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Messages - Whifflepits

#1
Sounds pretty accurate to me.

You ever tried to herd 60 chickens in one direction? This is about as well as you can expect it to go.
#2
If you have Mechanoids showing up while you have 5 guys and a couple rifles you're doing something strange. Either your style of play is really skewed to having low defenses and focusing on everything else which is deliberately making your game harder by your choice (the more your colony is worth, the more the game ramps up the difficulty) or you have a mod which is throwing things out of whack in a very big way.
#3
General Discussion / Re: I Miss The Old Quests
April 07, 2020, 02:14:48 PM
They're still there, it's just the probability of seeing them has dropped.

There are some other nice quests that you can use to get people in a pinch. Sometimes you'll be asked to hold prisoners for instance, and there's nothing stopping you from recruiting them instead of sending them back, as long as you don't mind the relations hit.
#4
I know how to deal with it killbox style, except Killboxes aren't going to work for much longer.

My walls are 3 layers of slate thick, and they get peeled back by all of the missed shots every time until my door is 4 or 5 tiles wide. No grenades, no explosions. But that doesn't matter because I've got solutions if I need them.

I just need to know if there is a soft or hard cap on how big the threats can get on Cassandra so that I can plan accordingly.
#5
General Discussion / How ridiculous can raids get?
March 31, 2020, 10:47:32 AM
Recently switched from Randy to Cassandra on Rough and this happened.



And it happened 2 hours after the last mechanoid raid. Haven't even gotten all of the wounded in hospital beds yet.

I have 41 colonists, so I know it's the storyteller flipping out, I'm just wondering how much further this can go. Is it going to keep scaling exponentially?

Edit: Imgur is starting to annoy me....
#6
General Discussion / Re: Stop biting my eyes out
March 09, 2020, 09:10:51 AM
Stop recruiting vampires.

Seriously though? Think this is just your bad luck. I personally have problems with colonists shooting each others' fingers and toes off during raids.

Swarm of 20 mechanoids charging the base, and somehow Brian misses and destroys Lucy's left middle toe with laser accuracy every time.
#7
Quote from: kclace on March 08, 2020, 09:35:05 AM
They would protect you because they are the enemies of every other faction. Let me give you an example.


Whah?..... Why would that ever make sense?

The mechanoids are hostile because you are organic. Period. They have no reason to draw distinctions between you and other tribes, or you and insectoids, or you and the foliage. They're not going to war with you because of ideological differences or because you insulted their mam. You're organic, and you should be sterilized because you're not mechanical. That's the end of it.

IF for some reason you wanted to find a reason for making mechanoids less hostile(but... Why... Why ever?...), it would be for installing implants, which would completely retcon the entire gameplay loop (Get richer and more powerful and the less enemies and challenges you have? No, that isn't fun.)
#8
General Discussion / Re: Giant Maps
March 08, 2020, 12:26:24 PM
CPU and ram speed, and decreasing the latency between the two.

Like any other game with an older engine, you just need to brute force it with pure speed.
#9
Ideas / Re: [1.1] Update Unity for multithreading
March 08, 2020, 12:16:12 PM
Quote from: HelloKitty on March 06, 2020, 05:30:05 PM
Quote from: Elrood on March 06, 2020, 04:46:13 AM
If you never ever worked with legacy code while trying to change base architecture from single to multi-threaded, than you have no idea how much work it takes, how hard it can be, how many bugs you are going to introduce and how long it will take to get any gains without making future development 10 times harder.
I actually worked with exactly that. In java. Took years. So what? Doesn't mean it'll take as long for Rimworld, especially since the platform is ready.

Doesn't mean that working on Multithreading takes away from development on other parts of the game either. It's strictly background technical work, which can be contracted out. Assuming you hire the right person, it'll even be done cheaper. Tynan would probably spend less time supervising a contractor to multithread the game than he would trying to optimize current performance.

Multithreading would be nice. You get a colony with 30+ people, couple hundred animals and Randy throws a raid at you things chug no matter what you're running. 4.5-5ghz with DDR4 3800-4000? Doesn't matter, you're still in the single-digit frames. And it's all AI scripts/pathing just smashing your CPU. Want an example just go and take a hundred animals and change their area all at once, no raid needed. The instant stuttering is almost impressive.

No mods necessary.
#10
General Discussion / Re: Knights
March 04, 2020, 07:24:51 PM
Yeah, Knight is the first useful title. First title that allows you to use a linked monosword, which is a huge jump in combat power.

