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Messages - Chicken Breast

#1
Quote from: thuban on August 17, 2018, 12:25:55 PM
Hi,
While testing, I was surprised to find so few items and resources after raiding a town nearby. It is much more interesting to trade instead of destroy other bases, but it's probably intended?

I do appreciate this being pointed out by someone, just because I have similar thoughts about the enemy/rival/NPC bases being lacking. For one, I'd like there to be more factions in general. For two, why not have themed or specialized colonies? Bulk goods trading colonies would obviously have the ability to produce bulk resources, and that should show. Additionally, pirate traders and other types should come from colonies that have at least some evidence that they produce these things or have the ability to capture others, etc.

Of course, I can see where adding a bunch of stuff on faction maps can maybe make the game chug, or worse, crash at inopportune times, but I've never designed a game before lol

#2
But what about the risk of the AI now having a weapon and a body to move in? We don't really know much about the AI integrated into the core, and I'm wary of AI mixing with weaponized robot bodies :/

Maybe a chance of an event like, "AI turns on you" to balance it out? Just a small chance. Maybe 1% or less?

Interesting idea, anyway :) I like the idea of being able to repair the mechanoids and programming them to be sentinels or guards for your colony
#3
Ideas / Re: Settling on a road should increase trade
August 11, 2018, 06:32:30 PM
I like where you are headed with this line of thinking! :D

I agree that trading and raiding should increase by the proximity to a road, but it should also make sense. For instance, if you generate some worlds at 100% and just look at them, you'll notice that there are a LOT of roads that don't go very far. I've seen a road from a colony to nothing, about five squares away. I've seen them also span several colonies, branch to support offshoots of those colonies, and more. So, it's hard to ask for the coding involved, just because then they also now have to look at redoing the road system somewhat.

To be quite frank, I'm not a coder/programmer because I don't have the knack for it. I don't know much about it and never felt the need to delve into it. So I'm not sure how doable this is, or if it would be an issue, etc. I just feel like it is more than just "roads should equal more trade/raids"

Because realistically, from what we know of Rimworld Lore so far, and the tech that the colonies already seem to have, we know that many people travel by way of transport pod. This is for good reason since it takes a lot of complicated risks out of normal caravan travel. That said, it can fail and leave people stranded in the middle of nowhere en route to their destination.

Basically, what I'm getting at is that there should be an increase in interaction overall (trades, raids, visitors) and a shorter time before you see your first people. For instance, if you spawn close to a colony, they should be pretty quick to come to see who you are and what you're all about. After all, in the 'Need Defenses' notification, it tells us that we have likely been seen by now and we should expect visitors soon.

This goes to my suggestion regarding the idea of enemy colonies using scout pawns. It'd be an interesting event to see a spy or something scoping out your defenses, but just as feasible that they used some kind of tech to get info on your colony.

But yea, traders should be more frequent on roads, as well as everything else. Of course, if more traders are visiting you then you're more likely to be doing better faster and therefore you'll be the target of larger raids anyway.

All in all, great idea! I hope it actually gets fleshed out and integrated to some degree into the game!
#4
Ideas / Re: Traits and Psychic Powers
August 10, 2018, 07:37:42 PM
I'm only bumping this because I legit forgot I posted it and I believe it could still be relevant. I'm adding this comment partially as a placeholder for further input, but also to bump the thread for new input when new eyes see it
#5
Stories / My Rimworld Fiction
August 10, 2018, 07:21:39 PM
So, I've loved Rimworld since it's conception and since my initial discovery of it. My friend and I had been playing a lot of Dwarf Fortress at the time as well, and so the switch into a similar style was seamless and inspiring. The graphics were exactly what we needed to compliment the mechanics, and we binged for hours on hours back when refrigeration wasn't even a thing yet. I even remember when my friend got the mod to add fridges before they were official lol

Anyway, I've been playing ever since, on and off, and love coming to new updates. They have been getting better and better, obviously, and they add so much more content. For instance, when writing my fiction on Rimworld originally, I used the official release lore and mechanics at the time, mostly. This meant that you still couldn't transplant stomachs, which ended up being a big plot point in my story. But even better, now that it is possible, I can go back and write in more to that story arch while keeping with the vanilla mechanics and limitations.

