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Topics - Ukas

#1
General Discussion / Quests are not balanced
June 26, 2023, 06:23:58 AM
I grow my colony steadily, progress is slow. I adjusted research rate to 25%, in addition my ideology has research rate cap of 25%, so I imagine it's 25% of 25%.

In early game quests seem to be on par with colony's developement, but then there's a sudden jump to really demanding quests, with huge compensations. If the quest asks to build something, in early game the size is something like 5x7, then 7x10, then 12x20 and suddenly it asks to build 41x45 size construction, the rewards being something silly like a marine armor & 3500 units of plasteel. What would I do with so much plasteel? I play 400x400 boreal map, but still places where I can put 41x45 construction are very limited on the map.

Some quests which demand combat are okay but some of them are off the charts. I have 16 colonists capable to fight, and I should fight off a double raid with 30 heavily armed pirates and 150 imps? Again rewards are something like 2 body parts and 2900 units of uranium.

Could you rebalance the quests and make the rewards more interesting than something + something + 3500 plasteel?
#2
I started another game from an old version save, seems to be working quite well. Randy with 125% threat scale, I started with 150% but lowered it in an attempt to have some peace. But it feels like there was maybe an update recently, because I'm not getting the peaceful lulls which have been a norm with Randy so far. Several events pretty much every day, manhunters hitting so often that I can barely process the previous manhunters, and "rare thrumbos" appear so often they feel more like very common thrumbos. If there's too much action, the action will get boring.

Idk, I'd like to up the challenge with raid sizes etc. but have less events, in other words less but bigger fights instead of constant nagging, but as I understand setting the threat scale handles both threat size and event rarity.

Not sure if this is some weird mod behavior, have you guys experienced similar things lately?
#3
I have over 5k hours playing the game. Since the last update I have played few games, and seems like summers are now a continuum of thunderstorms and rain and then thunderstorms and rain again. If thunderstorm ends with rain starting, then when raining ends another thunderstorm usually begins. I don't think it's a great challenge but only really, really boring. It gets very annoying to hear another wind blowing sound effect a minute or two after the previous one ended and all fires were put out.

Maybe there could be less but heavier thunderstorms instead?
#4
Bugs / [1.3.3117] Main menu is missing
September 18, 2021, 11:35:16 AM
My gaming laptop started to shut down immediately after a save game loaded, or if I tried to start a new game. I removed mods which were mentioned causing any conflicts in debug window. There are no old version mods except a western music mod which I think is not the culprit. Also I have playe many hours after installing the latest mod I 'm using.

I then tried some other games, and similar shut downs happened also in GTA5. I did some resarch and turned off a critical battery function which could cause this behavior, as my laptop's battery has been dead & unused for over a year. For whatever reason the system tries to use the battery every now and then.

I tried GTA5 again, seems to work normally, but now when I try to start Rimworld again, the main menu won't show up now. THe game starts loading defs, then interface, but then the dialog box disappears and all there is is the background image, also there's no music. I verified the file integrity via steam but no dice.

Is reinstalling the only option?
#5
are not fun.

I have 100 pirates storming my base, colonists getting downed left and right, buildings and fields are burning, it's one of the awesomest battles I've seen in Rimworld and I'm totally focused and captivated...

and suddenly I should also worry about my 2 pawn caravan fighting a single pirate ambush. Way to spoil the moment Randy.

It's not even the first time it happens. Would it be possible to prevent similar simultaneous events for good?
#6
General Discussion / Food poisoning
June 18, 2020, 10:31:11 AM
Since food poisoning is pretty much the hardest and I guess the most common sickness in the game, especially in the early game, could it be possible to order pawns with food poisoning to stay in medical bed until healed? Currently food poisoning means a lot of microing.
#7
Seems like it's hard to get pass 11 colonists, if I get one another dies very soon. Feels much like Cassandra behavior. Has Randy lowered colonist cap for 1.1 or am I having just bad luck?
#8
Everytime my caravans hit a pirate outpost, or rescue a prisoner, or get interrupted by lonely pirate with a poor knive and a wooden foot, or single snow hares there is thunder and rain, or hard snow if it's winter. 90% chance of bad weather. If the caravan stays in a captured outpost for a day or two, chances are there will be more than one bad weather event.

I think this started already with 1.0 if not earlier, and tbh it's getting a bit boring now really. If there'd be nice weather at least sometimes, it would make the bad weather more interesting.
#9
General Discussion / Weak caravan ambush
February 07, 2019, 11:55:32 PM
I'm getting really weak ambushes, just now my caravan of 3 pawns and two muffalos was ambushed by a single rooster. It's been like this since 1.0, just curious is this vanilla behavior?

