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Topics - mooguy

#1
Every month up to sept12 2020 there were regular updates released for rimworld - yet haven't spotted anything since then.

I've had a look through reddit, steam, twitter and this forum although haven't seen any hints yet.
Does anyone know what the most up to date word was?

Any clues Tynan ;D
#2
Ideas / Small - but big impact balance/qol suggestions
September 03, 2020, 11:03:00 PM
1.Bionic equipment health issues: Not sure if this has been resolved, but there is/was a long-term issue of bionics not being overall better replacements for limbs because of how dmg taken works. (with limbs, there is a chance you only take damage on a single finger/toes but with a bionic arm, the whole arm takes the full damage).

2: Barn equipment: so far the only feasible way to store enough food for a cattle/farm animals using hay is making dozens of shelves. perhaps a more specialist shelf that can store more hay - but only hay - would make raising animals more viable?

3: Charge lance needs a very slight buff: bolt rifles/assault rifles can challenge the role of the charge rifle at medium-long engagements due to the charge rifles very low fire rate while having a significantly higher market value.

4: Double bed blue prints: sometimes its very hard to see the direction the blueprint of beds(especially double beds) are facing, and if placed wrongly has to be moved twice since it cant have a blueprint over itself.

4: Scar torso penalty: its very hard to remove a scar from the torso, so when a colonists receives one its almost a permanent -5 mood and easier to be downed due to the pain debuff. furthermore its easier for them to be killed due to the lower torso health. the only way is a healer mech serum. perhaps remove torso scars or add some way to address this without mech serums.

4. Map leaving issue: when colonists are in another map with enemies, players might be confused why they cant reform the caravan the same way they do when they leave the base - perhaps a message/toggle indicating they can simply move them to the map border would be great.

5. Starting weapons: there be more to distinguish between the revolver, auto pistol and machine pistol? cool guns, and the revolver is a classic, but i have a feeling most players rush through their use within 1-2 years of the game.

7. Cocoa tree: cocoa tree growing is very frustrating to do due cocoa trees dying over winter, yet being unable to be easily grown together without an unruly indoor heater-barn and a lot of cell management - this could be made easier!

8 Insectoid expansion: As mechanoids have being massively expanded upon, im guessing insectoids might receive some future treatment - yet if now, perhaps expanding that part of the game could be looked into, as its something very different from mechs/humans.

9. Equipment health decay - recon helmets have a tiny 120 health points, yet due to their limited movement penalties its seems the game suggests they can be equipped for regular use - yet a normal recon helmet that doesnt even take any damage would become tattered appeal within two seasons (30 days -2 a day) of wear.

8. Deaths animations: wehn animals/pawns die, they seem to almost transform into an item-like drop on the ground instantly haha. perhaps their could be a tiny animation change to make the 'death' change more impactful?

9. Biomes: Different biomes can offer repeatability, yet its very hard to choose playing a desert map - with the major change being a very hot empty map - over the colorful and seasonal plant/animal heavy forest/temperature/ maps. Of course a desert is boring, but could their be features that make it an alternative competitive experience? (mechanics, features specific to that biome?)

Thanks!


#3
I just encountered this quest requiring me to send a caravan to destroy a mech cluster with the building that causes all electronics to go offline - around 2-3 years in on a tribal start, 60k colony wealth - and im on perma death. And there is no way its winnable. I'be attached my storyteller settings (it's on hard, but not insanity level).

I have 5 dudes, all with vests, no helmets, two rifles, one revolver, a baseball bat and jade knife + 5 Labradors.

vs

3 flame turrets, one plasma turret (inside the box) 2skyths, 3-4 lancers,3ish pikeman...really lol.
This would be game-ending even if it was on MY map, not including the fact i have to send a caravan AND i have 1-ish days to do it before all food rots in the storage haha.

I even managed to stealthy destroy the building and take down 4-5 mechs, but there is no way i can take the 4 turrets on with a baseball bat.

You could argue this is all part of the story, yet keep in mind even if a new wanderer joins, my whole base is shutdown from using electricity, so i wonder in what scenrio i could build up again in those conditions?

I actually really like the new quests,events, and changes - but problem causes outside the base that cant be dealt with or chipped away at are likely not just colonists ending, but permanent colony ending.

(unless i can leave the map by just destroying the problem causer?)






#4
    This is a discussion on surviving on savage story teller settings with just vanilla defenses and without over the top manipulation of the environment (huge bases out in the sea, long winding corridors with traps, ect). Key findings for what works best for me.

    Pawn skills: The tough trait is an almost-must have. Right now 7/9 of my colonists have it over an almost 10 years playthrough. Every pawn should have passions in shooting or melee, only exception is if they have the tough trait.

