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Messages - JimmyAgnt007

#1
Quote from: Wrecker013 on August 29, 2018, 09:59:21 AM
Quote from: JimmyAgnt007 on August 29, 2018, 09:46:01 AM
Anyone else getting some minor lag right before a notification?  Never had it before and not sure if its just me.

In my experience this occurred in my heavily-modded games as a result of the game needing to select items from such a large list. Perhaps base Rimworld has had enough items added to it at this point to have a noticeable effect on the time it takes to generate raiders/travelers/traders, even if that effect is minute.

I dont have any mods, just tweaked a few settings. (I like powerful reactors in my mountain) but it does the lag thing for all the events, regardless if its the first time or not.  Anyone else have this issue?
#2
Anyone else getting some minor lag right before a notification?  Never had it before and not sure if its just me.
#3
Quote from: Tynan on August 16, 2018, 04:33:10 PM
"Play until you inevitably die" is not and has never been the logic behind the RimWorld design here, especially at non-extreme difficulty settings. The goal is to not bore people with trivial non-challenges, nor crush them with impossible odds, in a game with no fixed levels or story. This thread was about discussing ways to do that.

Scaling raids with your capacity to repel them would create the same complaints you see here to an even greater degree, plus bizarre exploits like "never build defenses, just build a mega-wealthy super-base and burn every weapon you find".

I didn't mean that's how it is, a constant increase in difficulty was mentioned and I didn't want the game to turn into something like that.  I love my long-term colonies.

Currently Ive been building an open colony with no killboxes, no meta managing of wealth and minimal turrets.  The result is that the raids feel a bit over powered.  Rocket launchers devastate where regular guns would have been exciting.  My mountain fort killboxes on the other hand would have absolutly needed that type of raid.  Thats why I suggested some kind of reaction to how raids were repelled.  If the turrets got the most kills, send in the rockets.  If its mortars then use drop pods.  Lots of walls, use sappers.  and so on.  let the player be forced to mix things up as they play.  let the challange be in adaptation rather than a pure increase of numbers.  When I did get smaller raids, in the early game, they were a lot of fun.  Having a running gun battle in the streets as people responded to the threat.

Not sure how good the 'burn all weapons' exploit would be in my system.  Hostiles would still show up and kill you if you arnt armed.  It would devolve into fistfights maybe but one manhunter pack and you are dead.  Different kinds of raids to deal with different kinds of exploits would be interesting.  The one exploit i thought of for my system is to only allow pacifists.  Since they have no capacity for dealing with raids, they would be immune?  Thats why I suggested some variance.  Also, there would be a min strength to each raid, even if its just a guy with a club.  Every system will have its flaws, I just think we need one with the fewest possible.  Currently, a dev mode delete of the most devastating weapons is what works for me.  Though my open colony is getting a perimeter wall and I will be adding more turrets.

Is there a difference in raid calculations for tribes vs colonists?  Primitives would have a harder time fending off raids.  Some people like to impose their own rules as well.
#4
Since there is no BOSS fight or explicit end of the game, we shouldnt be progressing as if there were.  In DOOM, we can recover a lot more easily than in RW and there is an end point.  I dont like the 'play until you inevitably die' logic in a constantly escalating threat.  Id rather a level of challenge being maintained.

Also, some raids should be easy.  It happens.  But trying to avoid wealth to manage raids is not how it should be played.  Thats why they should be scaled with your capacity to repel them.  Give or take a little.
#5
Its not punishment for proper defenses, its scaling with your ability to repel attacks.  The more capable you are, the harder the game tries to hit you.  If you are badly wounded, then it eases off. 
#6
Quote from: Nafensoriel on August 09, 2018, 07:37:14 PM
Quote from: JimmyAgnt007 on August 09, 2018, 11:00:53 AM
Why not ignore the colony wealth and everything?  Just send x pts of raid and guage the result?

100pts raid = 0 injury, light damage, total raid kill.  +100pts for next raid.

so, its based on how easily you repel a raid.  if you get your ass kicked, it reduces the raid points.  this way, a killbox player gets stronger raids because they can defeat them.  where an open colony with the same basic wealth gets smaller raids because they are more damaging to them.  also, if you just had a raid that did a lot of damage, the game knows it did damage and will dial down the next one.

other things it can look at is the average health of pawns, how much medicine or food you happen to have, extra components, basically anything that decides how quickly you can recover from a raid.

this way we can have legendary gold statues all over the place but the single pacifist pawn in your colony wont be overwhelmed with a hundred raiders

Could you expand on this a little? How would you handle the following conditions to ensure fair, balanced, and enjoyable gameplay?

1] Would you include an upper limitation(perhaps based on wealth) for maximum points? Otherwise what would stop this system from eventually pointing out and causing an artificial "death of colony" point? IE at what point do you give negative points?

2] What about situations where if the above situation results in a "median" raid size after a few gameplay years? How would you entice the system to occasionally force a stress on the colony? Randy random style with a large scaling modifier occasionally? Forcing more sapper events?

