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Messages - Akyla

#1
Quote from: Tynan on July 30, 2018, 09:56:50 AM
Quote from: Andy_Dandy on July 30, 2018, 09:53:23 AM
How do you enable merciless now? I refuse to play on anything less difficult.

The button's at the bottom of the storyteller select screen in the middle.

I'm curious why you refuse to ever try a lower difficulty? This is something I've observed in various forms and it's worth understanding the motivation.

For me that's because the difficulty I am used to playing at  (i.e. the difficulty last time I played) always feels like "how the game should be played".

To be honest though, once I actually started playing at a lower difficulty it was just as much fun.
#2
As I mentioned before, I think it would be a good idea to have a way to train your pawns in combat.
Towns can then invest in training up a few pawns as a security team, something Raider towns would not do.
Tactical combat would be more interesting since you would have to protect the other pawns.

I also suggest adding another combat skill that reduces the chance of being hit with ranged weapons (by keeping in cover, by keeping a small profile).
That way trained pawns also have less risk of dying and it would make things more interesting.
Melee vs ranged could then only be successful if the melee pawn has sufficient "ranged Dodge".
#3
Quote from: Tynan on July 24, 2018, 01:09:33 AM
I agree about "buff fighting with your pawns" - this is a major goal. But it's hard to say how to do that. I'm very open to suggestions here. There are challenges with this given that your pawns play by the same rules as enemy pawns; it's hard to say how to buff one side but not the other.

In a realistic colony, the security of the colony would come from a well equipped, well trained security team.
Strong stationary security cannot be depended upon fully, as it can be bypassed or deactivated by a cunning opponent.
Getting good equipment is already possible, so perhaps a method of training could be added?

In addition, someone who is well trained would not just know how to shoot, but more importantly, how to avoid getting shot.
At the moment, every pawn is equally easy to hit. Perhaps this should be changed.

Since raiders are opportunistic by nature, it is unlikely they are anywhere near as well equipped or trained, compensating with numbers.
Perhaps the leader of the raid could be the exception to this and be better trained and equipped.

Hostile non-raider towns could have well equipped teams, so these might bring better trained and equipped pawns.
However, since such pawns would be important for the security of the town, they should be hesitant to risk them.

EDIT:
I just realized that a separate "cover use" stat or skill would also help with the door-cheese tactic.
A pawn with a high cover use would be very good at using the cover of the door, thus making the cheese tactic unnecessary.
The raiders would need to go around him, or approach from the side and engage in melee to deal with the pawn.

In addition, a separate "cover use" stat or skill would also make melee / ranged balance more interesting.
Currently a melee pawn will win against a ranged pawn, something which doesn't sit well with me.
With a separate "cover use" stat this would only work if the melee pawn is effective at making use of cover, otherwise he'd get shot. For this to work, it should also provide a cover bonus in open terrain (by walking zig-zag, minimizing profile to shooter)
The "cover use" stat would not apply to melee, so engaging an entrenched ranged pawn in melee would still be an effective tactic against this pawn.

#4
Quote from: Canute on June 19, 2018, 11:33:16 AM
EdB prepare carefully is something i will miss.
The Scenario editor is ok, but i like to have special pawn's for special scenario's.
Maybe someone else pickup EdB's work since he left RW modding.

He left RW modding?? Nooooo!
#5
General Discussion / Re: The balancing process
June 21, 2018, 07:09:30 AM
I would expect blunt damage to have zero risk of infection, but I don't know if that's the case.

Is this so?

In that case having damage converted to blunt is still a great benefit.
Well... unless it kills you anyways.
#6
General Discussion / Re: The balancing process
June 20, 2018, 12:16:37 PM
I think the proposed mechanic would work, though to me power armor is literally like wearing a tank, meaning it is OP by definition.
Therefore it should definitely allow you to withstand small arms fire to some degree.

For gameplay reasons, I understand that may not be desirable though.
I would suggest making sure that each tech level has a weapon heavy enough to counter it.