1) Minimizing space is critical.
The distance between the kitchen, dinning room, rec rooms, workshops and bedrooms need to be tight and close, otherwise you''ll end up being wiped from pawns just being too far away from where they need to be. Set up the kitchen by the store room entrance, build two shelves, with one shelf restricted to vegetables, another to meat and animal products, and your cooking instructions to 'drop on floor NOT take to nearest stockpile. A kitchen right by here is also important. Put the butcher room in the freezer, the convenience of it right there is worth the bad temp penalty.   

2) Drugs:
  • Psychite tea is crucial. Set it on all your colonists at once every 3 days, only if mood below 50%. They won't get addicted and it's a mental break saver.

    • Reinforce this by setting Beer at once every 3 days - only if mood below 30% to avoid major mental breaks.

  • Wake up is also the only other drug that can be mostly safely taken - but just use it manually when you need it.

3) Shelves are critically important: Keeping guns on hand such as EMP launchers, sniper rifles and machine guns for more unique situations close by the entrance to your defenses is a huge boon.

Also, you can set them outside on mass and create a barn with only hay being allowed. When Winter comes, then set animals in the zones, all other times they can wonder the area freely.

4) Animals:
Bears are the best animals in the game. Their hunger rate is only around 0.5, they can be trained easier than other stronger animals, they can also eat vegetables. But don't let them wonder indoors otherwise they will create filth in the house.
Dogs: Around 3 Dogs are great for hauling and providing a nuzzle mood bonus for colonists.
You don't really need more than 3 hauling animals and 3 wool animals, and 2-3 milk animals. Milk is great because colonists with imperial titles can still drink it.

5) Default weapon: One of the best default weapons to have your colonists equipped with is the heavy SMG. It's great at close/short range, easy on your wealth value, while also not being so limited and random in range as the pump shotgun. Great for last moment defenses against infestions and drop pod raids.

6) 'Killbox." If you want to not cheese it but have a chance of surviving, a wall around your base is still helpful, but with an area where there is no wall, but a corridor, around 3 tiles wide and 40+ long. Then at the entrance to your base, form a deference in the shape of a half-square, mixing in sandbags and walls like in my screenshot. Put concrete on the ground where your pawns will be drafted/positioned in so fires can't start behind them. Don't let them be standing shoulder to shoulder. (look at screenshots).


  • Pawn equipment/locations
Have around three colonists with miniguns-assault rifles behind the tiles that can see all the way down the 40+ tile corridor you;ve built. They are you crowd control to slow enemy swarms down, because getting the damage on enemy pawns as early as possible is crucial - they will be shooting you less accurately and moving towards you less slowly. On the wings of your box, heavy SMgs are best, because they still have some long range support yet being very accurate at short ranges for enemy pawns that are running at you. 


  • Mines:
         -
Build EMP mines and install them close to the entrance of your killbox, and when a mech attack happens rush to reinstall it in an area
      where the mechs will come through - but slightly to the side so you can trigger it when they are clustered by shooting at it, NOT in the
      hallway entrance, it might only trigger on one single mech that walks over it.[/li][/list]

7) Melee pawn training: you want 2-3 for every 10 pawns you have. Uranium mace or plasteel longsword is great at the start. Train their melee by having them kill wild weak animals everyday, but only 1-4 a day as they'll always get a little hurt in the process.

8 ) Best bionics, installments.
Install Psychic Harmonizers on (happy) pawns that are in a relationship and with love enchancers, as well as burning passions for inside work such as cooking to make the most use of them, as they recieve a mood bonus for doing work they have a passion for.One bionic eye on each colonist is enough, along with reprocessor stomach - it least on your royal pawn to keep high level meal demand low. Leg bionics are decent, but beware of your colony wealth. Couagulator is also great for battle pawns.

9) Higher quality furniture: wooden begs, rec structures (pool table ), hospital beds, chairs ect will also have improved effectiveness. Rebuild them untill you have it least excellent.

10) Threats: Inferno cannon centipedes mixed with blaster centipedes are the biggest threat to a base.  This is because their shots are very accurate, and even the best armor can't prevent a pawn from panicking when on fire. You can set up firefoam devices behind your killbox, but it still deosnt prevent your pawns from burning on a direct hit...

11) Quests to beware of accepting. Accepting quests involving defending against mech attacks should only be accepted if the reward is amazing. Even if just active for two days,you can experience up to 5 quest related raids and another random one in the meantime. See screenshots.

12) Making allies Training the Social skill: This is important as you'll want to be making allies asap so you can call for help when needed, and donating gifts to allies keeps your colony wealth down (therefore raids), but the social skill is hard to train. It can be trained best by having prisoners and setting prisoner interaction to just 'reduce resistance." You can keep relations up easily through gifts but also through healing the downed allied pawns after they've helped reinforce you.
#5
Please don't let caravan guys spawn with Molotoves or Incendiary launchers. Even when the bugs are dead they will 'help out' by firing incendiary rounds at the Hive spots on the ground - which would be fine if they weren't in my dinning room haha...