3] Would you completely exclude animal raids from this system? Manhunter threat scales too iirc so what would stop a player from min/maxing several raids to gain an absurd quantity of leather and meat?

1] I think playtesting would be needed to see where limits would be but there probably should be some.  Also, you could take a lot of damage(injuries) without loosing anything per say, but still be nowhere neer able to fight like you otherwise can.  So injuries would count as a negative modifier.  loss of turrets maybe as well.

2] I think it would depend on how each raid was defeated.  If turrets get the most kills then maybe a raid that counters them. If mortars took out the siege, then maybe a drop pod assault on top of them.  Forcing Defence in Depth, something most players cant really do, so it makes cracks in the line that any raid could exploit.

3]I can get that without exploiting, also, if someone wants to cheat then it doesnt matter if something is balanced.  Animals are annoying for me to fight any time, but manhunter packs dont seem unbalanced.  They are probably the only kind of raid that makes sense to just mob charge the colony.
#7
Why not ignore the colony wealth and everything?  Just send x pts of raid and guage the result?

100pts raid = 0 injury, light damage, total raid kill.  +100pts for next raid.

so, its based on how easily you repel a raid.  if you get your ass kicked, it reduces the raid points.  this way, a killbox player gets stronger raids because they can defeat them.  where an open colony with the same basic wealth gets smaller raids because they are more damaging to them.  also, if you just had a raid that did a lot of damage, the game knows it did damage and will dial down the next one.

other things it can look at is the average health of pawns, how much medicine or food you happen to have, extra components, basically anything that decides how quickly you can recover from a raid.

this way we can have legendary gold statues all over the place but the single pacifist pawn in your colony wont be overwhelmed with a hundred raiders
#8
A few tiny things that ive noticed, pawns are taking more chocolate than they eat.  when they are done there is some extra that needs to be hauled back.

also, building chairs and wood floors, when the chair finishes it cancels the floor.
#9
Just starting an 'out in the open' playthrough.  The new meat looks find I guess, prefered the steak-like version, but the colour makes it look rotten rather than fresh.  Compare it to a rotting animal.  Not a big fan of the silver potatoes either.  Blue berry bushes don't 'pop' out quite as much to the eye but them and the red bushes making purple berries is fine.  Maybe making the blue a bit more distinct?
#10
Dev mode remove some meds, then dev mode a torso restore.
#11
I do like the idea of DMA being replaced by Bloody/Stained.  It makes more sense. 

I still think apparel should be able to either be repaired or rendered into raw materials.  But if raid clothing were covered in blood, it makes a lot more sense why you cant do anything but burn it.
#12
Ideas / Re: Your Cheapest Ideas
July 12, 2018, 01:45:06 PM
How did I not think of this sooner?!

TESLA COILS!!! Like in Red Alert.  lol ;)
#13
Ideas / Re: Your Cheapest Ideas
July 05, 2018, 01:20:20 PM
'Wildgrowth' option for grow zones to reseed areas damaged by fire and whatnot.

Growzones that can auto fill a dirt type.  So if you make a small single tile zone on gravel, it fills, same with rich soil.

The base grow speed of a plant in the soil of the zone should show up when selecting the crop.  ie Potato 90%, Corn 110% (average if the zone has multiple types)

Also, shouldnt rice be grown in shallow water?

The fert pump should go both ways, from shallow water>mud>gravel>dirt>rich and then the other direction.

Hops really should get replaced by a grain for making beer.

If the fert pump cant make rich soil, then it should be a work job costing lots of food, effort, and maybe a chemical. 
#14
Stories / Re: RIMworld TV
July 03, 2018, 02:42:12 PM
A distance from the colony...

"I refuse to believe that moving such a short distance from the colony is all we needed to do to avoid the fallout!" Sari shouted.

"What's weird is that we moved towards the blast site." Chet responded.

One of the pack Muffalo grunted, almost sounding like he agreed.

"With any luck, it will be gone when we get back."  Feisty added.

"I think we need more luck on our trip if you are the one doing the trading."  Sari countered.

"Fair enough," Feisty agreed.  "But nobody wanted either of us stuck underground with them anymore and you are NOT the social type."

"Also fair."  Sari admitted.

"I'm here because people enjoy the sight of you two far away from them!"  Chet announced, followed by the Muffalo carrying the broadcast equipment.  "Also, let's face it, my filming is about the only thing keeping us all from being banished.  And by us, I mean you two."

Sari flashed an evil glare at Chet.

Chet put the camera away for now, turning on the hidden one in his hat.
#15
When fighting in doorways, I dont have anyone in the door, i set it to stay open, then have 3 melee on the safe side, each able to hit that single attacker.  Then, have shooters behind them.  I think the two tiles in front of a shooter are safe, so you can have a LOT of guns aimed at the single door.  Thats how I deal with bugs 99% of the time.

Is this an exploit?  I dont think so.