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Topics - zathura

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General Discussion / Inspired colonist with no Art or Crafting skills...
« on: October 30, 2018, 03:11:16 PM »
He was, however, adept at construction. After several minutes on pause while I considered the options, this is how I used it, lol.


2
In my current playthrough I'm raising an army of huskies and muffalo, but pretty early on I had a rhinocerous self-tame, and ol' Humphrey is worth his weight in gold. (In fact I would be glad to spend a ton of silver and gold if a trader would ever offer me one.)

Every time I have a female show up on the map, I consider trying to tame her (and have 3-4 colonists with 12-13 Animals skill), but it's always a 1.5% chance or something, with a 10% chance of being attacked. Needless to say, I haven't been able to tame one yet, and micromanaging the taming process by drafting a couple extra colonists to follow the trainer out every day is really tiring, especially since my attention also needs to be in several other places.

I can send the trainer out with a retinue of huskies for protection, but against a rhino, things will simply go badly no matter what.

I was hoping there was maybe a way to sedate the animal or even lure it into an enclosed space...maybe set up a couple turrets in-case feces hits the fan.

I read in a reddit thread (though I'm not sure which version they were playing) that doctoring a downed animal has a chance to form a bond, wild or not, but after accidentally marking a rhino to be hunted instead of tamed, I couldn't find any way to treat it, and it ended up bleeding out. (Good for the meat and leather stockpiles, bad for my future rhino army, and females are relatively rare as it is.)

3
Ideas / Mental health, RNG, and other complaints.
« on: December 10, 2016, 08:08:45 PM »
I could write several paragraphs about why I think Rimworld is unbalanced and "too hard" even on the easier settings, but nobody would read it, so here's the TL;DR version.

1: For people stranded on a "Rimworld", trying to become self-sufficient...they're all just a bunch of whiny babies.

"My room is ugly! I asked a girl out and she said NO!...I'm gonna get my shotgun and shoot everyone I see, and set fire to the WHOLE F***ING PLACE!!!!!"

2: I know the timescale is diminished, (people can heal broken bones in just a day or two), but having a raid every other day, when you're trying to get things done? (And this isn't even on a "hard" difficulty.) I think there should be more differentiation between the difficulty settings...which leads into my next point.

3: The only end-goal is to survive as long as possible.

You know...that kind of pointlessness was fun for awhile, but I've had one or two colonies that lasted long enough to launch a cryo-sleep ship, and I really wanted something other than the two paragraphs of text I got for all my hours of trouble.

There's a point in a game's life where being difficult for the sake of being difficult isn't a feature, it's a flaw. All it says to me, after a couple years of playing it, is that the devs haven't come up with an ending yet, and therefore don't want you to succeed.

I'm not like some of you who enjoy "experimenting" with obscure techniques to see how long they'll last. No...Every time I start a new game, I kind of want to reach that end-point of researching all the ship parts, getting hold of an A.I. persona core, and getting a handful of my colonists off the planet.

A game isn't complete, in my mind, unless it has an end. I DON'T want to play something I'm guaranteed to lose 99% of the time.

Now...there are a lot of settings, and of course there are mods, and various difficulties......but afaict, all of the vanilla settings are designed to make it as hard as possible on you, the only difference being how quickly you fail. A game should -never- rely on mods alone to make it accessible to people.

I don't WANT to fail at a game...I want to succeed. I don't mind trying, over and over again, if need be, but when completely random bullshit is thrown at me (like a toxic fallout, volcanic winter, and blight, all in the space of a week), it's out of my hands, and I can either frustrate myself by trying to recover, or I can start a new game and hope for better dice.

...That's NOT a good game. The term "story-teller" doesn't even make sense in that respect. You may as well say, This difficulty has dice with 4-ones on them.


(Edit)

Oh, and on the subject of the mentality of the pawns....

"Witnessed an Outsider's Death"....is just plain stupid.

In almost every case, they're trying to KILL YOU! Why would you be sad about it? Moreover, -I- think there should be a POSITIVE mood buff for fending off a raid without losing a colonist!

.....

<.<

Sorry...just had to scrap a game I'd spent well over 10 hours on and had it shat on by RNG in a way I couldn't possibly recover from, and I'm a bit peeved.

4
Stories / The Blood Machines Would've Been Quicker...
« on: December 10, 2016, 01:11:24 PM »
Started a tribal run (first one in A-15). Went "easy" on myself and chose CC at around the medium diffulty (Challenge, I think it's called).

First year went more or less without a hitch, other than losing a single colonist in a freak accident involving an ostrich. Near the end of the year, a blight wiped out what was left of the crops, but we had over 1k of Pemmican, nearly as much kibble (might as well recycle the raiders. Only colonists get the honor of being buried).

The next Spring, began expanding our crop fields to build up a stockpile (we were running low on food towards the end there). Then...

Toxic Fallout.

Then, Manhunter pack.

Then, Heat-Wave.

Then, Volcanic Winter.

Then, Blight.

All in less than a single season.

Coupled with the fact I've only got 8 colonists (two of which are brand-spanking new), and one is completely useless. Breaks down every couple days, can't haul or clean...and is only good for cooking and animal handling.

I've given her a club and started sending her into the thick of raids...but she's still alive...somehow. (I don't even allow them to use medicine on her). >.<

There's so many little things that need doing around the colony that it seems like nothing at all gets done, and the blight happened -WHILE- I had everything flagged for premature harvest just to get a heads-up during the Volcanic Winter.

Now I'm down to about 18 meals, 100 or so pieces of pemmican, no kibble or hay for the animals (may be slaughtering most of them soon), and starting all over again on crops.

This game hates me...I swear.

