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Messages - pdxsean

#1
Pretty sure it's in the game that raids for refugees are 150% the size of a normal raid. That is the intention, balancing out the fact that you get a free colonist - you have to face a greater challenge. That is to say, it is a feature not a bug.
#2
Although I am not so bold as to play without pausing, I have been with no turrets or traps since A16, and I definitely disagree with OP's characterization that playing in a manner where you get involved in combat means taking ridiculous amounts of damage and/or friendly fire. I suspect this is a matter more due to the lack of pausing, because if you pause the game and plan out the moves of your pawns it is pretty easy to avoid serious injury from friendly fire, and the amount of normal injuries didn't seem to be unreasonable. That is, maybe 1/3 or so of my pawns might be injured in a fight and most of them would be out of bed and running around in a day or less. This on Cassandra Extreme.

Most recently I played a tribal challenge with melee only - again no turrets/traps - and while I did die fairly early from an alien ship, the dozen or so battles I fought with raiders went fairly well and the injuries weren't out of control. They were definitely high, but I was playing melee only on extreme difficulty so they should be. 

I do really admire the ability of OP to play the game the way he does - and I am glad to see YouTube is rewarding him considerably for it - but honestly that is not the way the game is meant to be played. Judging the game based on an extreme way of playing is really unreasonable, no more than it would be to judge the base game if you had a dozen mods, or whatever else would introduce aritificial changes into the format. The game is designed with pausing in mind.
#3
I've been playing no turrets/no traps for some time now. It's really fun and I did pretty well with it even on cassandra extreme. Recently, I played tribal melee only with no turrets/traps. That was fun too but poison ships proved to be my downfall.
#4
A door-based exploit to build a table indoors while having the pawn outdoors to avoid outdoor penalty and tight space penalty.

https://www.reddit.com/r/RimWorld/comments/6nd160/cheesy_stonecutters_table_placement/
#5
Here's a somewhat complex exploit regarding ancient dangers on temporary caravan maps, as spelled out in step by step instructions on reddit.

https://www.reddit.com/r/RimWorld/comments/6mdynm/psa_always_take_a_peek_at_the_ancient_danger/
#6
In another threat, Tynan said he had seen no suggestions regarding mood issues, so I wanted to raise this one. Mental breaks really go on for a long time, and it makes things pretty difficult, especially in the very early game when there's not a lot you can do to prevent them. 

It feels like most mental breaks go on for 24 hours or so, which means a pawn will drain most/all food, rest, and joy needs. Then they will come out of the break with a catharsis, which is nice, but they will still have a number of strong negatives that they can't just clear away quickly. If they have food on them, great, they can eat and then sleep immediately. Otherwise there is a race between the pawn and exhaustion to get some food in before bed time. Anyway there's usually another 24 hours after the mental break spent trying to normalize the mood and eliminate the many additional negatives accumulated during the break.

This is one of the few areas I feel has declined in the last few alphas. Perhaps it's because I'm on Extreme difficulty, maybe the mental breaks scale. If that is the case I am a little more sympathetic but I have not seen anything to indicate that. Other than the just lower mood thresholds.

So I guess my suggestion is make mental breaks a bit shorter? Something so they don't end in exhaustion/starvation or both.
#7
I ask myself, what is going to get A17 released faster?

Will it be Tynan hanging out in the forum all day answering the same questions over and over and going into detail on how he came to these answers?

Or will it be Tynan trying to stay away from the forums and focus on programming the game?

You might say, "Well it only takes a minute or two to answer my questions!" That might be true - it might not, because he might have to think of it. But that is only the case for YOU. For example, you request an estimate for when the release will be out. He has already answered that... he hopes it will be out this week. That is his estimate. Maybe you didn't see it, which makes sense, there's a lot to see. Should he have to repeat that answer for everyone who asks it, every time it is asked?

Then he also has a hundred other questions to answer. So we're looking at hours a day that he is not spending working on making the game better, but rather spending on explaining to us how the game will be better.