Mods I'm using are: Hugslib, EdB Prepare Carefully, [SYR] Set Up Camp, Facial Stuff 1.0, More Furniture 1.0, Stuffed Floors, [KV] Faction Control - 1.0, Psychology, Expanded Incidents, Colourful Sterile Tiles, Area Unlocker, [KV] Trading Spot - 1.0... and a bunch of hairmods. I uninstalled and reinstalled all the mods to see if it makes any difference, but looks like it didn't.
#10
Ideas / Really unthreatening caravan events
December 01, 2018, 06:10:24 PM
I'm getting really ridiculous ambushes. If it's another faction I get one guy against 2-3 colonists and 2 muffalos, and if it's a manhunter event then maybe one cat or a hare. I attacked two item stashes, one guarded by 13 bears and another by 16 dromedaries, but on the way back the same group of six colonists and three muffos got ambushed by three squirrels. Quite anticlimactic. Playing Randy on second hardest difficulty as always, but in earlier games caravan events used to be scary. Is this vanilla, or some weird mod behaviour?
#11
Ideas / New event idea: Colony siege
November 05, 2018, 08:37:18 AM
I was thinking maybe occasionally the whole colony could go under siege, not a raid-like siege, but superior enemy presence around the colony. If you would send a caravan during this time, it would be ambushed always, and by much larger enemy force than it normally would. Also no friendly guests or caravans would be allowed to visit your colony.

Two ways to break this siege would be to fight off the ambush, and of course using the transport pods. To avoid the siege you would have to pay a huge ransom. Maybe it could also sometimes take place when you have many prisoners of a certain enemy group, and then releasing the demanded prisoners would be the way to resolve the situation.
#12
General Discussion / Economy is problematic
August 01, 2018, 09:23:30 PM
I'm playing B18, but I'm curious if some of these issues are solved in 1.0.

Pricing: Economy model in B18 reminds me of something like an inflation crisis of a developing country. Price of food is very high, but price of other every day items remains pretty low. Comparatively selling value of good quality parka is about the same as purchase value of one pawn's meals for two days. Price of medicine is suprisingly cheap. Building materials as wood and steel are very cheap, basic furniture very cheap, as also building a house. Rare items & glitterworld items can be quite pricy, but some maybe not high enough, as getting rich in the game doesn't require that much. I do like how the item quality is modelled though, and when you look at the trade screen, differences in price and quality of items seem to be in healthy relation.

Manhunter events: These are often exciting and can be a lot of fun storywise, especially if another event like raid or friendly caravan happens when manhunter siege is on. But in my last two games I've experienced mostly big animal events, which means lesser threat and bigger reward, as you'll get a huge storage of meat & leather in nicely packed form of a animal corpse. Because of easy hunting and steady flow of manhunter events, I don't really need to breed cattle anymore, which used to be fun in a way. I didn't expect to say this, but I kind of miss the times of every day hunting accidents.

Ambushing a friendly caravan: Reward depends of the caravan type, but it's easily profitable to ambush a friendly caravan when they visit or when they are called to visit, and then pay for the peace. Caravan's total worth as purchase value can go well over 12k silver, over 20k if it's an independently visiting caravan, and it only takes about 3k silver as payments to reach peace from -100 relations and call another caravan to be ambushed. I don't know if there's a limit at some point, but I did this twice to same faction in one year. Also, paying for peace takes the fun out of peace agreement missions or releasing prisoners. Actually selling value of a prisoner is generally higher than +15 relationships points - as you can get over 1k from a single healthy & skilled prisoner, use that money to buy +33 relationship points, and still earn 100-200 silver. So if you ambush the caravan with maces and capture a bunch of prisoners, your reward can be quite handsome, and you can sell them as slaves while buying the peace the same day. This really feels gamey and unrealistic. At least the reparations could be much more expensive.

Mechanoids: A couple versions ago, dead man clothes were added, I suppose in order to slow the rate of the colony getting rich. This I thought was a great thing, but I've been waiting to see similar done with mechanoids. I get massive mechanoid raids, often, and if mechanoid corpses are processed instead of letting them dissipate under the sun, my colony gets dozens of scyther blades and tons of plasteel. Scyther blade's net worth is 1k, and you get something like 7.5-8 silver for a single piece of plasteel - this makes both very valuable as trade items even though player gets plenty of both. Because of mechanoids it's really hard to keep the colony from getting too rich. Now it would be cool to make money by selling something I've produced, like high quality clothing, leather and wool, art, smokeleaf joints and yayo etc. but mechanoids force themselves in the map and really just make much of this creativity unnecessary.