5
General Discussion / Prisoner Interaction Borked
« on: July 20, 2016, 10:02:04 AM »
I've had two prisoners that once attempted a breakout, which was put down...and once a colonist had gone through the open door it closed again, allowing them to haul the prisoners back to their beds.

The second time, one of the prisoners went berserk, beat up her roommate, broke down the door, and promptly got shot by my turret. Somehow she's still alive in the doorframe, and I can't force the colonists to move her. They still try to talk to her and feed her, but won't move her to a bed to treat her wounds or anything because the door is stuck open.

Is there anyway to fix this without hoping she'll just get up and move out of the doorway? (at which point I'll have to shoot her again...doubtful she'll survive a fourth time, and she'd be a really valuable edition to my colony, especially since I just lost a colonist to a botched peg-leg replacement ((Doctor apparently attempted brain-surgery instead))).

We really need the option of somehow force-moving prisoners, whether there's a "closed off" area or not.

6
General Discussion / Uninstalling charged batteries for hard times...
« on: October 25, 2015, 04:37:42 PM »
Like when you have a raid of 20+ pirates and only 5-6 colonists you're willing to throw into the fray. You go to flip the switch on your magnificent killbox and...*ZZzzt* A power surge has drained all ***** watts of power in your grid

You may be able to offset this by building extra batteries and removing them to a safe location, as they retain their charge once uninstalled and disconnected from the grid.

7
Help / Not a mod, per se, but can someone tell me where to look for this?
« on: October 25, 2015, 03:13:30 PM »
If possible, all I'd like to do is modify the two plants available in vanilla for the indoor planters. Basically just re-naming them and swapping the art.

Not sure where to begin, or if it's more complicated than I think it is. I had a look through the Rimworld files attempting to simply find the art assets, and missed them somehow (or they're in a file format I'm unfamiliar with). Seemed like back in A9 (the last version I played), there was a folder full of .png's.

8
Mods / Think I broke the game?
« on: October 23, 2015, 03:30:16 PM »
If I knew how to grab the error output upon loading a colony save I would have, perhaps someone can advise me how to get that if it's worth looking at?

Anyway, about halfway through my current save, I loaded in a new mod (gunsmithing table), along with it's other two companion mods (meteor storm and barbed wire). The game threw a critical error, so I removed meteor storm and barbed wire, and just kept the gunsmithing table.

The only other mods I have are:
Core Library
CL *Vanilla Tweaks*
Apothecarius
More Vanilla Turrets
Redist Heat
Hospitality
The three EDB mods (mod order, Interface, and Prepare Carefully)

***

It's now been about 5 months in-game without a single event (no raids, mad animals, visitors, trade-ships, etc.)

I'm really disappointed, because I have a nice colony going. Seems a waste to just toss it, but I realize this is probably what's going to have to happen. Figured I'd at least -ask- if there's something I can do to fix it. :(

(Edit) It also got laggy all of a sudden on 3x speed (or whatever the fastest is), though it runs smoothly enough on the second-fastest speed. I only have 10 colonists.

(Edit Edit) At the very least, could someone advise which order would be best to load these mods, for future reference? I'm not savvy on what mods affect what in the game's code.

9
First, the question, since the rest may be a TL;DR.

I've seen a lot of people mention starting a new colony with the colonists you've managed to extricate via DIY spaceship, but after waiting through the credits, I didn't see an option like that. Did I misread something?

***

Alrighty, so I've put in...I dunno...something like 60+ hours into this game so far, and wanted to wait until I'd 'beaten' it, before sharing my thoughts, which are going to be somewhat disjointed, because there's a lot to say, and not any particular order in which they should be said.

I've only been playing since, I think, somewhere around A-8.5, and updated once, to my current version of 9.whatever. In all that time I've played Vanilla, until this last game, which happened to be my best run, and the first game I've actually felt like playing through to the finish.

So first on the agenda of -stuff-...is mods and vanilla gameplay.

I didn't use many. 9, I think, in total, and 4 of those were either UI-related or added traits (Romance and counseling mod).

Essentially what I added amounted to the ability to craft weapons, prosthetics, and medicine...

...which I feel should be in the game by default. My reasoning being; If my colonists can build (or research) Geothermal power plants, advanced hex-cell batteries, and IFF-ready automated machine-gun turrets; a bolt-action rifle, Glock, or hydraulic plate-armor shouldn't be beyond their abilities.

Aside from that, I've had a TON of fun with this game. I've been playing on Phoebe, which I have a few introspective words about, based upon the differences of my experience and what I've seen on Youtube of people playing with Cassandra Classic.

Phoebe actually seems a little harder, which is, I think, not what the developer intended. The reason I say this is that, with Cassandra, you're constantly acquiring weapons and armor beyond your crafting abilities (in vanilla, none) due to the frequent raids.

With Phoebe, the raids are less frequent, but DO get larger, quick. What this means is that you don't have as much opportunity to outfit your colonists by the time the larger raids are hitting, and you're lucky to be sporting a couple shotguns and an assault rifle by the time you're hit with a dozen or more raiders, especially if she only sends tribesmen.

Before I extricated my colonists, I had only been hit by TWO pirate raids, with the rest being made up of the tribesmen I'd P'ed off by kidnapping travellers. If I hadn't been able to craft guns this game, I would have been stuck holding them off with short-bows, shivs, and clubs. It wouldn't have ended well.

Wow...there's just...so much more to say. I think I'm going to cut the story for now, and add it in later. This post is already getting a bit long. I need to collect my thoughts.

I'll give a bit of a spoiler, though. In the end, I saved 10 of 13 colonists...

...and I had more than enough room on the ship, and steel, to craft three more crypto-caskets...

...but I didn't want those worthless ****ers to come with me. XD

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