So they made it so that you have to build a throne room, which increases your settlement value, which increases the difficulty of your encounters so you don't just mow through everything. It's a bad way to balance it, but there aren't many good options in that scenario are there?
#11
General Discussion / Re: WHAT DO YOU WANT FROM ME!?
March 04, 2020, 07:20:37 PM
At least they didn't demand you protect it for 30 days, then show up and mortar their own monument.
#12
Ideas / Nuclear stomachs still spew vomit? Poppycock
March 04, 2020, 07:04:44 PM
Why would these things even have the physical ability to dig up their contents? That's just bad engineering if you ask me. The colonist could literally....

https://youtu.be/Vg0y9i5E7nY?t=63

And be perfectly fine. Why would you design a stomach that wastes those precious calories after the colonist went through all of the trouble to swallow them?

Not saying the colonists shouldn't get sick. Make them dry heave and leave nothing on the floor. Or if you reallllly feel they should upchuck something, make it radioactive and highly acidic. The longer it's left uncleaned the more damage it does to the floor, and anyone cleaning it has a risk of burning their hands. People walking near it take damage to their pants and lungs maybe?

So much potential left on the table.
#13
Quote from: LakeWobegon on March 04, 2020, 01:13:01 PM
Quote from: Whifflepits on March 04, 2020, 11:35:49 AM
Don't see it like this myself, and mechanoids are my particular menace. I'm always losing appendages to them.

Here's some points I'd like to bring up which I'm starting to realize myself after playing Royalty for a while.

You call Rimworld a base defense game, but it isn't. That was just the most common form of combat because players weren't heavily encouraged to go out on raids. The raid quests are generally low reward and high risk, while being tedious and time consuming. They pull your colonists away from important tasks for extended periods of time and that's just not tenable at higher difficulty levels.

This new gameplay element is not new, it's old. Been there for years. It's just more accessible now.

Strategic options are abound. If you're just throwing your nublets into a meat grinder that's your problem. I'm using traps offensively, using the terrain, using mortars, flanking maneuvers, etc... I think I built a total of 4 IED's during the last.... 5 years?... I've played Rimworld. My current save I've got a stockpile of 40 or so that I use offensively.

I don't have 5k hours in the game. Maybe 1k. I just picked it back up for Royalty after a good 9 month hiatus. Coming back with a blurry memory into a game with so many new things to learn has been like playing a new game, and I'm learning every step of the way.

Sounds to me like you're stuck in a rut and blaming Tynan. Game isn't fun anymore? That's usually a sign that you should take a break, not blame the devs for your own self-inflicted misery.
Right, I had a mechanoid cluster literally pop in my front door catching one of my colonists outside while he was sowing. It was just a couple of years into the game when I had 2 techs researched on a naked brutality run on tundra very near the north pole. None of my 5 dudes had flak or helmets. The best gun was a normal assault rifle that I bought the rest had machine pistols captured from raiders.  That mech cluster had 6 sniper mechs (1 lancer and 5 pikeman) along with 5 turrets (2 blasters and 3 slug turrets IIRC). Luckily I also bought a shield belt from that same trader. That excellent shield broke at least 3 times whenever my one dude tried to franticly build 1 wall at a time wall (behind cover) to get to the stranded colonist. Luckily no one died because that dude succeeded in building the wall to rescue the stranded friend.
If this mech death squad had landed elsewhere with an EMI or a high psychic drone my only option would have been to charge into certain death or to tediously build that stupid wall to get to the stupid thing; either that or cower inside a mountain and accept living in the stone age and or having mental breaks every other day. I had 70k wealth btw. If it was not for that shield belt everyone would have died.
Raiding was never mandatory in this game, ppl that enjoyed it did it (Ive done it several times) ppl that don't enjoy it built a base, defended it to then build the ship and get out. The difference is that now raiding (which BTW I enjoyed for a fair bit) is now mandatory and it is absolutely rigged to down or kill colonists. When you raid a pirate base the pirates will only outrange/outgun you if you let them. Wrt to mech clusters we are always the one that has the least range and have to tackle them on the open field assumig that on top of the mortair shield they also dont have a bullet shiled. I dont want to suffer through building a stupid wall to take turrets of the equation to tackle something as stupid as these mech clusters are. They should be linked to research and reserch should provide a way to deal with those things without being either stupidly dangerous for colonists nor stupdly tedious. At higher levels of wealth just stepping out of your walls it is already stupidly dangerous but now we also have to march into machine guns ala WWI style due to the lack of any interesting, valid or fun options.I think not.

So you chose a deliberately excruciatingly difficult scenario, and managed to survive by the skin of your teeth. That's exactly the way it should be I thought?

Keep in mind what you just described is exactly like the old-school hot-drops where they just bomb into the middle of your base without warning.

What I think you're complaining about is the difficulty spike that's now happening on the most difficult game settings. I'm pretty sure that was done because of all of the people who've been waltzing through the difficult scenarios like it was a sandbox mode.

