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Topics - Lightzy

#1
"Crafter" = Best swordsmith, best gunsmith, best armorsmith, best seamstress, best woodworker, all at the same time?

WTF is this garbage?

ADD MORE SKILLS ALREADY GODDAMNIT.

Let us have the expert fisherman, let us have the master swordsmith, let us have the master brewer, the master trapper, the scientist with a mad glint in his eye who makes cyber-mods like the world has never seen before.

LET US HAVE SOME DIVERSITY OF PLAYSTYLES in a simple, easy to understand way, by way of diversified and specialized pawn skills.
NOT these million-sub-menu "mega-mansion" DLC systems so hideously stacked on top of a rickety, barebones foundation that can barely support the complexity of the core game.

And don't give me the 2016 Tynan "I want to keep the base system simple and accessible" - You've already made just getting into the game a 4 hour menu/options/customization slog with a hundred systems stacked on top, so no. No.




Get on with it
#2
Terrain and regions:

1) Volcanoes/vulcanic terrain:
*Occasional vulcanic eruption (extremely dangerous).
* Geothermal vents mainly appear here and very little in other biomes.
* Lava flows that can't be crossed (allowing for interesting choke points for defense, an idea which was brutally and stupidly destroyed with every second raid containing sappers).
* Some VERY fertile land (much more than usual), but mostly rocky.
* Little to no animal life
* Unique resources.

2) Radioactive Wasteland terrain:
* Radiation increases tumor chance, lowers immune system function.
Some areas of the local map
* Little fertile land, plants and animals may mutate (giant corn for tons of food? 3 headed elephants?).
* Pawns may mutate, where most mutations have pros/cons to them.
* Unique monsters (such as zombified people, ghouls, etc) with unique and expensive pelts etc.



ETC!

More ideas that could be interesting:

1) Water conservation (adding water as a resource to the game, required for farming, for drinking, for cleaning, can be stored in water towers, pumped from rivers lakes and/or aquifers, taken by buckets, whatever.

2) Vehicles (because my power-armored laser-gun bionic limbed marine squad is taking donkeys out to trade, wtf), requiring garages, upkeep, fuel, spare parts etc.)

3) Mutation (as per above):
Animals/humans mutate. Perhaps some ideologies abhor or adore mutations, where the most mutated colonist is made the ruler of the colony etc.
The more a colonist is exposed to radiation, the more mutation chance and the more mutations progress.

Mutations come with pros/cons.
For example:

"Bugman Mutation"
*stage 1: A layer of chitin begins to cover the body (+armor, -beauty)
*stage 2: Begins to secrete insectoid pheromones, cannot use complex weapons (bugs do not attack him unless he attacks first, can only use natural weaponry (insectoid claws)
*stage 3: Loses ability to communicate, loses almost all human intelligence, cannot do anything except beyond dumb labor.
Conversely, morale always stable, is twice as fast, armored as though wearing recon armor, natural weapons hit like trucks and melee skill raised set to 15.

OR:

"Brain Overgrowth"
Stage 1: Brain begins to grow. Head appears somewhat distended and slightly misshapen.
Cannot wear hard helmets. Gains level1 interest in all skills, +4 to all skills.

Stage 2: Brain matter begins to erupt in hideous moving tendrils through the eyes, ears, nose and mouth.
-4 to beauty, cannot speak, hear or see. Breathing is reduced to 20%, -14 to all skills.
Gains psylink level 4 and 6 random psychic powers.
(essentially a weak larval stage)

Stage 3:
The 'human' head is no longer visible. Just a mass of brain matter tendrils skinned over translucently. looks sort of like a D&D mind-flayer except weirder.

Gains back all lost skills, needs only 25% normal focus to cast psychic powers, doesn't generate neural heat. Sees/hears psychically at 125%.
Always surrounded by a natural, superior-level, personal shield generator (and thus cannot use firearms).
Musculature is atrophied as all nutrition goes to the brain. Legs are no used for moving, arms too weak for competent melee. A pure mutated psyker.
Floats above the ground and moves at 125% normal speed.


ETC.

Just ideas. The examples don't matter, but the feel of wasteland/mutation/fallout/madmax is something rimworld is made for
#3
All my colonists have debuff for archic carving being disrespected.
It says it needs to be in a room that fits its needs, but nowhere is it written what the goddamn needs are.

