no, they make a huge batch that serves as dinner for everyone.
Just the option to cook 10 meals in one batch would do a lot to alleviate how valuable it is to have the stove in the freezer. EVEN if you extended the cook time to be an unreasonable 10x longer then 1 meal.
#15
General Discussion / Re: [B18] Chemfuel Generators
November 20, 2017, 04:03:27 AM
Not only is it less refueling, but if you actually do the math (I did, but don't have the numbers on hand anymore), even the wood->chemfuel->power process via refineries is more wood efficient then just pure wood->power. IIRC it's something like 2x the power for the same amount of wood used.