For those interested in reading what I have written so far, you can find my other thread here (which has the unedited version of the story)

and the edited/revised version on Tapas

Please, let me know how you like it in its current state, and if you want to hear more about this colony's struggles or a different one.
#6
Ideas / Re: nameable statue
August 10, 2018, 07:12:41 PM
Honestly, I don't think this is that weird!

Maybe I'm seeing it differently, but it would be very interesting if you could pick from a list of recent events to make art from. I know that the art is already pulled from recent events, but being able to pick a topic somewhat would give a new layer of involvement without too much micro-managing. I suspect a mod would add the ability to actually write your own description and title quite easily, though.
#7
Naked Brutality is hard enough, and I've been experimenting a lot with it in .19 and 1.0. While I have been enjoying the struggles and challenges, I've noticed something just now in my most recent playthrough:

My colonist, Euterpe, was foraging for berries and eating, and became sick with food poisoning. Oh well, she'll get past it.

But I notice that she starts to eat berries later when she's hungry (after vomiting, no less). Now, this brings me to a few points outside of my initial reason for this post, but ultimately the argument is that everyone should handle vomiting differently, as we do in real life. Some are squeamish, some aren't, etc. So she goes to eat the berry, and throws up while doing so. Progress on consumption resets.

I kind of understood this at first, but I was frustrated after the fourth time she failed to eat. It was a stack of 7 berries. Why are they not consumed 1 unit at a time rather than all at once over x amount of time? It becomes a risk.

I noticed it again later when she was chopping down a tree that the progress reset when she threw up halfway through. This one really confuses me. Her throwing up doesn't take away the damage done to the tree. It's the same as how a colonist can finish deconstruction or repairing a damaged wall. Why is chopping a tree different in this regard?

Just a small gripe, but I'm not sure if this is fully intentional or not.
#8
I do understand why you want it, but at the same time I feel like it is something that will backfire. Just for the sake of the argument, I'd say that it could be an issue both ways. In this case, it can be an inconvenience. In your idea, I see it being an issue also just because now if you DON'T have a plant cutter, you're boned.

I know this isn't what you mean, but it reminds me of how people will technically 'haul' things even if they 'will never haul anything'. Idk, it's a coding thing, I'm sure. At least if plant-cutting isn't disabled for your construction guy, he'll get better over time?
#9
Here is a pic of the current situation

https://imgur.com/a/2LwiJuM

You'll see a small bloodbath, along with a downed colonist and another next to him who lay dead. While Elida fought bravely, she had been fighting 3 men at once. Ichabod alone had been able to pick up an autopistol at the end of the initial battle in order to chase down the pirates, who were now attempting to kidnap Joseph, Stalzer, and Xandy. Unfortunately, Stalzer had not been saved in time, and The Crooks (actual name of the pirate band) gained another slave. Press F now to pay your respects for Stalzer and Elida.

It was so bad, that after Ichabod rescued Joseph and Xandy, Xandy proceeded to scavenge some smokeleaf joints from the raiders, wasting no time in lighting it up. That's when he was downed for the second time, too stoned to even stand. The common grieving of a Rimworlder is even greater when he loses two friends. To be fair, though, it was a battle of 3 versus 5, in all reality, and it is day 40. I don't have many good fighters (especially not now lol) and Xandy is my only shooter. I didn't play it strategically, though, having been caught in the middle of construction.

Just goes to show that sometimes maybe you should ignore refugees -shrug-

I was always told, though, "No good deed goes unpunished."

Happy Rimworldin', folks!
Here's to 5 more years!
#10
So I haven't seen much about the update to .19, but I'm seeing some changes to the research screen. Very cool!