Rarity of necessary items: The pawns (also all animals) seem to hurt their eyes permanently more than anything else. While I don't have a problem with it per se, it does create a problem. There seems to be just sufficient enough supply of bionic legs and arms, but eyes are really rare. In other words demand is really huge but supply very low and highly arbitrary. Would be better, if all bionics were just more expensive, instead of this rare. To lower my colony's wealth last caravan left with 26 scyther blades, 2k smokeleaf, 3k plasteel, 15k silver etc. and for such a caravan it's about a year long mission to go around and gather worthwhile items in trade. Would be great to spend all that money to bionic eyes, but I just can't find the damn things.


#13
Stories / How not trusting people gets you killed
March 09, 2018, 09:24:57 AM
The pain woke Amelie "Engie" Flais up. She didn't remember much, but something had gone terribly wrong in the spacecraft. The only thing she remembered was someone, or something, attacking her. Several stab wounds around her body confirmed this. The blood was real, the pain was real. The assault had to be real as well.

She couldn't move her legs so she turned her head, very carefully, to take a look around. She was lying on the grass, there were some big and very harvestable looking pine trees around her. She also recognized a plant, a wild healroot. "If I just could move, I could use that thing to tend myself" she thought. An hour or two went by, and she still couldn't move. Then, suddenly, she heard human voices from the distance. As if people were coming closer. Amelie was right. Two people, a man and a woman, wearing extremely well made parkas, were walking towards her. The parkas seemed to be slightly too warm for the weather. The man was armed with an assault rifle and the woman was carrying a wooden mace.

Amelie panicked. In all truth the couple didn't seem to be very threatening. They were smiling to each other and while walking they seemed to be involved in a deep discussion about arts and stuff. Perhaps because she had been attacked just few hours ago, Amelie wasn't going to trust anyone. She had noticed her condition was improving, as couple of her wounds had already stopped bleeding. The biggest wound though, was getting worse. She gathered all of her strength and stood up. By now she was sure they were after her. Maybe to kill and use her skin to make cowboy hats - she had hear all the stories about colonists in these backwood planets, and what they are capable.

It took all of her will power, but Amelie managed to get on her feet. Still in pain, she started to walk. The colonists followed, but seemed to keep a distance. They were shouting to her: "Please stop, you're wounded and we can help you! We mean no harm!" Yeah, sure. Amelie knew, that the interplanetary slavery would have been abolished already hundreds of years ago, if there weren't these colonists capturing helpless victims and selling them to slavers. She did her best to walk faster no matter how much pain there was.

Then, from above, came another sound, as if the sky had cracked open. Her first thought was it must be another escape pod - maybe another crew member had survived! Suddenly Amelie realized she was standing in the middle of a weird shadow, which grew larger. Perplexed, she looked up.

The colonists heard the sound too, but their focus was on Amelie, who turned her face towards them. Her face was full of terror. "Heeelp!!!"

BOOM! In the very spot where Amelie stood just a moment ago, was now a huge block of components. The colonists were terrified. The life in this planet is hard, sometimes unforgiving and after many years they had seen a thing or two... but still, sometimes these tragedies are so overwhelmingly random. They were there just to help an engineer, but got engine parts instead.
#14
...take a look at your colony, it's a nice summer day and people are doing their things peacefully, all seems nice until suddenly you hear this weird growl and people are overrun by a bunch of manhunter muffalos. Because you forgot you had this alarm as last night when you thought "ok I'm just gonna go to bed and deal with this tomorroe". Funny as hell as it still happens after countless hours of gameplay )))
#15
Ideas / A fun radio station for colonists
May 05, 2017, 03:31:59 AM
I thought maybe this could be a good mod idea, or if Tynan likes this, then an idea to be implemented to the vanilla game.

So, there could be a separate radio station transmitter, or then the already existing comms console could work as one. A colonist could work as the dj, and the quality of entertainment would depend on his/her social and perhaps also artistic skill. Maybe it could be part of wardening job, or art job.

Then a player could build loudspeakers in different rooms, such as workshop, kitchen, rec rooms, and the transmitted program would give a mood bonus to pawns staying inside loudspeaker radius. Like "+4 nice radio program" or something.

Taken further, a loudspeaker in prison would lower the difficulty precentage of recruiting prisoners, as it could work additionally as propaganda.
#16
Mod bugs / Error while loading a map
May 01, 2017, 12:41:45 AM
So, I started a colony the other day, played until I had 5-6 colonists. Loaded the next day just fine, then tried to load yesterday but had the error - don't recall having this previously. 

So, I tried few latest saves, some of them loaded the map, but I was missing colonists and other stuff, like parts of walls, prisoners etc. Then found a save which worked, continued playing with that, and after a while I abandoned my colony and moved to a different place where I started another. Today I tried to load it, but just got the error again.

