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Topics - corestandeven

#1
Given that Tynan has said that he wants no suggestions on the announcement thread (https://ludeon.com/forums/index.php?topic=41766.0), and instead asked they be in the suggestion thread, I thought it may be a good to set up a small/quick change/fix request thread. My idea is that this thread should be things that the devs should be able to remedy easily before 1.0 is live, so not things like vehicles, a factions overhaul, new concepts, new furniture that needs to be drawn, new raider A.I, etc

My three, which I have mentioned before on other threads, are as follows:

1) Sell all deadman's apparel button - I would love a simple button on the trade screen where a player can click, once, and all the deadman's apparel that is sellable moves to the 'sell' side of the slider. This would save having to go through and click each one to sell, which is slow and boring when you have collected several raids worth of useless clothes.

2) Deadman's apparel debuff removed after some time - For armour at least. If a pawn decides to wear an armoured vest by him/herself, it always seemed odd to me they would have the negative buff for it coming from a corpse. I get it if i force them, but they chose to wear it. That said I think after a while, when that vest has saved your life several times, people would't care it was from a deadman. 6 months before the debuff is removed seems reasonable to me.

3) Longer time after successful base attack - As I have mentioned in other posts the time players have to reform their caravan after a successful mission is weird and makes little sense. You attack and destroy an small outpost, or get ambushed, and you get more time to heal your pawns, collect resources, and reform the caravan than the 24 hours you get for destroying a much tougher base.   
#2
When you have lots of raids and collect lots of clothes you cannot wear because of the dead man's apparel negative effect, the only useful thing to do with the stuff is sell it when traders/trade ships come, even if it is for little silver. However it takes ages to go through the entire list.

Unless someone has done it already can some clever modder add a 'sell all dead man's apparel' button to the trade screen, so you can just click once and move all dead man's apparel to sell that you have in one go. 
#3
Started my first game as tribal last week and i must admit I do not see the point. You don't get any unique techs (that I can see), no unique objects or items to produce, you have a permanent penalty for future research (unless you mod this), and you are quickly outpaced technologically by opponents. If a poison ship lands and you face mechanoids it is essentially game over.

All in all, the only point I see is for those who like role playing and to make the game both harder and longer. Also the starting techs at tribal make little sense. You can build a sculpting station to make art, but you cant create bricks because you need to research it. You can build sleeping bags, but you cant make a bed until you have researched it. If you can build a table, and you can make a sleeping bag, it is not exactly rocket science to make a bed.

I would have expected some unique techs or advantages to being tribal (e.g. permican take less food to produce, unique produce to grow, better hunting equipment, brewing, devilstrand etc already researched), but it just seems a permanent handicap to gameplay and not much else. If I have missed something I'd appreciate being told, as this game I'm playing is just pretty dull and slow.
#4
Currently the time players get to remain on a map after completing a mission or attacking a enemy base has little logic (as far as I can see).

For example, if you destroy an enemy base you get 24 hours before you have to leave, but you get much longer if you destroy a small outpost. Why? You will more than likely have injured pawns that need to be healed after a big base attack, and the bases are typically on large maps with a load of resources. So why is a base 24 hours and an outpost much longer? Makes no sense.

In addition I've just done an Incapacitated Refugee mission, rescued the pawn who joined me, but I'm given a whopping 14 days before I can leave! What possible reason do I need 14 days on a small map?

The only example where the time seems right is for Lump of Resource missions, where you are given a long time to dig up the resources and travel back and forth.

In my view the times you can spend at a site after a mission or event should be reviewed by the devs. My suggestion to easily solve it is to up all map missions or encounters should have the same time. The devs can choose a number, 7 days, 10 days, whatever, but longer than 48 hours. The exception perhaps should be if attacked/ambushed whilst traveling, where 48 hours seems reasonable to gather up supplies and move on. If the devs think the times chosen are logical, and I'd like to hear the rationale if so, then at the very minimum the 24 hour window to leave after attacking a pirate base (not an outpost) should be raised much higher than it is currently - it just isnt enough.

