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Messages - HatesYourFace

#1
General Discussion / Re: Wiki needs updating!
February 05, 2015, 01:41:18 PM
Quote from: milon on February 04, 2015, 10:02:37 PM
EDIT - I especially am in favor of an on-wiki approach since post #1 hasn't been updated for 5 or 6 months now.  Is there even a To Do list on the wiki?

The To-Do list being moved to the wiki is basically why it isn't updated anymore.
Quote from: HatesYourFace on August 13, 2014, 08:08:10 AM
UPDATE: This list is pretty much abandoned now as we have multiple people working and it's too much to keep up with, but I've decided to leave it for posterity. If you want to help/contribute you can ask in this thread or just dive right in! The To-Do list is now being kept on the Wiki to make updating it easier: http://rimworldwiki.com/wiki/RimWorld_Wiki:To-do.
#2
General Discussion / Re: Wiki needs updating!
January 10, 2015, 12:43:22 PM
Quote from: ZestyLemons on January 02, 2015, 09:39:30 PM
Sticky would be nice, but we need an updated OP kind badly.

OP here, Couldn't post in my own thread for awhile because of some forum bug lol. I'm not even sure if it's going to work this time so if your reading this, Huzzah!

Anyways...let me know what you want on the front page Zesty and I'll be more then happy to put it up for you!

EDIT: Hey, it worked!
#3
Quote from: Endoric on December 07, 2014, 10:35:53 PM
I thought stone sense could only display the fortress on the top most level.  You still cant play the game in that isometric view.

Although I don't play DF from what I understand the latest version of StoneSense is capable of rendering any of the levels in real time. I could be wrong though?


Quote from a story about it on PCgamer:
Perhaps the most interesting part of this latest development is the in-game graphics that are now possible with the latest version of Stonesense, the Dwarf Fortress visualiser that until now has only been able to run alongside the game. Now this can be integrated into the main game proper, albeit more stably if you choose to use it on the older version of DF from 2012. Details below.
The latest version of Stonesense , along with DwarfTherapist and various other tweaks, is included in the Dwarf Fortress starter pack , which is the one to go for if you're not too comfortable with either the ascii or the complex keyboard controls found in the base game. The starter pack will let you use mouse controls, in addition to integrating the Stonesense visualiser into the game.
#4
Dwarf Fortress with better graphics you say? Check out Stonesense.



Also, let's not get ahead of ourselves, Rimworld is far from done...it's a little early to start talking about other projects!

#5
Innsmouth usually.

Because great Cthulhu who lies dreaming in R'lyeh demands it!

http://en.wikipedia.org/wiki/The_Shadow_over_Innsmouth
#6
General Discussion / Re: Raider/Pirate Technology
September 13, 2014, 10:05:08 AM
Quote from: Marguaritee on September 11, 2014, 06:34:11 AM
I've done that already, do not you. It is true, I'll get it, do not you think it.

Well yeah that's obvious, but what if they do it not you, get it when they've already got you not think it?
#7
Quote from: Shinzy on September 12, 2014, 05:09:49 PM
This makes me think of the final mission in the original Xcom =P
Just send your guys in the end for that one final mission with no turning back
and watch half of them get mind controlled and panic and shoot eachother right at the doorstep to the main base =P

then barely pull through it and shoot the brain issuing all the orders to the aliens
with your last four remaining guys

Tears were shed that day!

#Offtopic #Memories #Amazingclimax #Unlikethenewxcom #kkthxbai


You mean the one that has pretty much the exact same ending? Where you send your team into the alien ship on a one way suicide mission that most of them won't come back from? The ship that's filled to the brim with mind controlling aliens? I'm not saying new Xcom is better than old Xcom (Xenonauts is better than both of them put together anyways.) but the ending was basically the same.


#8
General Discussion / Re: How do I start trading
September 13, 2014, 09:43:48 AM
Quote from: vagineer1 on September 11, 2014, 05:03:58 PM
Don't read the wiki as of now as it is heavily outdated and needs work.

Not anymore it's not, have you checked it out recently? Most info on the wiki is now current and up to date, although the Trade page in particular is not and still makes reference to the removed Launch Pad. The article is marked for a re-write though and should be fixed soon.

Also to answer the OP's question, anything you want to trade has to be near the beacon. (Within the circle of influence that displays when you are setting it down.) So build a small stockpile centered on the Trade Beacon and have your Colonists store anything you want to be able to sell in it. (Including silver, which won't be available to use unless it's near a Trade Beacon.)
#9
General Discussion / Re: How to use mortal?
September 13, 2014, 09:39:11 AM
Quote from: Crazytown1 on September 13, 2014, 07:32:27 AM
do you have to manually target every shoot or does the colonist just work away and fire it at the enemy if you leave him to it?

You can manually target each shot, but no you don't have to. The colonist will continue to fire the Mortar (Assuming he has a target) until you take him off mortar duty.
#10
Quote from: Merry76 on September 08, 2014, 06:17:43 PM
Quote from: Xerberus86 on September 08, 2014, 03:01:57 PM
just because something looks better doesn't mean that it actually does its job better ;).