#7
General Discussion / Re: The balancing process
June 20, 2018, 10:34:55 AM
If I read that correctly there can be 3 outcomes:
- full damage
- 50% damage
- no damage

With the distribution depending on armor AR and weapon AP.

Optionally, the 50% damage reduction could be changed to an armor based DR value. Either as a percentage or as a flat value.
#8
My current game just went completely nuts on me...  :o
And it's not even Randy Random!!
Is this just coincidence or...?

Cassandra Rough, Naked Brutality

Up until the start of winter, things were going along for my guy as can be expected.
Surviving by yourself is tough, so I was kind of hoping for another pawn to join but no such luck.

Then at the start of winter, I get a lucky break and a professor drops from the sky.
I can't "rescue" for some reason, only "capture", but that's fine with me.
Recruiting isn't successful until suddenly the professor gets plague.
The professor has barely survived the plague when she gets infected with muscle parasites and collapses.
As soon as she can stand again after treatment, she escapes and has to be recaptured.
Good thing for her too, since its freezing and as soon as the treatment expires she would collapse again and die.

Then ANOTHER illness hits. This time it's my guy that gets malaria.
Not long after that, AGAIN ANOTHER illness! Now he also has the flu!

While that happens, another drop pod falls from the sky and my guy performs another rescue.
Then shortly after ANOTHER drop pod ! Again a rescue, while sick.
Then after another few hours AGAIN ANOTHER DROP POD!? What is happening??

It's like its raining diseases and drop pod refugees...
I have been playing Rimworld for years, since Alpha 7, but I have never seen such an unlikely event sequence.
Has anything been changed in 1.0 that could have caused this or is this just a rare coincidence?
#9
Hand me that brick is also in vanilla now.

I have noted this in game.
#10
Quote from: hoffmale on June 12, 2017, 02:06:54 AM
Also noticed mining yield is capped at 100%. However, to quote the release notes:
QuoteMining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
"Slightly dependent" might cover the differences below mining skill 8, so this might actually be WAD.

I'm quite sure it was mentioned somewhere by Tynan that the maximum yield achievable was around 40 at level 20. Perhaps in the A17 trailer.
#11
Bugs / [A17b] Maximum mining yield capped at 33-34
June 11, 2017, 01:39:29 PM
According to the patch notes, it is possible to increase this yield above 100% with a mining skill level above 8.
However, the mining yield in my games appears capped at 100%.
In addition, while 100% should equal a yield of 35, in practice I get only yields of 33-34.

The information tab of the pawn, under "Mining Yield", shows a skill factor of 106% (mining level 15).
Both other factors are at 100%.
Still, the final value is only 100%. Not 106%.

I have tried setting up a new game without any mods, but this did not solve the issue.

Thus far, I have not yet found any other posts on this issue either.
Does anyone else have the same issue?

#12
Quote from: Marnador on July 12, 2015, 01:30:49 AM
Oh man. I wasn't aware so many people were waiting.
I'll try to get on it as soon as I can, and sorry for being slow.

Great, thanks!
#13
I have a bug when activating the mod in A11b (for a save started in A11b without the mod).
All the rough marble floors changed to sand.
#14
@Silvador

I was about to argue, but then couldn't think of any situation it would indeed be a problem.
In fact, filling up storage space from the front may be more problematic, since the back becomes blocked off.
#15
General Discussion / Survival of the fittest?
April 21, 2015, 06:30:19 AM
So we get a free colonist now just after starting a new colony.

Of course, my colonist had to be an old guy.
With a bad back.
And cataracts in both eyes.
And freaking dementia.

I just had to wonder, what are the odds of a severely handicapped guy like that surviving the trip to my mountain colony?
And however did he find it, being mostly blind?
Or even plan for his trip properly and remembering about it, since he is demented?

The poor physical condition of many of the people in Rimworld is something that feels a bit off to me.
On such a frontier world, you would expect that survival of the fittest ensures that at least some selection takes place.

Also, shouldn't raiders be bringing along people that are in reasonable fighting condition?
I mean, why bring people that can't even fight properly?
Why would they bring half-blind grandma? Or the artist that doesn't know what end of a spear goes first?

Anyway, just something I have been wondering about.