Also is there a config file where players can easily adjust these figures by themselves?
#5
Mods / [Mod request B18] - Rock formation scanner
November 25, 2017, 05:45:10 AM
We have a Ground-penetrating scanner that can scan under the surface for resources, and we have a Long Range mineral scanner that can detect precious metals hundreds of miles from the colony, but there is no technology for scanning regular rock formations close to the colony? Doesnt make any sense that you have advanced tech for those areas, but you can scan horizontally close to the colony.

I would request a scanner (a late game tech) that can detect precious metals (steel, components, jade, gold, silver, plasteel, especially uranium as it is often hard to visually see) in rock formations without the need to just randomly quarry out entire formations in the hope of striking lucky.

In my view this should be in vanilla given you have a scanner for underground and for long distances, but the suggestion hasnt been taken forward and it has been made several times, so I would hope a smart modder could do this. At a very least having a scan function like the Ground-penetrating scanner which only illuminates areas of resouce (without specifing what) would be a big improvement over the current situation.
#6
If the moderators think this is a bug I'm happy for you to move this to the bug part of the forum.  In summary my cook is traveling further to pick ingredients outside when that same ingredient is nearer in the freezer I've created.

In my new B18 colony i have my kitchen and built a freezer next door. I've done this in all my A17 and A16 colonies for food production efficiency and I'm sure is a common tactic of players. Im growing one crop currently in my colony, potatoes. My grower is harvesting the crops, and slowly my hauler is moving some potatoes to my freezer. I have about half the produce in the freezer, and half still sitting outside waiting to be hauled. Although my cook (who is cooking simple meals) is nearer to the frozen potatoes she leaves the main building, walks past the freezer, to go all the way to the potatoes outside, and brings them back to cook, then repeat. The distance to the freezer from the kitchen is about 10 game blocks, and the distance to the growing field is about 40.

I can only assume something has been changed in B18 so that cooks go for produce that has a shorter lifespan (as the stuff outside will expire before the freezer) and that is now a higher determining factor than the distance? It didn't happen in A17 or A16 as cooks went the shortest distance for ingredients.

I have mods installed but none are about adding or changing path finding. Equally no mods i have add new crops, ingredients or meals or change cooking in any way. I have a airlock system for the freezer (steel doors) but both doors are unblocked. There are no items blocking the freezer, as pawns go in there to pick the meals or meat to butcher.

The only workaround is to limit the distance that the cook collects ingredients for, but this is not ideal as I want her to go outside IF there is no food in the freezer.

Anyone notice this in B18?
#7
On Steam there is the following message dated 24 October: "the game is maturing and it's coming to the right time to make the content final. In addition, closing these will free up more time for us to work on the game itself."

You can interpret this two ways: 1) postively, in that the devs will be focussing and improving what is in the game now. So as factions are in game now the devs will work on improving faction mechanics in the future, or 2) negatively, in that the devs think that factions are 'mature enough' and will not be spending any time on new content associated with factions.

IMO currently I think faction mechanics are the most lacking part of the game, but have they have the most potential to make mid to late games interesting. They also enhance the experience when traveling over the map. Other members have offered great suggestions in the forum about this. Some are very ambitous and I do not think are techincally possible, some change the nature/lore of the game too much that I think the devs (and players) would reject them, but some ideas are just sensible and would really enhance the current half-baked experience. Currently there seems little benefit if a faction is +1 or +100 relations, and little difference if a faction is -100 or -1 relations. Essentially it boils down to enemy and non-enemy.

The reason I'm pessimistic that the devs have no intention of reforming faction mechanics is there were no significant changes in A17 to factions, and there seems none listed in A18 (that I saw), and this message on Steam seems to suggests a winding down of the Rimworld project.

Anyone know if anything is planned by the devs for factions? Do you share my concerns or do you think faction mechanics are good enough?
#8
I have 6 crop areas all near each other and all with crops currently growing. Say I want to select just one of those areas to change the crop, or change to sow or not sow, there seems no easy way of doing this. If you double click the area you either get just one crop selected or all 6 areas. You keep double clicking and it just cycles those selections. Rarely it recognises I want just the one area selected.

The only two workarounds are 1) to zoom in and hope the other areas you dont want selected are out of screen, 2) select all the fields and deselect the other fields you dont want to amend by holding shift.

Is this a flaw? Or is there some magic key that I should be pressing to select just a single area?
#9
Ideas / Breakdown too frequent and too frustrating
August 01, 2017, 12:07:56 PM
As the title says, currently breakdowns are too frequent, and also so frustrating as they burn up components which can be hard to come by and are needed in order to progress later in the game.

