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Messages - Lerxst

#1
General Discussion / Less suicidal colonists
March 25, 2020, 03:26:29 PM
It's hard for me to keep track of the mods available out there. Would anyone know if there is one that makes the colonists less... stupid, in terms of their own survival? One that makes them behave in a way where they actually value their own lives and think/plan ahead before committing to an act? Eg: Someone gets shot in the head with 4 hours to live, but they decide that seeking medical attention is secondary to hauling that metal ore, despite their priorities being set first as "patient". Or, finding the most direct and fastest route to an area, or avoiding one  that is hazardous to their health, such as a super-heated room, while they repair a wall? Or knowing there are mechs in an area, but taking that one single route around the base that walks right by them, to reach the cargo pod?

I'd love to play in hardcore mode/not allow saving, but it's virtually impossible when my colonists act like absolute morons, oblivious to the fact that they will 100% die if they do a certain action.
#2
General Discussion / So tell me about bugs...
June 08, 2016, 02:09:43 AM
I've been taking a break from Rimworld for about a year. I heard they spawn in underground/hillside bases now. Really?

I suppose I don't have a problem with this, but I do have another question that's a part 2.

Do raiders still setup artillery across the map on occasion?

You see, I prefer playing the larger map sizes. This usually means it take hours fro a colonist to walk from one side to another, half a day or so for a round trip.

When I'd have an artillery camp setup on these maps, they'd spawn so far away, it was difficult to spot and even more difficult to get to. Then you take into account the ineptitude of the colonists and it was a painful experience trying to get rid of these raiders. If I didn't, well... hence my underground base building.

But now there are bugs? So I'm pretty much going to get brutalized by bugs, or exploded into mist by raiders?

How are you supposed to avoid either scenario?
#3
Off-Topic / Re: Steam ranting & RimWorld's status
March 15, 2016, 01:42:14 AM
Why are people complaining about the game being abandoned? First of all, I've seen abandoned games in many of the EA games I supported and this one isn't even close.

Remember when games were released on consoles with no internet access? By today's popular definition of abandoned, you can claim that every game released on the older consoles were abandoned the second they released. The same for pre-Internet PC games. There was no way to update any of those games, so what you paid for is exactly what you got, no more, no less.

Even if Rimworld has actually been "abandoned" I'd say it's a pretty thorough enough game to be considered a full game by most standards. SO just enjoy it for what it is and stop worrying about "abandoned" or not!
#4
Off-Topic / Re: Glad this isn't DF
March 15, 2016, 01:34:02 AM
I'll give the Lazy Newb pack a shot, thanks.

Even as a guy that spent years playing MUDs in the mid-90's, the DF interface just seems like a complete mess to me. I'd almost rather read a wall of text and type out my commands than fumble my way through shortcuts, menus, cursors, lists and commands.
#5
Off-Topic / Glad this isn't DF
March 14, 2016, 12:16:33 AM
I just recently tried the game for the first time. I spent a good 4 hours on it (most of a Saturday) since all these games like to compare themselves to that game. THANK GOD this game isn't like DF!

I love the concept and idea behind Dwarf Fortress, but I just can't do it. I can't stare at ASCII characters and pretend I'm seeing something. That grew old in about 1992 and I'd like to think we've come further than that in 20+ years.

Rimworld has done it right. The depth is there and the character development is detailed and... it has graphics! I never considered myself a graphics "snob" (obvious since I play Rimworld) but it's amazing how little pictures on the screen completely change an experience.

I spent months playing some of the original SSI D&D games as a kid along with Tunnel & Trolls on the PC (IBM Compatible... remember that??). Very simple graphics, even for their time, but they made up for it with walls of text that described everything in detail. I can do that! I can accept that. I just wish DF would at least try something similar... even some friggin' stick figures! :)

