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Topics - Gremdavel

#1
Video / 169 Hours to Charlon Whitestone Victory!
August 04, 2020, 03:13:15 PM
I don't normally post my videos on forums, but after over 3 real-life years (and 10 in-game years) and 169 hours of gameplay, starting right when Alpha-17 came out and ending today in 1.1 (I suppose not long before 1.2 hits), this 344 episode long-play is complete and I am proud and relieved and felt a need to share!

Randy Random, Penultimate difficulty (the name changes I think more than once during the series), unmodded, 100% world generation, large maps. This was not initially intended to be such a long series, but it legitimately took that long to get folks to migrate halfway across the world and become stable enough to endure the 15 days of ship startup.

I have dreams of this series one day becoming a written narrative.

Entire playlist: https://t.co/G6PdpZuXU7

- Gremdavel
https://youtube.com/gremdavel
#2
Ideas / Raiders Bury Their Dead Too
June 21, 2018, 02:39:44 PM
It may add some relatively-easy-to-implement storyful content to have pre-existing graves with buried corpses at raider sites. Digging up these corpses would yield a bad moodlet, but you'd get to glean how the person died and also loot whatever treasures they were buried with -- usually just tattered dead-man's clothes, but occasionally a nice (albeit decayed) weapon or item.
#3
This bug is made evident here: https://youtu.be/F4LgK8vNmI0?t=26m18s

Circumstances
Called a tribe with the comms console, spending multiple instances of 300 silver to increase goodwill (not quite to the point of switching to non-hostile), disconnecting from the call, and quickly paused the game.

What Happened
Noticed the silver count on my resource interface was still high, so I spent some time looking for that silver, not finding that much. Eventually unpaused the game, and after a couple of second the silver count updated to accurately reflect the colony's current silver.

What I Expected
Silver count should have updated very soon after disconnecting from the call, even if paused, because silver had immediately been transferred to the faction.

Steps To Reproduce
Call a faction with the comms console, note the current silver, offer a gift of 300, disconnect, pause the game. Note the current silver, unpause, wait a couple of seconds, note the silver again.

Savegame
Not currently available but can provide if necessary. Video posted above.

Logfile
Not currently available but can provide if necessary.
#4
Video / RimWorld Let's Plays
September 15, 2016, 03:44:00 PM
I have several unmodded RimWorld Let's Plays on my channel, two of which are ongoing:

"Ice Sheet Hermit" (ongoing) - The Fortress of Solitariness started in α-14, upgraded to α-15.  "The Rich Explorer" scenario at an extremely cold 3-mile-high elevation, Randy Random, Rough difficulty.

"Tribal Colony" (finished) - Flaregrove was an α-14, "Lost Tribe" scenario in the tropical rainforest, Cassandra Classic, Challenge difficulty.

"Desert Colony" (ongoing) - Gremdaville is a cleverly-named α-13 colony, extreme desert biome, Cassandra Classic, Challenge difficulty.

Didn't know there was a place to post these until now!  Hope you enjoy.  I plan on always having at least 1 RimWorld game going for the foreseeable future!
#5
Yes, in A15c, I'm experiencing similar issues.  It looks like Tynan did fix the bug that the last forced trait would be 100% even if set to a lower percentage, but it looks like there are related bugs.  I am trying to assign 3 forced traits each at 100%.  The last one listed is always 100%, and the other two are NOT 100%.  I *think* the second one listed has a higher chance of appearing when randomizing a starting colonist than the first trait, but it's hard to tell.

Steps to reproduce:

1. Use scenario editor to modify the standard scenario.
2. Change number of colonists from 3 to 1.
3. Add part: forced trait Prosthophile, chance 100%, player starting characters.
4. Add part: forced trait Cannibal, chance 100%, all characters.
5. Add part: forced trait Psychopath, chance 100%, all characters.
6. Continue with map creation, etc., until "Create characters" screen.
7. Try hitting "Randomize" a bunch of times to see trait results

Bottom trait will always be "Psychopath," other 1 or 2 traits seem to have high chance of being Cannibal or Prosthophile, but not certainly.

EDIT:  From what I can tell so far, this only seems to affect character generation on the "Create characters" screen, and not new characters once the game has started.  Wanderers and raiders all appear to have both Cannibal and Psychopath.


(Moderators note (Calahan) - This post was split from the following thread https://ludeon.com/forums/index.php?topic=22722.0)