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Topics - kenmtraveller

#1
Maybe there's a mod out there already for this, but after the nth time of having an undrafted worker pawn head out to haul something from the far corner of a map during a raid , it occured to me that it would be nice to be able to set a rule where undrafted pawns get restricted to a user-defined zone (or even 'home') during raids, and possibly other bad events, and unrestricted once they're over.

Any thoughts on this?  Or, is this a vanilla feature I've missed somehow?

#2
General Discussion / Mortars are awesome now
May 30, 2017, 01:20:02 PM
I love the new A17 mortars.  They are the definite counter for poison/psychic ships now that I can't wall them up and mine them with explosives.  I never felt that they were worth it before, but my current base has 3 mortars and a stockpile of 30 shells available to make the mechaniods come to me.
#3
General Discussion / A17 Caravans and Joy
May 30, 2017, 10:52:07 AM
Sent my first A17 caravan off to form a second colony.  Around a 7 day journey.  Some feedback:

When it arrived, my colonists (who were quite happy before they left) went into a joy death spiral pretty much immediately (2 of 4 colonists went berserk, a third went on a sad wander, by the second night).  Am I supposed to build joy objects prior to shelter?  This didn't happen in my A16 game where I established new colonies via drop pod -- I had a reasonable buffer before lack of chessboard, pool table, tv , etc became a problem at the new colony.

Also, it would be nice to be able to pick where on the map my pack animals are unloaded.  I wanted to set up my base near the huge patch of fertile soil, and ideally would have unloaded my muffalo there.

I know 7 days in Rimworld is approx 1 month IRL, but I've actually been on a 1 month caravan journey (hobby is himalayan trekking -- have used both horses and yak as pack animals) and it was actually a lot more 'joyful' than my mundane life. Back in the days of the Silk Road  much much  longer caravan journeys were typical (see the book Desert Road To Turkestan for a great account of a camel caravan trip in China in the 19th century).    Maybe there should be inherent joy gain during a caravan trip, and maybe reset expectations at a secondary colony?  Next time I will pack the pool table I guess.

Ken
#4
Ideas / cows should be able to be caravan animals
May 23, 2017, 10:37:45 AM
A17, got an early psychic ship on randy extreme and decided to flee the map via caravan.
I had 3 cows and was surprised to learn that they can't be used as pack animals.

That surprises me.. cows get used for this purpose in real life.  Is this just an oversight?

Ken
#5
Ideas / plowing fields
May 22, 2017, 06:21:04 PM
It feels wierd to me that one of the main uses of farm animals, plowing fields, isn't incorporated into the game.  It seems to me that there's opportunity for a third agriculture activity, plowing, which is necessary before planting and which is much faster when done with a plow (crafted at a smith I suppose) and a draft animal.  Animals could be given an attribute indicating whether they were usable in this fashion.

Just a suggestion!
Ken
#6
Ideas / hunting changes
May 18, 2017, 02:01:00 PM
There's a conversation about hunting going on in the A17 thread, and since Tynan wants it preserved for bug reports I thought I'd start a hunting thread here.
I come from a family of hunters, and my father is an excellent hunter .  And from my experiences and what he's told me Rimworld's hunting model is all wrong.
In real life, it's very rare to wound an animal if you're a good hunter.  A good hunter knows when he can't get a kill shot and also knows he only gets one shot, because the animal will flee..  As a result, hunters don't spray bullets at their targets.  And good hunters rarely miss.
Conversely, in Rimworld, hunters always spray bullets at their targets, and most of their shots miss .   So it doesn't feel like a good abstraction of hunting, nor does it feel like the kind of behaviour colonists stranded on a planet (who presumably conserve their bullets) would engage in.
I would suggest that hunters get a big bonus to hit animals in the field during the daytime, when taking a 'hunting shot'.  This shot, however, should have a substantial wind up period that simulates the pawn stalking the animal.
A drafted pawn should keep the current behaviour, so that hunting doesn't become faster overall.
#7
Hey,
I'm way into a vanilla A16 multiple colony game...I've been trying for the 'reach the spaceship' ending by building multiple colonies 66 hexes apart on the way there.  And now I've hit the known issue where the system gets an out of memory error when saving the game, which I suppose happens because the serialization process runs out of memory due to having too much stuff to track. 

I currently have 4 colonies active, one abandoned.  I know all of this is unsupported :)

I'm wondering whether going back to an earlier save and abandoning more colonies before proceeding might help -- does abandoning a colony reclaim its memory footprint?   Also, do abandoned colonies count towards the 5 colony limit?

Or, I could just wait for A17 and start over :)  Please advise.

Best game ever, by the way!

Regards,
Ken