The room is all floored, has an altar, all the stuff. The altar isn't disrespected, only the stupid carving :/
#4
I started playing with archotechists but it's really not fun, they get so many minuses to happiness sometimes you can't send them out in a caravan without everyone breaking down when they return.
They get -10 from needing their anti-aging, -6 from needing their morning coffee neural boost, -12 very very very often because all their 'special' crap makes them starving all the time and their AI breaks so they're basically constantly starving, they break down very often even if you have everything, just because sometimes there's a raid or some other event and they miss some stupid treatment.. and it's dangerous to send them out in caravans where everyone breaks down into a murderous rage as soon as they're back sometimes)

However at some point I got an interesting quest line that has to do with the archotech nexus, and I'd like to follow it.

But I really don't feel like playing archotechists anymore, it's just not fun. Is the quest available to everyone?
#5
Bugs / [1.2.2900] Mortars can shoot into mountains
June 04, 2021, 01:58:14 PM
Which makes 0 fucking sense and made me rage quit the game.
#6
It says I don't have an appropriate room. I do have one. large bed, smoothed floors, nothing else.
Cannot accept quest
#7
I wasn't sure as the game started that I want to start with the royalty thing since I had absolutely nothing that can 'satisfy the demands of a royal' etc, so I figured I'll wait till later in the game.

But I only got 2 quests, right in the beginning of the game, with the offer of becoming a royal, and never again.

Please make it possible to choose this path later in the game too
#8
Had a solar flare, all elec. is off.

The next day came an eclipse. The solar flare event disappeared from the sidebar but probably did not 'unload' because all electric devices (except turrets for some reason) stopped working.

They were not working after the eclipse ended as well.
#9
I had 2 wargs, was attacked, they just milled around their owners  getting shot at.

I marked the option to join owners in combat, I marked the option of 'send to attack' or whatever it's called, I also tried marking ONLY the 'send to attack' option, nothing.
#10
(they are eaten, but if you put raw corn on a caravan the UI will indicate no food and give u a warning, and you cannot force a pawn to feed a prisoner raw veg)
#11
Can't feed prisoners if that's the only think you have, can't make pemmican with it etc.
#12
Even if bleeding out to death, even if very sick, even if injured in minor way but a way that might lead to infection.
This is INCREDIBLY annoying. You set "patient" to priority 1 and it doesn't do a fucking thing


Also, if the doctor is doing something else (for example research), he'll let patients die even if doctoring is set to priority 1 and research is set to priority 2


#13
Can we please stop with this stupid shit for next build?
Along with the "imprison your mother in order to recruit her" crap?

Thanks!
#14
Yeah every playthrough is radically different.
But it's different mostly because of "THE HAND OF GOD" and not because of actual player choice.
(Most players will simply try to play the most efficiently, so I'm not talking about your 'all lesbian grandmas hashish factory' playthrough.)
What really needs to be added to this game is variety in terms of SPECIALIZATION and the rewarding of colony specialization through the economic system and in general, to make the player feel that his colony is special and performs a certain set function in the world. From a raider base to a mega-church.

Here are the steps wot need be taken:

1) Add more plant, earth, resource, mineral, animal types.
2) Disperse all those plant, earth, mineral, resource, animal types on the worldmap at generation. (SPECIALIZATION because no colony will have everything, or even close.)
3) Make crafting/building/research cost these resource types in a MUCH more complex manner. 
     --- For example, for an M16 you'll need steel (or some better metal), plastics, the ingredients of gunpowder and the tech, bullets (m16s are rather simple I guess).
     --- For shield generators you'll need some special rare crystals, some magnetized special mineral etc, some other kind of metallic ore, rare stuff
4) Make certain crops proper for cultivation on certain earth types. SPECIALIZATION because no colony will be able to grow all the same crops. Few places are good for growing strawberries or grapes properly. Player understands that to make a heroin lab he'll need a place that's good for growing poppy, which probably won't be able to grow healroots, and so on and so forth)

TRADE is now important and each colony specialized in what it can produce locally or with the aid of trade for raw goods.
So before we had every colony the same in potential.
Now we have a trade system that's more realistic and forces specialization to an extent.


So what next?

5) Add pawn skill trees and XP, making the player able to specialize pawns with certain unique abilities as they gain XP.