DF might be a good game but... so painful to look at... so much to absorb... too much to take in... still have a headache.
#6
General Discussion / Re: It Just Wouldn't Die...
March 14, 2016, 12:07:27 AM
Dev console. This is the one and only random event I cheat past since it usually happens when I'm still carrying pistols and knives.
#7
General Discussion / Re: Tropical rainforest
January 18, 2016, 01:21:23 AM
Technically, it depends on the type of toxicity. Radiation doesn't affect plant life as much as people think - present day Chernobyl is, in fact a lush forest. Now, chemical waste... yeah, not so good for anyone ;)
#8
General Discussion / Re: This game is sadistic!
October 23, 2015, 01:32:10 PM
Definitely not what I was thinking in terms of sadism. Cutting the arms off a prisoner, keeping them in a dark cave then sending your brawler in to knock him out after throwing a temper tantrum every couple of weeks and then letting your doctor treat their wounds while removing their eyes... yeah.
#9
Stories / Re: That's fine... I didn't need wood anyways.
September 03, 2015, 11:53:55 PM
Oooh, it's Washington state! It's not too bad. Just wait until you forget that little popup message about beavers.
#10
General Discussion / Re: Group Moving In?
September 03, 2015, 11:47:13 PM
If they have some nice gear, wall them in and install a few extra heaters/coolers set to max...
#11
Quote from: Futrettamer on September 03, 2015, 10:35:25 PM
So that's how you defeat them! Thanks!

No, that's called "Dev console" :D I hate these f***ers with a passion. Actually, I don't mind the enemies, but I hate the "poison" and "evil" ship ideas. Forces you into random BS battles when all you have are 5 guys with pistols and knives...
#12
Ideas / Re: Psychopathic cannibals
September 02, 2015, 11:27:51 PM
I don't think a Psychopath would necessarily enjoy cannibalism or receive a buff from it. Psychopathy in psychological terms is similar to extreme selfishness; it's one of the many things on the checklist professionals look for when coming up with a diagnosis.

Now, they simply might not like human flesh the same as they might not like asparagus, that's fine. But as far as a Psychopath is concerned, a chunk of meat is a chunk of meat. "Bob's dead. He doesn't need his leg anymore. Gimme!"
#13
Ideas / Re: Extreme Temperature Hazards and incidents
September 02, 2015, 11:20:21 PM
I also think some of this should be biome dependent and would like to see the wildlife react accordingly. Reptilian species should hibernate when it's cold, come out when it's warm and seek cover when it's hot and so on.

Water is another issue. Since it's not necessary, the presence or absence makes no difference to a colony. It should. And it should play a rather large role in extreme temperature situations - requiring more when it's hot and freezing solid when its cold.

There should also be more health hazards for each dependent on clothing. Frostbite and hypothermia sets in really fast in cold temperatures for barely clothed colonists. But... a naked colonist in the scorching desert sun should suffer heat stroke faster and also minor burns over exposed areas of their body.
#14
Stories / Re: Henrietta
September 02, 2015, 11:08:47 PM
If she wasn't always on the verge of death, I might have thought so too...

An update to this story though: Henrietta is now living peacefully in my barn. Well, not so peacefully. It seems tortoises make one hell of a fighting beast! She's gnawed the legs off of a few raiders now and then :)
#15
General Discussion / Re: How do you play?
September 02, 2015, 01:42:39 PM
Quote from: NuclearStudent on September 02, 2015, 01:31:05 PM
I'm still pretty new, but I made the mistake of diving straight into Cassandra Extreme difficulty for my first few games. I played it straight except for reloading saves in rage when one of my first three colonists died.

I've sobered up a little and dropped the difficulty down to Rough with the promise that I just won't savescum. It makes the game less serious when you can cheat and reload, and I like seriousness.

The only thing I use dev mode for is when I can't find something. I spawn in a duplicate of the item, double click on it to find my original item, then delete the duplicate. Saves hassle!

Aside from all that, I do a lot of micromanagement. I do tons of allowed areas stuff to make my colonists go where I want them to, tinker and fine tune the priorities to maximize efficiency, and manually prioritize tasks whenever I need to. My colonists have a bad habit of going to sleep instead of staying up to fight forest fires or repair walls during raids, so I give them all an allowed zone strictly within the danger and repeatedly micro them to do their job.

I just set everyone's priorities to 1 for firefighting and it works like a charm. Never really needed to force anyone to do anything that way.