Yes, it kinda does. When it is a game, looking appealing is part of its job. But you might notice I wrote "accessible" not "better to play once you learned it properly". Something which I probably will never do with DF. The main reason isnt that I am unable to learn to play it (I consider myself to be of a bit above average intelligence - which should suffice for a menial task like learning a game), its just that DF has such an elitist approach with its "either you learn how to play it, or to the casual games with you" and is happy with it. Indeed, it wallows in this. If you look at the tasks you have to do to set up an army (there is a chart somewhere) - the game doesnt try to be accessible or fun to play. It tries to be as detailed and pseudo-realistic as it can be. Which isnt fun to me (and several others) at all. It would probably feel like work to play it. Hell, my actual work is probably more fun than playing DF.

The best part of good game design is always to question if anything you add adds to the fun of the player. Not if it would make something more detailed, realistic or pleases you. Because if it isnt fun, why add it? Games are meant to be fun - its their sole purpose.

Cue the different kinds of fabric in different kinds of quality in DF. Adds anything? No it doesnt. Afterall what is the difference between a cotton sock and a wool sock? It just clutters your interface even more than it already is, and maybe some dwarf will react allergic to the wrong kind of fabric and slaughter your tailor. In my opinion (and anybody is welcome to disagree) DF went off the deep end with this. It needs less of things to be more fun, not more of them.

To elaborate my point: Imagine Tynan would add 3 different kinds of gun for each basic one we currently have, with only minimal differences (like .38 pistols, 9mm Beretta and 10 mm Fallout Gun - all 7 damage, but differ 1 range and 0.1 sec firing time - not very significant). And then adds ammuniton, which differs from gun to gun. Would it now be more fun to play Rimworld? Certainly not. But it would be closer to DF, but in a very un-fun way.

This guy. This guy understands the difference between fun simulation and simulation for the sake of simulation. (Which isn't fun once the novelty wears off.) You win 2 internets sir.
#11
Don't feed the troll, no one actually takes the way other people play their own single player games so personally. He's just being argumentative/insulting for the sake of it. Non-constructive posts should just be ignored.
#12
Quote from: Clayton on September 08, 2014, 03:03:17 PM
Ewwww, multiplayer.

Ewwww, a non-constructive post. Lol.
#13
Quote from: Clayton on September 08, 2014, 03:07:14 PM
And on another note, it's not a colony if you're just building a big box. Then it's just a big box with rooms. It's equally as mundane and cheap as mountain bases.

I would say it's up to each person to decide how they feel the game should be played. A tactic isn't "cheap" unless you personally feel it is, it's a matter of taste. Myself and many others enjoy turtling up, it's been a time honored tradition since the beginning of strategy games and is a completely viable way to play this game as well as many others.

Taken from Wikipedia: http://en.wikipedia.org/wiki/Turtling_(gameplay)
A turtle strategy is commonly used in real-time strategy video games. When turtling, the player protects their territory, to the exclusion of creating forces for attacking the enemy. A turtling strategy may work because it forces the opponent to be more aggressive and constantly force him to attack the turtling player until the map is mined out and the opponent does not have any resources to replenish their forces. The most common way to turtle is to build large numbers of towers, turrets, and other defensive structures to fire on enemy units. Turtle armies may also incorporate large groups of artillery units to extend effective range and prevent opposing artillery units from attacking with impunity.

The turtling strategy has some major weaknesses. First, many games have units which out-range defensive buildings (catapults, artillery, etc.) and / or short-range units which are fast enough and tough enough to rush the defenses. The turtling strategy may then collapse (especially if overly dependent on choke points) as the more aggressive player destroys one group of defenses, destroys resource-gathering and unit-building facilities in that area, and then attacks another set of defenses, etc. (assuming that the attacker has been building reinforcements in the meantime). Another serious weakness of turtling is that it prevents the turtler from spreading across the map to acquire additional resources and therefore lets the enemy use these resources to build more and often better offensive units.
#14
Here's an example of a decent sized outdoor base (The aptly named "Shantytown")just as proof that it's not much harder then a mountain base. I find that the A.I. rarely tries to break through walls that are 3 or more blocks thick. As far as drop pods go, perhaps I've just been lucky but I haven't had too many in the year or so this particular colony has been going and the few that happened were dealt with fairly easily. (They tend to land in either the upper or lower clearings, where my 20+ Colonists and a few turrets make short work of them.) As you can see I don't have any solar panels, 3 Thermal Gens provide all the power the base needs. (Provided both Turret fields aren't online at the same time.) I don't have a door blocking off the 1 entrance/exit so my Colonists don't suffer from Cabin fever, also rebuilding it after every raid was a pain lol. I used to exclusively build mountain base's but I wanted to try something different, and after doing so I'm of the opinion that they both have their pros and cons. In broad terms I'd say the mountain base is harder early game but pays off in the late game. Outdoor base's are much easier in the early game but later on you will basically have to build your own "mountain" around it in the form of a very thick stone wall if you hope to survive.

#15
Quote from: ITypedThis on September 05, 2014, 10:35:01 PM
sandbags for the turret's protection

Turrets don't benefit from sandbags or any other source of cover for that matter, you can get rid of them.