6) Add the ability to teach skills from pawn to pawn. Tutelage of skills becomes a marketable ability (perhaps you can send a pawn to a militaristic colony to be taught how to shoot, perhaps a colony asks if you could teach their colonists how to dance for a monthly fee. PLAY A DANCE SCHOOL COLONY!)

7) Make the science tree longer and such that choosing certain directions soft-exludes other directions (making them much more costly to research).
For example, if your colony focuses research heavily on medicine, it can research laser weapons, but it will be much more costly.
Thus forcing the player into choice, without excluding him from anything.
This, perhaps, can also be done by having the researcher pawn himself become more specialized in certain fields of study to the exclusion of others.

8) Make colony health/happiness depend also on food variety, thus a colony in a sandy beach subsisting mostly on kelp and fishing will need to import some other stuff to get by

This will make each colony more unique in function and in the economic system. A colony focusing on weapons tech will be able to produce, sell, train with better weapons, but will require trade for medicine and other stuff, unless it spends a lot of time also researching all the other stuff!  Unlike what stupid people think, putting restrictions like this on the player by the system itself makes the experience much more interesting than leaving everything open, which ends up just creating the same scenario over and over again.

ETC ETC

In short, think up ways to make each playthrough more focused by soft-limiting choice and rewarding colony specialization, thus also making trade something that the game actually needs instead of something no colony really ever needs.




#15
I suggest that not every pawn will be able to get to 14+ in skill in something.
Getting to 14+ will depend on background, passion etc.

I suggest this because it breaks the economic game when you have a builder at level 20 cranking out masterwork art chairs. At that point it just doesn't make sense anymore.

Also it'll cause even more attachment to pawns, cuz they're more special. (right now they're nearly all the same, because they all can get to max level in anything they practice enough)
#16
Like in DF, but more involved.

The bigger the trade center area, the better furnished it is, the more lavish and hospitable the better.

You'll start getting high level traders (who for the most part don't visit backwaters), be able to make more lucrative deals (compensating for social skill perhaps?), be able to import/export more bulk?

Will also allow for more 'colony focus' like stuff, which is very very sorely missing from rimworld. Where you can focus your colony style.
#17
So after you win or lose you get treated to these moving lines on a graph taking you through the timeline of your colony, perhaps tracing your pawn count, your wealth increase and decrease, erm... and signifying important events.

Events like the death of a pawn (perhaps with one of those 'grief montages' where the profile pic of the pawn is black and white, moving away from the camera with little dates denoting time of birth and death and cause of death), etc. Something suitably faux-emotional and entertaining.

I'm sure as content is added there would be more interesting things to track, but right now after a long playthrough you're left with diddly squat, whatever you can recall.



Another idea:

Add a button you click to commemorate a special point in time and name it (like the day your vengence squad went on a punitive assault to kill those bandits who raided you 10 years ago). You can name it and even give it a little text description you write.

Like in folklore history and stuff... The night of broken glass (for the jews in germany), etc.  D-day (ww2) etc etc.

Then, of course, these special days are mentioned in the history at the end of the game
#18
And if they are, the intended isn't very good.

First of all, doctors never seem to want to take care of your pawns and your pawns never seem to want to go to a med-bed even when critically injured.

But secondly, "patient" only applies by design to those suffering "immediately life threatening wounds", which is idiotic, because it means that their "hohum" wounds don't get treated, and they invariably get infected.
Pawns with minor bleeding injuries just run around doing regular shit, covering the whole place with blood... etc etc etc.

Broken system.
Thus there is no way to automate actual healthcare properly. meh.

Well you could give them a bedrest priority 1, but that's idiotic too, because it means they starve themselves to death lying in bead with a flu or minor non bleeding wounds and don't do anything.
#19
Bugs / It seems animals are never tended to
June 06, 2017, 03:49:34 PM
Got a doctor with 1 priority in doctoring. Never ever saved a single animal unless I found it and ordered him to rescue it. It cannot treat it until it falls over near death either. Impossible. Had lots of animals die and a few survive due to the sheer luck of me spotting them being wounded or fallen over somewhere.

Some fixin to do there probably
#20
Cats don't do that. No animal does that. Kindly fix:)

It was interesting. I suddenly get a message that the cat died of malnutrition. I go check out the body, it has maximum alcohol tolerance or whatever it's called. I immediately check the stockpile... All beer is gone.

Yup.