I do have a bunch of mods, although the game worked fine with these mods when I played last time which was january-february. I would send the error log, but can't find one. Last error log is from january 27th.
#17
So, Mrs. Wilkinson was a respectable and married long time member of the colony, a gifted sharpshooter and a gracious socialite. With time, she started to have a little problem with alcoholic beverages the colony produces, mainly to sell to foreign parties, and occasionally to be used in wedding celebrations and other get-together events. Also, a welcoming drink is always offered to a new member. But previously a colonist, who shared Mrs. Wilkinson's toxic passion, had developed a carcinoma of liver. With this in mind, it was decided that Mrs. Wilkinson was to be put in arrest - just for her own good and health, so she could be returned to the society one day, hopefully in a more sober state of mind. A special, well furnished isolation cell was constructed just for this purpose. While it was very easy to take her in to her new dwelling where she could enjoy privileges rarely seen in the dungeons, where all the common prisoners were kept, it was perhaps the dark slate walls, which sometimes made Mrs. Wilkinson yield to low spirits and high anger. At times she could spend the whole evening banging on the granite door of her impeccably decorated facility. One could see little streams of foam coming out of her mouth, while she was shouting the most unpleasant things to passer-bys. "Oh, there goes Mrs. Wilkinson again!", the maintenance people used to say, shaking their heads while they concentrated on repairing the door. After Mrs. Wilkinson had spent some hours expressing her dissatisfaction over the current affairs, she usually got tired, and fell safely to sleep. The days went by, and she was getting close to beat her unhealthy habit.

Then, one day, it was noticed, that the cell was empty! Mrs. Wilkinson had disappeared! This must have happened while everyone was occupied with something very important. After all this care her decision to use that moment to just vanish into thin air seemed a bit unfair, but everyone in the colony had to admit, that Mrs. Wilkinson had made some other flawed decisions during the year. As one of the hunters pointed out, he had seen Mrs. Wilkinson trying to give a coup de grĂ¢ce to a downed caribou - instead of a single, successfully delivered bullet to it's head or heart, heavily intoxicated Mrs. Wilkinson had actually managed to shoot all of it's four legs off, one by one. Mr. Wilkinson though, the farmer husband of Mrs., was extremely unhappy. "The hell with all of ya! I want my wife back! I want to get some lovin'!" But Mrs. Wilkinson could not be returned to his husband as she was nowhere to be found. It was somehow known, that she had acquired a neutral status to herself. Only later it was heard, that she had managed to find a winter passage through the mountains in the north and joined one of the friendly tribes, The Gabela of the Mesa. While everyone involved were happy to find out she is actually alive and living in someplace, a question was raised during the weekly meeting:

Is there any way to have Mrs. Wilkinson to join the colony again?
#18
General Discussion / Cryptosleep
January 27, 2017, 01:21:32 AM
People in cryptosleep seem to stay in the roster like other colonists. I have put two colonists in caskets to wait for better days, because they had brain damage and troublesome relations with some other colonists. In A15 their icon was removed and they didn't show in work, restrict or assign menus but now they do. Is it a bug or was something changed?
#19
Ideas / Toxic fallout
January 26, 2017, 01:54:49 AM
When it happened the first time I thought that "now this is a cool event!", but I'm not sure if it's actually changed or is it just randomity of Randy, or if I have become a bit bored to it, but seems like in A15 toxic fallout didn't happen so much, and when it happened it lasted a bit longer. Be that as it may, this is closer how I'd like to see it - not taking place so often and regularly, but when it comes it would stay for a year or even more. As it is now, it's much more a nuisance than fun or a challenging threat for a colony. Probably it makes little difference to those who have closed colonies or who dig their bases inside mountains and hills, but for the ones who run an open colony with farms and whatnot, it can really be a wet blanket.

As soon as I have the colony roofed and all the pawns and animals under that roofed area - the event then ends! Then I have to expand no roof areas etc. etc. A lot of work for no suspense or reward, because at the moment when I experience some joy seeing some of the trees growing back - the event replays again. Blah. It's the one thing which really has turned me into save scumming.

As toxic fallout is much more radical and changing event when compared to most events such as raids or poison ships, or flus and plagues, could it be better if it would really play out as one? Long lasting fallout would require some real attention. What a player would then feel as a rewarding experience would be the relief, that it has finally ended, and won't likely happen again at least for a while.

As a bonus, perhaps there could be a medication you could buy or manufacture and give to your haulers, which would slow down the effect of poisoning and make carcinoma less likely - like you would take iodine for effects of radiation.