I know they are 'Killing it With Fire lolz'.. but please no
#6
- Game should pause when caravan arrives

- Add a rec toy that can be taken on caravans like cloth beds can.

- Disturbed sleep should last 2 days so it can compound easier, decentivising making your base one giant single room. OR workshop items placed in sleeping rooms should have a 'disturbing noise' debuff penalty while sleeping.

- Bedroom beauty should continue to have an impact when pawns are sleeping.

- Recon helmets should have a 25% health increase. Right now at 120 hitpoint max and a normal one -2 a day they become tattered apparel in just two seasons, not taking into account damage they receive over combat.

- Impressive throne rooms maybe should be a benefit for colonists as well.

Bionic heart should increase healing recovering speed by 5%? Make it more competitive with eyes and legs.

- Brilliant noise effects were added with 1.1 such as the smooth pulser auto cannon turret. Could more noise effects be added when mortars land, drop pod raids land, as well as maybe more scarier noises from infestations and mechanoids in the background the same way animals bark/make grunts? It's really immersive.

Sandbags and barricades.Sandbags should be slightly flammable but 60% over cover over 57%. Just more variety.

- Monolink weapons - to be tuned down ideas - Have to be leveled and start at at awful/ have royal restrictions/ mech kill count./swing limit/

- Throneroom should have a unique cosmetic upgrade for playing on permadeath mode.

- Special unique crown only baron+ can wear - gives small mood bonus to the pawn and to those in the area. But  and quest obtainable only. In a royalty DLC there needs to be a special crown!

- Add banners to throne requirements.
Banners can also give a 1 or 2 mood bonus (as feeling proud?) builds up a colonies identity outside just what name we give them.
While seen as a small change, its often through symbols people form identities with. Players will former deeper attachment to their colony.
Potentially customisable.

- Colony shape on world map should grow as colony grows. Increasing players sense of progression and growth.

- Add prestige. As word of your colonies achievements grow (completing missions) so does the attention it draws. More rival kingdoms will attack you to slay your king to increase their fame, but so too will more special pawns wanting to join and special traders. Maybe single drop pod raids spawning next to your king who are assassins.

- Yayo/flake needs to be able to be consumed without getting addicted as long as it's taken to proper schedule just like wakeup.

This will need to be balanced by making the ingredients and speed process to make it significantly higher, and price of it being higher. Considering drug binges are already lethal to pawns if you have stacks of it available, I don't think doing so would be OP. Otherwise the drug's use will only be used for making money - as informed players will know that having a random drug addiction risk far outweighs the drugs benefits and add more variety to the game.

- Infestations upgrade should have a single queen. Who isn't thinking of starship storm troopers or Aliens when infestations occur?

- Bionic component issues. Just a reminder about the issue of body parts being more vulnerable in certain ways as bionics are installed.
#7
As you can see only a single royal faction settlement on the world map.

-This was a 1.1 playthrough started as a 5 tribal team when the dlc had not been released yet.

I'm not sure if this is meant to be possible, however i discovered from my second playthrough with the dlc on form the beginning that scores of the royal settlements appear from the start, just like a normal faction would.

Is there anyway to resolve this issue in the current playthrough and have more royal settlements appear on the world map?




In my second playthrough i started there were dozens
Anyway to have more appear on the world map now?
#8
Hi,

To quickly analyze new changes and updates in 1.1's tooltip i compared them to the wiki, and went god mode on an unstable 1.1 game.  Potential differences could simply be a result of the wiki not being updated, so these will need confirmation. Potential errors highlighted in red.


Sand bags

Cover effectiveness from 65 (edit)-down to 57% - across all materials.

barricades is also 57%

*It seems the only variable difference between the two options is the health and material - is this right? If so, It might be asked why not just keep the tab as sand bags that can be made out of all the stones/fabrics?

Pawns

Move speed changes. teenager in the equation?

-  New odd stats such as royal favor value.

- incoming damage stat added - shows value for toughness (at 50%).

Bionics parts.

Increased in market value.

Mini turrets

Resource cost change  (plasteel 40-30 plassteel,but steel increase)

re-arm cost increase from 30-44 steel

health down over 10%

Burst shot count - from 3 -2.

Market value down from  750-510.

- Auto cannon turret -

(I think it also has a market value change? not included in tooltip whereas mini turret is? )

- Down 100 steel to build

- Down 70 health points

- Damage from 40 down to  -20

- Armor pen from 60 down to 30

- Rearm cost increase of 90 to 134 steel it least in medium settings (across all difficulties?)

- Uranium slug turret

(market value change? not included in tooltip where as miniturret is? )

build cost requirement from 60 plasteel down to 30 plas steel (other res are the same)

damage down from 75 to 30.