Besides this, I'm noticing what might possibly be a bug. I'm not sure if this is because I'm playing on a map created on 1.0.

With a raid of one tribesperson, a tribal named Cheetah appeared outside of my walls and prepared for a while. I pre-emptively sent out my rifleman, and he proceeded to shoot at him. For some reason, he just...didn't respond? Like, he just took all these bullets. It wasn't brain damage or anything, but he significantly damaged him until he finally died from 5 bullets.

Seems obvious to say that he should have tried to at least take cover or charge me with his club?
#11
Ideas / Re: Raid/Prison Break
August 06, 2018, 02:17:01 PM
Yea, faction interaction between those of the same faction isn't really a thing outside of your own faction. Like, I rescued a drop pod guy one time who was from a nearby colony. He was resting in bed, able to walk and all, and his faction visits me.

Why wouldn't they just pick him up while they were already there? Would he really rather just wander off the map? Could it at the least be something to the level of, "Hey, you coming back with us?"

"Nah, I'm gonna help these folks since they helped me."

I understand that it has to do with the chance of them staying and how that would be affected, but it seems like common sense for them to interact, at the least.
#12
Quote from: Toast on August 05, 2018, 01:59:53 PM
Small weirdness in an art description:

https://steamuserimages-a.akamaihd.net/ugc/973227205249692534/1D93BA3D932284AD45D84929287094FDF38FA793/

The only things Lexi has ever crafted are sculptures, which I guess is what the "minified thing" is??

That's probably my guess. The other thing is that apparatus is spelled incorrectly lol
#13
Storyteller: Cassandra
Difficulty: Savage
Biome/hilliness: Tropical Rainforest/Mountainous with a Stone Road as a feature, and a Year-Round Growing Period (Permanent Summer)
Commitment mode: Yes
Current colony age (days):
Hours played in the last 2 days:
Complete mod list: Kept it Core/Vanilla for the sake of playtesting

I'm writing this from the beginning, to help catalog issues or events of interest as they happen. As Tynan says, he wants to hear the stories. Well, let me tell you that I'm feeling this one. I'm starting with 5 tribespeople, and I'm looking to play with a survival goal/challenge. How long can they survive? How big can they grow? Could they conquer other factions? So far they're having trouble just researching!

That said, my starting position could be a lot worse. The road bends around a mountain and tucked away in a bottleneck is my little base, built to hold a bunch of sleeping spots. I walled off two different points of entry to my base and got to growing. In no time I had potato and rice stores. Over the first 17 days I had 3 raids of one person each. Must have been each tribe/colony sending scouts.

On day 20 or so, I had a refugee event asking me to take on a Core world Jeweler. I accepted without a thought, already up one person from a previous raid with a rival tribal faction. I had 3 colonists vs 3 outlanders, and I won quite easily, even with basic tribal stuff (and a shotty I'd picked up). I've captured another person from this, and am now breaking down his resistance. I've had many breakdowns from all the stress recently, however.

The people have grown tired of sleeping on the ground in a common room. They are unsatisfied with how long it is taking for me to mine out individual rooms. I can't blame them, as I should have dealt with it far sooner, but like I said: research has been an issue.

This post will be continued in a new post on this thread or edited in later when I return. Currently, it is 2 am and I have work at 6 lol

I've already sunk 4 hours or so into this tribe alone. This game is too good.

#14
So I finally downloaded 1.0, and just wanted to share a few things right off the bat before posting about playthroughs.

I love the UI streamlining, and the changed graphics. Very well done, and just what the game needed at this stage. It may seem superfluous to some, but I like it.

One typo I noticed when starting my first new game on 1.0 is when picking Randy Random on Savage. The description for Savage (which may be used for all storytellers, I just always play Randy usually) misspells 'experience' the second time, missing the third 'e'.

The highlights and designations changing from square shapes to round was also a good aesthetic choice, in my opinion.