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#1
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 02, 2016, 07:40:11 PM
Quote from: Shad on March 02, 2016, 06:17:14 PM
I'm confused why optic weapons seem to kill enemies too easily. Single shot optic precision rifle would do a fair amount of damage, but enemies would die without losing any body parts, just burn on a few body parts. Is that intended?

Problem with optic weapons IS the burn damage, for better or for worse, they will set fire to anything that's flammable. Be it you loved trees, crops, corpses, gear, etc
#2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 25, 2016, 05:48:25 PM
Ordinators were doing strange things, when trying to attack my embrasure walls. See attachment for errors. This was causing them to walk a few steps and stop, constantly. Didnt notice any other mechs doing the same so far.


[attachment deleted by admin - too old]
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 25, 2016, 09:29:04 AM
Just a little cosmetic, Sduiggles becomes Squiggles when prepared. Still delishus  :P
#4
Mods / Re: [Mod request] A western look to rimworld
February 19, 2016, 05:23:33 PM
Massive undertaking, who knows, maybe someday someone will do something like this. It would definitely be very very cool, Rimworld Wild West  ;D Remove drop pods, remove ship story (maybe replace it with building a wagon convoy), cosmetic overhaul, what could go wrong?
+1
#5
Mods / Re: [Mod Request] Backgrounds
February 19, 2016, 05:19:14 PM
Vanilla backgrounds are just that, random backgrounds, some good, most trash. It adds to the challenge (or frustration) of starting up with 3 sack of potatoes, because that's what they will always be.
As for Edb, i can see the point of having some sort of point system to it, but also how cumbersome and time consuming it could be sifting through all of that, knowing what each of those do, and the balancing act. From that, i'd go a step further. Maybe a filter. When creating a pawn, we would define skills we want the pawn to be proficient with, instead of just picking backstories, and that would bring up the list of relevant backstories for us to choose from.
But i digress.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 19, 2016, 04:53:21 PM
Quote from: Nanao-kun on February 19, 2016, 03:43:54 PM
To the above post, it's also worth mentioning that the skills for the cook bots/craft bots/etc., are also reset if you ever need to move the bot stations elsewhere.

By the way, does that modified Mending mod on page 42 work? Might be that, or maybe the mod variety pack itself, but after a certain point, checking the "researched" tab in the Research tab screws up that part of the UI, making it blank and unclickable. It fixes itself after restarting the game, but will happen again if you click it again. (Just in case it isn't clear, this is with that modified Mending mod installed.)

Good thing you mentioned about the skill reset. Gonna save a lot of grief.
Yes, that modified Mending seems to work with MVP 1.25. Need to create new map and start new colony tho.
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 19, 2016, 04:49:01 PM
There is one other thing i'd like to mention, it didn't fit on the previous post's context: LAG. Massive, horrible, at a point unbearable amount of lag.
This happens on survival runs, where after hundreds of drop pods hit the ground, there's slag everywhere; AI pathfinding and the other things get confused, and the game becomes a slide show.
I though about the Terraformer. What if we had a version of the weather controller to remove slag from the map? Something just with that purpose, get rid of all that slag in a certain area? No damage to Humans, Norbals, Mechs, critters, nothing like that, so turret averse players like me and many others don't shrug it off as anti-cheese. Because with back to back raids it's impossible to haul all that slag out.
PURTY PLEASE???????????????

#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 19, 2016, 12:40:12 PM
I never thought of MAI as OP, or a pseudo-colonist that made regular colonists obsolete. They do have benefits and drawbacks.
MAI don't eat, are not affected by mood, and recover lost appendages. Regular MAI will always be noobs, since they start very low skill and have no passions, it takes them a long time to become proficient in something, and once they get proficient enough, it's hard to keep it there because of skill decay. They end up being useful for lowbie crafting jobs and mining, which in turn won't even be necessary anymore - even then, when a base is so big and new mining grounds are so far away, by the time a MAI gets there, it's already time for a recharge. It all comes to a point where, in a survival run, there is just not enough to do anymore. Spending all extra materials manufacturing items just fills in stockpiles and skyrockets wealth, with all its immediate drawbacks, because most merchants will not have enough silver to buy all the surplus, and we probably already have humongous stockpiles of what they have to offer.
I sent all human colonists away in the ship once, and continued the run as a full MAI colony, just to see how it played out. I didn't have to worry about mood, food, mothballed all living quarters and other obsolete facilities. The whole base was a friggin fortress, every room had a 3 thick space wall with embrasures and a corridor for quick relocation, the OTHER problems i came across were not simple to overcome, though, and the end came rather quickly.
MAI get tired, and when they are too tired, or get too damaged, they blow up, and hurt everything nearby. When raids happen back to back, having all the MAI up and running just won't work. After losing a few MAI to miscellaneous things, another conundrum: not enough cores to make more Adv MAI. Silver was more then i would ever be able to use, but no traders had them. Regular MAI were nothing but insta-pop meatshields to buy a few more seconds. Numbers dwindling, all turned to dust in a glorious blob of fiery death, with Inferno Cannons and Miniguns spewing out impossible to tank incredible DPS. IF i had regular colonists, it wouldn't have happened so soon. With full Bionics, they would be able to redeploy so much faster, take out enemies so much more efficiently. No matter how bad, with a base looking like an art gallery, not even the crappiest, moodiest recruit would break. At a certain point, able bodies is all they need to be when options are scarce. They can fall asleep on the spot from exhaustion, but they can get back up and fire a few more shots before collapsing again. MAI cannot.
At a certain point in a survival run, it's the COLONISTS that make MAI obsolete. Once they go Cyborg, they will be much faster and much more efficient then any Adv MAI, even in super heavy Hive armor - with Heavy armors, MAI just can't run from anything, they're sitting ducks. They MUST hold their ground. And when corpses are so plentiful, silver so abundant, harvesting Biomatter creates massive surplus and buying materials for bionics (or even just buying them from traders) doesn't even make a dent in the $$$; a new recruit will be a full Cyborg in a matter of minutes, ready to fight and die for the greater cause.     