It's jarring and a bit ego-bruising not to be able to keep that slider at the top of the bar, but I won't call you a sissy if you back it down for a notch for a year and see if that works for you. I think I'm about to have to change storytellers myself, Randy is getting on my nerves, but the masochists deserve to be entertained too.

Better ways to handle it? Absolutely, he could have added another difficulty setting instead of dropping us all in the hot-seat, but I'm also kind of enjoying it. I wouldn't have challenged myself by upping the setting on my own.

I also think some of the difficulty spike is being added in response to some of the broken-tier rewards you can get from the new quests. It's not that hard to get a couple linked monoswords by 2 years in the game if you aren't freezing your genitals off on the tundra and they *shred* mechs. It's just sickening how effective melee can be now. I haven't tried the zueshammers yet but I have a feeling they were purpose-built for mechanoid swarms. Soon.

I've got my complaints about them too posted in the ideas section. I just think you're being a bit dramatic by declaring the changes garbage, literally unplayable and calling for a complete rollback. They can be adapted to until there is a balance pass.

Some notes that may make your experience more bearable, when the mechanoids aren't landing in your lap (That's just always going to be a big FU, don't think anyone will argue that):

EMP mortars are OP. Hit the mortar shield first and the bases fall relatively easily. Instead of sending everyone in on a senseless charge keep 3 or 4 people on the mortars and only charge in after you get a direct hit on the moving units, which tend to cluster in the center. After that just pray that you get a couple more indirect hits to reduce the fire you take. 4 people on mortars is worth a dozen attacking on the field.

The walls they throw up also make them super-easy to flank once you've bombed the couple turrets that're usually peeking out. Go set some IED's and sandbags on one side and then poke a hole in the wall to get them chasing you, it's a reverse killbox.

Use a rabbit. Dope someone up on yayo and Go-juice as much as you dare, give them a shield belt and as much armor as you've got and send them running through the base screaming like a lunatic. They generally survive, and draw the majority of the fire. If you've got a jogger with bionic legs they can even outrun the scythers after taking some decent damage.

I won't argue that there's some rebalancing to be done, but the game isn't broken. Not yet.... The mechanoids are manageable as long as you aren't charging them head-on, and I think that's the point. Most of the "tactics" I see people using in Rimworld amounts to filling the gap with bodies and waiting to see who grinds who up first. There's a lot more that can be done and the new mechanoid bases encourage players to explore that.

Quote from: lugaruclone on March 04, 2020, 02:00:33 PM
Honestly I really like the clusters except except except for the 'mini hellfire' I think it is called... the double energy cannon that rapid fires half way across the screen. The only thing I can do against it is mortar it, although I have seen people report using smoke and other gadgets.

SMOKE! I didn't think about smoke. Gotta try this next.

Second edit: I just noticed there's an EMP launcher in the list for the machining bench. Starting to worry a lot less about the next cluster.
#14
Don't see it like this myself, and mechanoids are my particular menace. I'm always losing appendages to them.

Here's some points I'd like to bring up which I'm starting to realize myself after playing Royalty for a while.

You call Rimworld a base defense game, but it isn't. That was just the most common form of combat because players weren't heavily encouraged to go out on raids. The raid quests are generally low reward and high risk, while being tedious and time consuming. They pull your colonists away from important tasks for extended periods of time and that's just not tenable at higher difficulty levels.

This new gameplay element is not new, it's old. Been there for years. It's just more accessible now.

Strategic options are abound. If you're just throwing your nublets into a meat grinder that's your problem. I'm using traps offensively, using the terrain, using mortars, flanking maneuvers, etc... I think I built a total of 4 IED's during the last.... 5 years?... I've played Rimworld. My current save I've got a stockpile of 40 or so that I use offensively.

I don't have 5k hours in the game. Maybe 1k. I just picked it back up for Royalty after a good 9 month hiatus. Coming back with a blurry memory into a game with so many new things to learn has been like playing a new game, and I'm learning every step of the way.

Sounds to me like you're stuck in a rut and blaming Tynan. Game isn't fun anymore? That's usually a sign that you should take a break, not blame the devs for your own self-inflicted misery.
#15
Quote from: ShadowKatt on March 03, 2020, 08:26:37 PM
Well this is all less than useful. But at least I know I'm not the only one.

I'm actually playing with Cassy (Randy cheats >.>), so I don't know how it could get any more...I won't say fair, but lenient? Either way I don't think I can blame the storyteller.

Then my only other suggestion is that you landed on the poor side of the planet.

I believe global wealth varies by area. What tech-level the neighboring factions are and how populous they are would likely influence the availability of a lot of things.

Might be able to confirm this by looking at the availability of other rare items. I know the scarcity of Archotech implants is driving me nuts with my current colony, and I haven't even seen a resurrect serum to worry about when the next one will come by.