For example, I just had three breakdowns within 2 minutes of gameplay. A Hydroponic bay that was not in use broke (makes no sense when it is not being used), a heater broke and now the stove broke. 3 components down the drain, and nothing the player can do to prevent it. One game year i had 10 breakdown events, sinking 10 components. I'm trying to save enough components to build a ground penetrating radar, so now back at square one. Punishing the player in such a way is not a fun gameplay mechanic, and just drags out the late game further.

The mechanics behind this need changing imo. Either make components easier to come by, which i wouldn't necessarily advocate as i think the ways you can obtain components is generally ok, or change how the items break. On the latter either reduce the frequency of the event greatly, not require a component to fix broken items, require pawns with 'construction' skill to maintain items every so often or the risk of breaking increases, and certainly don't have items not in use break! If they are turned off or not in use why on earth would they break?
#10
An event fires up after 30 days when you build the long range mineral scanner. You travel there with your caravan, and when arrive start digging at the resources. You have 9 days before you leave. However, my party starts to starve on day 1, even though I bought enough food for the trip, a few days there to dig the resources, and then back again.

When you go to the 'reform caravan' screen the food you carried is clearly still with the caravan, as it says "x days worth of food" (although you cant see it in the reform screen).

I've created a regular stockpile and dumping stockpile just to see if the caravan supplies are then dumped on the local map and need to be moved by pawns. Doesnt do anything. Likewise I've looked around the entire local map and cannot find the food I brought me (or the herbal medicine I brought with me either), nor is it 'equipped' by any of the caravan party. There is no local food sources on the local map itself, so I cant get around the issue by other means. 

So unless i'm missing something it seems this event is bugged or has a bit of design flaw if you cant remain at the location for the 9 days permitted. Clearly if i havent bought enough food in the caravan that is my error, but it isnt the case here. I just cant access the food I bought with me. Hope my explanation is clear. 

If it is flaw then it seems what is needed is a caravan supply stockpile zone, so if your pawns stay they leave everything they brought with them there. 
#11
Want to start exploring map, but to go even a short distance requires all the food of my settlement (which is just stupid). Equally the food consumption for travelling is just completely out of sync with living in the settelement. Eat pawn eats just one meal a day in the settlement, yet seems to need three full meals per day when travelling.

As the post title says I'm either after a mod that reduces the travel time, so rather than take 30 days to get to stash mission and back it is far quicker (thus reduces the food burden in that way), and/or a mod that produces travel rations that enables players to make longer trips. I see there is the MRE mod (https://ludeon.com/forums/index.php?topic=28381.0) but that is only version A16.  A mod that reduces food consumption for cavarans would also be good.

Thanks
#12
Ideas / Mining suggestions
May 24, 2017, 01:48:34 PM
Not playing the unstable version of A17 right now, so do say if this is already included in A17:

1) Scan horizontally - Can there be a scanner, or at least an option for the current scanner that you have to research first, that allows you to scan rock formations? Seems odd you can scan for resources below ground, but not sideways, and there are a lot of good stuff to get from regular rock formations.

2) Resource identifier - As another research item, an enhancement to the existing scanner to actually identify what resources are underground or in rock formations. In the future it seems odd you have the tech to build intergalactic ships but not have techology to determine what resources are underground.

3) Mobile drill rigs - if having a scanner that identifies exactly what resources are where would somehow ruin/break the gaming experience then at least having an advanced drill (that costs more in terms of resource and resource than a regular drill) that can be moved around the map by pawns would be good. Such a rig could also be attractive for raiders to steal, so means during raids it may be a target and needs to be defended.

As i hinted, all these should be late game items and features.
#13
General Discussion / Improving late to end Game
April 23, 2017, 01:52:37 PM
Just completed my first game of Rimworld, in that I got 8 of my 15 colonists off world by the ship victory. The game has been brilliant, easily one of the best PC purchases of the past 5 years. I cannot wait for Alpha 17 and all the mods that will come after. However the last 3-4 hours of gameplay in the run up to victory were boring. I just couldnt be bothered to wait for the other pods to be completed, as it just meant waiting for components to be made from steel, and steel to come out of drills (yawn).