Cool story, isn't it? This is what the MVP end game for survival runs was. Don't get me wrong, it's a blast to play, and a grand reward for outlasting and outsmarting everything the game throws at those base walls.

With the above in mind, i think the new bots are a GREAT breath of fresh air to MVP, and i welcome them with open arms. Truly, they make a TON of sense, and the endgame on a survival run will be exactly what it is supposed to be: a group of colonists bleed and die to protect their only home, what they build with so much sweat and blood, against increasing impossible odds. It's all they do, because there is no time for anything else. They fight, they eat, they can barely sleep before those sirens go off again, over, and over, and over. They can't cope with the burden of cooking, hauling, crafting, cleaning, life turns into an endless fight for survival, it's all that matters. Yet, they keep going.
If you don't agree with the above statement, look at the bots stats. They start with very low skills and no passions, the cooking bot, for example, can't even cook a simple meal. The crafting bot will take months before he can properly screw something together properly. Wouldn't it be catastrophic if that simple cook bot, that took so much effort to train before it stopped food poisoning everyone, got killed? And the crafting bot? Took FOREVER to train that little thing to craft decent weapons, what if he's gone? Taking a colonist away from the front lines to make some new weapons could be the difference between another victory, or a wipe.     
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Back to topic, i would agree if there was some extra balancing to the Hive and Steam armors. They are a little too easy to craft, if, along with steel, they also needed some Plasteel and a few chips thrown in, maybe energy cells to power them, it would be totally fair. About the energy cells, making them a much needed commodity (lets say those 2 armor sets needed the occasional recharge) would not burden production chains that much, and would be a nice material sink for all that overwhelming surplus. There could also be a separation between these 2 armors, honestly, i see no valid reason to use the Steamhull at all. The Hive is much better overall, while both only provide cold insulation. They could be balanced to have similar stats, one providing cold insulation, the other heat insulation. Desert maps can be just as challenging as ice sheets, but i personally default to freezer maps because i have those 2 available, they're pretty damn cool. Maybe just add 2 variants for hot maps?

#9
Going back up to the OP and thinking about Fluffy's response, maybe this could make it possible? Pawns already check if there are enough materials to build something, and the closest stockpile to get them from, if i'm not wrong. Then this would not be a series of forced queues to haul and build, just simply build.
#10
Mods / Re: [Request] Longer months
February 19, 2016, 08:52:19 AM
Quote from: Z0MBIE2 on February 18, 2016, 06:05:24 PM
Pretty sure he is since I've seen nothing at all on the forums mentioned about shortening day time, only that the day length was being increased, double ticks.

That would solve some time compression inconsistencies, but although we wont frown when a colonist spends an hour to go across the living room, makes me thing if everything is also going to take twice the time to complete, and if a worker would get xp twice as fast? It would still be an improvement.
#11
Mods / Re: A Real Life Mod
February 18, 2016, 05:19:43 PM
Here's a nice point of view about kids and other shenanigans in RW:
Go play sims  ;D

Sorry, i had to  :P

If i ever saw a dude with a debuff for wanting kids, i would kill and eat him, and jump right here kicking and screaming for someone to mod it out.

Britnoth said it, i wholeheartedly agree.
#12
Why would you even want to put so much emphasis in melee combat? Imo melee is to be avoided unless its an absolute last resort, for when everything is already gone to crap and having dismembered dudes is preferred over a wipe, for reasons, or just to put that crazy colonist down. Permanent injuries will turn your best colonist into a sack of potatoes, worth the risk for fun? When things go the losing eyes, fingers, and other interesting appendages way, its already half way to ruin. And it happens way too often. 
#13
Mods / Re: Mod Bundles Tested [155+]
February 18, 2016, 04:50:11 PM
Unbelievable  :o
#14
Mods / Re: [Request] Longer months
February 18, 2016, 04:44:56 PM
Quote from: Britnoth on February 18, 2016, 04:23:43 PM
Quote from: skullywag on February 18, 2016, 02:50:18 AM
Alpha 13 has the month extended back out to 30 days i believe or was it more ticks in a day....ahhh i forget. Sorry cant be sure. I can attest to the modding side and state that its very unlikely a modder takes that job on.

I read that the month is being reduced to 5 days....  :-X

u joking right?
#15
Mods / Re: [Request] Longer months
February 18, 2016, 03:23:37 PM
I think it could be interesting if, instead of having fixed dates, every generated map would have a random number of days over and multiples of 15 up to a certain cap, not even caring about the odds and ends of 28,29,30 and 31 days - more days bigger growing season, less the opposite. Same for planet rotation (still in multiples of 24), which would influence the frequency of day/night cycles - a planet with a 6 hour day/night cycle could bring a new strategic factor to gameplay - average wind speed, maybe even tornado and hurricane events? I just pictured a Raid being wiped out by a tornado :D kinda wonder if we will have something like a weather forecast in the future, solar flare early warning and eclipse prediction, stuff like that.