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Topics - Breadbox

#1
I really need more explanation on how melee attack verbs are chosen, say, if a sword has a higher damage slash attack and a lower damage pierce attack. Does this mean that the slash attack will be used 75% of the time?

What makes an attack 'high' in the first place? Dps? Power per hit?

Likewise for animals with claw and bite attacks, if a single attack has a higher dps or higher power per it does it occupy the 'high' attack category exclusively?
#2
Ever since the 1.1 update I've realised that many mods are in a precarious state of existence. This has me worried as truth be told if certain mods stopped working, I would find it very hard to enjoy playing rimworld. They overhauled aspect of the base game that is painfully lacking. They are the reason I stuck around for hundreds of hours, because sometimes the basegame feels like a pie with meager fillings.

There are many mods which I think are purely postives if they become part of the basegame. I wouldn't be putting in any content only mod or controversial overhauls here.

1) Facial Stuff
The game's called a story generator, but how can a story be compelling if every single one of the characters look identical and does not react to their surrounding. Their primary distinguishing feature, their hair, gets covered up the moment they wear a headgear.

Before you tell me that you don't like hands feets or weird eyes, every feature can be turned off individually. Personally I've only played with additions like head rotators(they turn their heads to look at eachother when talking), head bobbing, some facial expression and removing head gear when in doors. If all features are enabled, pawns would laugh and gloat when they down an enemy, flail their arm in terror as they flee, scream and squint their eyes when hurt.

The difference even minor changes make are huge, they look different and feel much more like real people who REACT to their surrounding rather than identical looking polyhedron statue gilding through thin air.

2) Dubs mint menu
I remember my first time playing the game and trying to figure out what cloth to make during winter and heatwave. It's impossible to figure out what clothing does what and clicking on detail of the bill tells you the incredibly useless information of 'Make 1 unit of this clothing'.

I mean come on, some image, description or search function would make it much friendlier for new players(who probably don't use mod) and much less tedious for older players.

So what are mods you can't live without and fit well into the basegame?
#3
I love caravanning, traveling and going on an adventure above all else, I love spontaneous skirmishes without hiding behind kill boxes or turrets.
Unfortunately, since 1.0, all ambush events were reduced to a joke, all sense of peril and
is excitement is lost, every single attack is either orchestrated by a single hobo or manhunting bunny.

I searched high and low, there is no xml option or mods that could change the size of caravan ambush/manhunter pack. Please consider making caravan battle sizes configurable with xml or make it a scenario option :'(, these incredibly anticlimatic encounters really ruined the mood.
#4
General Discussion / Killing killboxes.
February 28, 2020, 11:56:50 AM
It appears that turrets have once again being nerfed to disincentivize the kill box/kill maze play style. I personally don't build turrets or kill boxes but I don't think the solution is to nerf turrets patch after patch.

Players shouldn't have to build killboxes to win nor should kill boxes be the safest, most efficient way to deal with raids. Turret nerfs won't change this until they so nerfed they aren't useable even in kill-box defensive setup, much less a non-killbox one. And even after all that, we'd just left with turretless trap mazes as the next best alternative.

1) Building killboxes can be necessary late-game, depending on the storyteller, the game in general really doesn't like you to be unusually rich, hence modded games tend to face an extreme number of enemies due to the inflated wealth. This is can be unbearable without killboxes. Eliminating this necessity is a prerequisite for other strategies to be fun.

2) Pawns are too precious to risk in combat, they are irreplaceable and your chances of finding a useful one are completely up in the air. This is probably part of the intended experience, but do recognize the problems it causes. If this part of the game is given some leeway, perhaps introduce a universal mercenary system available for everyone with its quirks and drawbacks I know there's a merc mod on the workshop but it's hardly balanced for vanilla.

3)Traps and kill mazes
If you have ever watched anyone play the game, you'd recognize this asinine long winding corridor maze thing filled with traps that dispatch the entire raid with zero player input. The pathing of raider ai will obsessively favor open spaces despite the ridiculously long winding corridor. This should change, make them recognize the existence of doors, make special enemies that could unlock doors or blow up walls, make their behavior unpredictable. Possibly even adding limited sapping(not the obsessive, omnipotent one) behavior to regular raid. Tribals could have hammers which target doors, outlanders could have demoman or something.

4) Sieges
Sieges are pathetic and don't force the player to attack at all. Attackers are forced to build mortar on the spot which means they will always lose the artillery duel. To make things worse I've found I never had to build/research mortars or shells myself as they are supplied by the siege itself. They are literally a weaker standard raid that drops in food, materials, and weapons for you.

I propose make later sieges airdrop pre-constructed mortars that can be installed instantly, uncap the max number of mortars to be above 2 and maybe make the enemy mortars and ammunition rigged to explode when siege fails if that's not enough.
#5
Mods / How to increase world quest frequency
December 28, 2019, 01:45:05 PM
Please help me understand how to tweak the storyteller defines :-\ .
I've been looking for ways to increase the rate of world quest but I'd rather not change anything I do not understand, namely this section in Storyteller XML.

        <category>WorldQuest</category>
        <allowedTargetTags>
          <li>World</li>
        </allowedTargetTags>
        <onDays>15</onDays>
        <minSpacingDays>0.2</minSpacingDays>
        <numIncidentsRange>4</numIncidentsRange>
        <acceptFractionByDaysPassedCurve>
          <points>
            <li>(5, 0)</li>
            <li>(30, 1)</li>
          </points>
        </acceptFractionByDaysPassedCurve>

Specifically, whats does 'Ondays' and 'Num of incident range' mean?
For some reason, the 'ondays' for Randy is 30 as compared to 15 of the other two storytellers, does this mean he gets fewer quest events than the other two?

Any help would be greatly appreciated!
#6
I'm so sick and tired of my Caravan being ambushed by 1 manhunting Chinchilla/squirrel/goat/alpaca/hare/homeless guy with shiv, please, if anyone knows how, enlighten me on how to increase the size of Event-related enemy spawn, such as Caravan ambush. Urgent, core def doesn't seem to have any value governing the size of caravan battles.  :'( .