- armor pen down to 70% from 112%

increase in uranium (edit*RELOAD*cost)(45 -60 in medium difficulties

- reload cooldown increase from 3.2secs to 4 seconds.

- range decrease from 49 -40

- Wall /maybe door health values have been changed - needs confirming.

*for example wood slight decrease, steel slight increase.

- However the wall cover effectiveness remains at 75%. Since sandbags have fallen, walls are a more safer option.

- smoke grenade launcher has a spelling mistake in description - '...it will ... upon impact'

On the smoke grenade, has there been any changes to how smoke works?
On the wiki it says it prevents turrets form locking on, but if raiders have one go off in a smoke belt, the wiki states it will also decrease their chance to hit you for all their guys standing in the smoke as well, so in some ways the raiders handicap themselves when they have one with it.

Charge lance -

from 37 range down to 30.

market value is the same.

Animals -

General question - are the animal stats from the mod that had these animals kept the same? (People might accidentally look over the new animals thinking they are exactly the same as the ones that come from the mod).

meat amount from chickens up from 16 - 22. still 22. The wiki box stat for chickens in the right says 16 meat yield but it is wrong.

yaks - can have both milk and wool, even though muffalo's can only now have wool.

Yaks training is none, but is a pack animal.

muffalo is simple.

Yaks tameablity is low at around 11%.

muffalo's wildness is at 60%?

Armor

I noticed with the introduction of recon armor, i might suggest plasteel plate armor receives a slight blunt damage buff. A plasteel plate armor (normal) sits at 40% blunt dmg, 83% sharp damage resistance with a higher health pool but a huge penality to movement speed.

In contrast, recon plasteel armor (good) has 92% sharp and 40% blunt resis with less health but no mobility compromise. Shouldn't plasteel plate armor receive a blunt buff, consdering it's huge movement penality? It's a huge cost for plasteel plate armor.
#9
Ideas / Suggestions/balances/ miscellaneous
April 12, 2018, 01:57:38 AM
Hi there, - Aaamaazing game! just some small suggestions, sorry if they've already been said.

Suggestions

1) Rich explorer should start out with 1 or 2 units of penoxycycline, maybe depending on difficulty. Watching your pawn just lay in bed for a day or two and nothing else going on within the first 10 days or so is just a bit anti climatic.

2) Rich explorer/in general starting animals should be a bit more special. Some bionic parts? Some higher intelligence to train melee? It would just be super cool to have the animal you started out with have some more significance, rather than molly the cat dying to a cougar on day 2 or being a burden to feed. perhaps with training that first animal can be a killing machine, but just need a lot of investment so it cant be OP. I think that that is a simple way to get people invested into their stories.

3)Infestations should be an 'invade' event. Too awesome to leave inside mountains/caves. Would be great to see 'bosses/higher level threats from the different species of life as well.

4) Aside from the 'request for help' featuring colonists needing rescue, why not caravans that if saved reward you with awesome goods?

5) Making insects/mechanoids/ tameable would go a long way in having alternatives to kill boxes, more diverse stories/replayability,  ect, although i get the resistance to it.

6) Animals should have their combat/health stats trainable to some degree to add some more uses. Nothing op.

7) Careful shooting trait should increase the range of all range weapons rather than just the accuracy (depending on the weapon) to make up for the trait making hard for shooting to train overall because of less reload time and being a handicap at higher shooting levels as the accuracy gains become less notable.

8) Each time a character has the brawler trait, they should automatically get another random melee trait (like nimble) to make training melee more worthwhile. Alternatively, the more melee is trained, the more 'dodge' is as well.

9) Another way to perhaps make melee more useful is having characters equipped with range weapons able to pull out small melee weapons (knives) once in melee combat.

10) Possible for animals guarding a pawn that is in combat mode to not move infront of him? would make animals more useful.

Balances

1) Either cold snaps in summer shouldn't exist, or if they do , just 'freeze' crops for an extended amount of time. Wiping out all the crops in summer is devastating, not just because they now need time to be planted again and regrow, but their growing time can then be delayed into the next season, just really devastating you. They are just 10x worse than heat waves.

2) This is so hard to say this, but Muffalo are just too good all round - fighting, reproduction, easy to feed, ect.

3) aside from muafflos, when i learned about all the different animals, i was very excited to train different groups, but personally found it insanely difficult for the right circumstances to appear to be worthwhile to invest in them - wargs/wolves/lynx/elephants/rhinos, due to only one gender, not enough on the map, not mating, not easy to sustain certain food, changing temperature/events that kill them off - Just my experience so far though. 

'Dream list/DLC' suggestion: Nothing that hasn't been suggested before, but would love to see more activity on the world map with being able to see other caravans, more dynamic relationships with factions, and all that.

miscellaneous...

...If you need more funding for other projects you are now working on, i'd buy 10x any DLC for rim in the future  ;) :-X