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Bugs / Mod selection not updating after Mod removal?
« on: February 12, 2015, 03:11:45 AM »
Not a big deal but I've noticed this pretty much sense I've started playing RW. Just figured I'd mention it.

The mod selection list will "at times" not update mods will be there even after removal in the /MOD folder. Very odd because they DO update sometimes and others not.

Is there a known work around like deleting a file which would "force refresh" the list? I didn't notice any such file while but I didn't look real well ether. Manual removal would be fine too. Anything really.

Thanks in advance!

Update: After a bit of investigation namely leaving this file open in notepad++ while playing so it would alert me to any changes when they happened(it alerts you if the file changes and ask you to update it). So far so good, it's been updating upon exiting the game. I may have jumped the gun and there may be no problem at all, just simply doesn't update at the start of the game. Will keep you posted if anything changes within the next 10 or so sessions.

Ideas / Cassandra "Serious Challenge" Some thoughts.
« on: February 10, 2015, 08:13:20 AM »
So I've given extreme a go a few times but it's for masocists who don't mind restarting often if the RM gods don't favor them  ;) Which btw I'm perfectly fine with. Just not my thing.

The "challenge" level feels quite good but eventually you'll need something more to test your metal so I have been giving "serious challenge"  a go and here are a few thoughts on it:
90% of the games seem to play out something like this: 
1: Getting up the "important" basics(not going to elaborate for peeps that haven't played much yet. It's part of the fun figuring out what steps work well :)
2: Sitting by with fingers crossed hoping for a trader selling weapons/armor.
3: "Oh I'm sorry Cassandra has decided you're well enough equipped so no traders for you good Sir or Madam".
4: Waiting for your ultimate defeat from a 2nd or 3rd wave of 10+ pirates.
5: Restart. Rinse Repeat.

Now, I'm all for a good, brutal, and nail biting experience but there seems to be quite a fine line between a brutal challeng and a difficulty that feels just plain broken.

Here's a few thoughts on possible adjustments:
1. Forcing some types of traders to always show up by a specific time.(again just some thoughts and these ideas my be outside the intended "feel" of rimword in general.
2. Cutting back on the initial "wave" size of enemies.(Not the later numbers though)
3. On higher difficulties the player gets his/her choice of "ancient" style weapons. Even swapping JUST the pistol with a shotty or sub seems to curb the early insanity.
4. Will add more after additional tests...........
    Ok, after about 10 more 1-2 hour restarts/sessions, at least half of them ended up being NO challenge in the beginning because either no raids at all for long periods or TINY amounts of baddies in those raids. We are talking 2-3 guys on the first 3 raids. The other half where throw aways because of MASSIVE raids like before. There's essentially no point in suggestions because she's just all over the place and not in an enjoyable or challenging way. She needs a total rewrite imo. And to actually be playtested a good 50 times because at this level of difficulty, you gotta be "spot on" or it's feels broken. All just my feelings on it of course and if this is how it's supposed to be then I guess I'll look to mods to fill the difficulty gap.

Please let me know if you've experienced something much different on the serious challenge difficulty. I simply may need to edit or remove some mods I'm using.

Ideas / How do you prefer your wealth be displayed?
« on: February 09, 2015, 01:31:44 AM »
Well for me I never have enough space for silver and it just get's in the way. But hey I'm not everybody so lets see what you all would prefer :)
Poll's Up

Ideas / RIMWORLD's MOST WANTED: Post YOUR Top 3 Most wanted!
« on: February 06, 2015, 08:13:04 AM »
Please try to keep your replies as short as possible. Just your top 3 wants. This thread is meant to help tally the most wanted additions to the game. NOT to BS about life or even someone else's  list.  This is NOT A DEV POST and there's no guarantee that anything will come of your top 3.  It is meant for reference only.

Posting the same wants as someone else is perfectly fine if yours are the same. So feel free to copy past someone else's list if it's what you also want.

Obviously I can't control what you do but in an attempt to keep the topic as clean and easy to read as possible, please try to keep it to a single post each. There's always the option to edit as many times as you please  ;)

And without further ado here's mine:

1: Water (Yes, the actual need for water to sustain life and maybe a sprinkler system to deal with indoor fires).

2: Animal Husbandry (There's already a mod for this but imo it shouldn't need to be modded. It should already exist. Do we really need a reason why survivors may need this?)

3: Predators (A recent suggestion in a thread posted by another forum member which I thought was a wonderful idea. Instead of or in addition to the "crazed animal" events, animals that actually prey on others and ruin your food supply. Would work well with husbandry.)

That's all for me folks  ;D Enjoy reading other peoples wants and a big thanks to Tynan for such a wonderful game and all the hard work!

Ideas / Cryogenics
« on: January 26, 2015, 04:19:44 PM »
Just thought it would be nice to have some clothing available for hotter areas. Gets old running around with nudists lol. Cryogenics studies to allow production of auto-cooling based clothing. Maybe cryo-suits of some sort for combat purposes and cryo-wear for basic clothing. Could even have some nice freeze based weapons for good measure  ;D

Quite surprised this isn't a mod already to be honest. I'd do it myself but know nothing about the texturing/modeling side of things.

Anyways just thought I would throw it out there and see if it sticks somewhere  ;)

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