Very few strategy games I know have a great late game. Most of the time in these games the critical research is all but completed, your forces/bases are almost unstoppable, and it is just becomes an exercise of tying up loose ends. Rimworld seems sadly no different, in that all the main research is done and it just a case of gathering all the resources necessary to build the ship. Given some frustrating game design choices, such as being unable to move drills, unable to scan and identify resources, and the slow pace of getting some resources, this felt unnecessarily drawn out. Waiting 3-4 hours on speed 3 is not a great end to what is an excellent game. I was playing Cassandra Classic on Rough.

I was wondering what ideas people had to make the late to end game more interesting, or at least lessen the time players have just waiting to gather the last things necessary. My ideas would be:

- Your enemies make last ditch attempt to assault your base. They know you almost have a ship ready so decide to throw everything they have.
- A new powerful enemy force emerges. Maybe an unwoken mechanized foe, a new marauding tribal horde, a foe from a glitter world, etc
- A more advanced scanner than can penetrate above ground rock formations and tell you what resources are in there. No more just randomly digging rock formations hoping for steel, uranium, components etc.  That way less time just waiting for resources and digging endlessly.
- More trade opportunities, again to at least speed up the time waiting for resources. It is not much fun just waiting to gather the last parts needed. 
- Advanced scanner that allows you to detect in advance what resource is in the ground, rather than guessing. Or at least have an advanced drill that is movable.
- Planet shift or planet wide disaster, so your zone changes in terms of weather and temperate.

I'm not very imaginative, but I bet others on the forum are! Grateful for views.
#14
General Discussion / Healing after ambush - how?
January 07, 2017, 10:32:21 AM
One of my caravans got attacked, and in the fight some of my pawns got injured. Although I deliberatly took medical supplies with me and my best medic in case of an event such as this there seems no option to heal. My injured pawns will then bleed out and die before they get to their destination or head home. 

Am I missing something here? If you cannot heal or recover after a firefight (assuming you have planned by taking medical provisions) then this seems wrong.
#15
I'm new to the game. 10 hours so far and very glad I took the plunge to buy this.

I have a few suggestions. Whilst I see some already in the 'Frequent Suggestions Topic!', such as use for Water prodution, Basic needs (toilet, hygenie, etc), Sentry Towers, More low level joy items and wooden furniture, etc I have two that I hope have not been discussed:

Less passive animals - Maybe it is because i'm playing a lower difficult level (?) but wild animals are content to be shot and killed with almost no reaction. Yes, predators do attack if shot at, but non-predators do not react. For instance, I had an event where 8 Alphabeavers spawned. My single pawn stood in the middle of the group taking shotgun shots (easily 50 shots over the space of 5 minutes), and the beavers just stood there and took it until they each died in turn. I would have expected they either attack me, flee when the gunshots first fired, or flee when they saw their dead friends lying next to them.
Additionally, predators are not very agressive either. I have a wild bear and a wild cougar (i.e. both not tamed) who just wander around my colony. My pawns are not scared and just get on with their chores. Equally, the bear and cougar do not attack/flee. Unless it is because I am on a low difficulty (if so please do say) then it would be good to have 'wilder' animals. Plus it would be good to have to plan hunts more carefully by having animals that flee when fired upon or humans come too close.

More worthwhile visits - I see others have already commented on how visits to your colony seem rather pointless at the moment. Apart from trade visitors to your colony, which clearly have a purpose, I have now had three other visits where the visitors just stand in the middle of my colony, do nothing, then leave after a short time. I cannot interact with them, apart from agressively. If there is a purpose other than to provide the opportunity to attack and arrest them please do let me know.
My suggestion would be threefold. Firstly, the ability to get social pawns to speak to visitors to boost their opinion of you (or not if the pawn accidently insults them). Secondly, it would be great if visitors could give missions or make requests. One request could be to obtain x items/goods before their next visit and they will trade you a good item. Walking Dead style, it would be cool if they asked you to take out a rival's camp or leader. For instance two tribes that live near my colony hate eachother, so it would be interesting if a visitor asked you to take out the other for a hefty reward. Thirdly, the ability to threaten or send visitors away if you do not want them there - for instance if you are trying to befriend their rivals.

As said I am new, so apologies in advance if these have been suggested previously.