Let's let him work and we can find out when it comes out when it comes out. We can find out how great it is when it comes out. I'd much rather do that than get some rumors now and not see the results until weeks later because Tynan is spending all day chatting with us on the forums.
#8
There's always someone begging around for people to buy them a copy of the game... there's one today on the subreddit. So I mean if you want to get Tynan some additional sales I guess that would be a way to do it and would make some random internet stranger happy.

But like the others have said, Tynan has made it clear he's not hurting for cash - he's sold us a great game at a more-than-fair price, it seems like he's happy with the old adage that a great deal leaves both parties feeling like they got the best side of the bargain.
#9
Don't carpets use 7 cotton?

Stone floors also give +2 beauty iirc, so they are more beautiful than carpet or wood. 

I build outside so have to place floors for nearly everything and I don't think stone floors are unbalanced... but then I want the game to be challenging. I am sure there's a mod out there to reduce the use of stone in floors (much like the mods that make lights only use 25w or whatever) if it's that big a deal.
#10
Is it just me or has the starvation mechanic been sped up considerably? I lost an entire (early) colony to starvation because it caught me off guard. With mental breaks still going on for very long periods of time, it's pretty easy for a mental break to lead to starvation, which could then quickly lead to colonist needs rescue.

Water graphics are a nice touch but it would be nice if there was a toggle in the options menu to turn them off.

Love all the new features and the much-improved visuals!
#11
I'd love to see a refinement release if it is save-game compatible. That would be amazing, as some of the gamey aspects of a16 (I'm looking at you, medicine) are frustrating in an otherwise complex and deep game.

If there's no save-game compatibility, I'm more on the fence. I'd still like to see optimization, but at the same time I'm quite happy with the game as it is despite some flaws. Setting aside wanderlust and the medical issues, A16 is still a better game than A15 in my book. I am perfectly happy playing it for a few more months waiting for new features to go with the rebalance.

Of course depending on the new features, some aspects of the balancing may be lost as the new features might cause problems.

Thanks as always for your hard work and dedication to the community Tynan!
#12
Hey guys while making my more recent LP videos I ran across a bug where a pawn trying to shear an alpaca who was missing multiple legs and couldn't walk. Basically this would freeze my handling pawn who would just stand there indefinitely. Unfortunately I don't have a save file for it, but you can see how I discovered the problem and talked through the logic to solve it in this link. Basically I had to kill the poor immobile alpaca.

https://youtu.be/FQaSYdN7iCY?t=3m15s

#13
General Discussion / Re: Mortars: Useful or not?
January 22, 2017, 02:24:31 AM
Pretty sure the last time I used mortars they didn't require ammunition. Maybe I'm wrong, but it's been a couple of years anyway. I've found no real use for them, although back in the day they were handy for starting random fires.

I found them too inaccurate and inefficienct when I could just send a few snipers out (for seiges) or a whole army (crashed ships) and get the work done.
#14
Just to chime in, I also would like there to be a more aggressive version of Cassandra. I feel she's very well balanced (on extreme difficulty) in the first year or so, but quickly the raids become few and far-between from my perspective. After three years nothing feels like a threat even in tribal no-turret playthroughs, let alone if I build a few turrets with a modern tech colony.

Sometimes I'd like an easier storyteller like halfway between Phoebe and Cassandra (as OP suggests) but other times I'd like one halfway the other direction - far more aggressive. As for Randy, I just can't deal with the times when nothing happens. If Cassandra isn't demanding enough, I can't see how Randy would be on a consistent basis.
#15
Thanks, this definitely seems like counterintuitive behavior. Maybe it's just because I was so used to the old system.

For example, it would be like if you had to click "allow non-rotten items" rather than having to select
"allow rotten items." Anyway when I want to set up a specific stockpile and I clear all then reselect the very specific items that should be stored there, wouldn't it make more sense to have to opt-in for the item I don't want, rather than opt-in for the item I do?
I'm not sure what WAD is but hopefully it's like UI suggestions or something because I'd like to re-file there. :)

Anyway thanks for your help!