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Messages - greggbert

#1
I'd like to see some sort of incorporation of vehicles
Like to see the ability to build mobile homes that you can pull around the map with animals or vehicles
I'd like to see animals or vehicles like snowmobiles that move quickly in snow.
Also I'd like to see horses,
Like to see more cages, and more uses for precious metals.
Flamethrower traps would be good also.
Also musical instruments like guitars and flute
And give the enemy tribes more personality, such as tribes of all women, tribes of all cannibals, Tribes where everyone has a bionic eye, Tribes that are obsessed with explosives and ride boomalopes.
Also would like to see the ability to construct robots or android colonists.
#2
I decided to stop worrying about the 10% speed/efficiency debuff and every aspect of my life has improved.  My wife and I get along better, my Tonail Fungus went away, the dog stopped eating the cat's food, even walmart milk we buy when we can't be bothered to go the extra 2 miles to Safeway is drinkable now and doesn't taste like the cow was living on a diet of battery acid and onion rings.  I'm a new man.

Apparently micromanaging uniforms like a maniac to avoid that 10% debuff was taking a lot out of me emotionally in all aspects of my life.  This is a public service announcement.  Just give in and give everyone power armor.  You WILL LOVE THE NEW YOU!!!!
#3
General Discussion / Re: The Infestation
April 23, 2018, 09:10:19 PM
Quote from: Dashthechinchilla on April 05, 2018, 12:19:30 AM

you could hope some raiders or a caravan stray too close. It would cost you relationship with the caravan.

Pretty sure that your reputation does not change when raiders or insects kill caravan members.  unless you or one of your turrets shots them.  In fact I am raided and have a caravan visiting I always let them take the brunt of the attack and get totally wiped out or flee before I get my turrets or pawns involved.   
#4
General Discussion / Re: Uses for cats
April 23, 2018, 09:04:44 PM
In the real world you can't really sell cats, they're free.  But in this game you can make a bit of silver off them!
#5
The "old profession" names of the colonsts are very prominent on the UI, appearing in every single UI Screen and are totally useless in game.  Is there a way in game to change this to something useful? 

I'm sick of having colonsts with names like "Tailor 1, Scared Child"  or "Doctor 2, Sheriff".
It's stupid and it breaks the immersion.

I'd really like to keep the name and change the profession
Instead of "Tailor 1, Scared Child" Why can't we have have "Jax, Tailor 1"
Instead of Doctor 2, Sheriff, why can't we have "Comba, Doctor 2"

So is there a way to do this without mods and why would this usless background info be so prominent in the UI if you can't change it?

#6
Ok so while the caravan is traveling I'll be managing my colony, dealing with raids, etc..  When the caravan has some sort of event, like it reaches destination, same thing?  Like if I'm fighting at the destination my main base could be raided and then I've got 2 combats going at once?
#7
Never did a caravan before, what happens to your settlement while your caravan is traveling?  Where is the game focus?  When I'm playing the game I'm always pretty busy I can't imagine switching back and forth between world view and settlement view every few seconds, so how does it work?  The non-video tutorials don't say this and the video ones are too annoying.
#8
Subject says it all.  What's a good mod that will add options to the way buildings, clothing and weapons look without changing any core gameplay?  I'm more looking for something that adds variety rather than replaces existing tiles.
#9
Mental Breaks, fires and the other annoyances you mention are all solvable but you have to pay attention to things that the game doesn't throw in your face.  With the effective use of beer and smokeleaf, you can prevent mental breaks almost completely (on hard).  Any time I get a mood warning I just manually tell my colonist to smoke a J.  Beer every 2 days and only when joy is below 65%.

Also I notice a LOT of players ignore comfort and beauty which has a huge impact on mental breaks.  Make sure all workstations have chairs with a high comfort rating and have at least one colonist ALWAYS CLEANING.  The beautify modifiers for dirt are brutal. Put chocolate and insect jelly in your common room.  Make sure all your main rooms and pathways are pretty enough that everyone get's the advance beauty mood perk.

Also lots of pawns have character traits that contain mood bonuses such as nudist and prosophile and greedy.  DONT'T INGORE THOSE.

But by far beauty comfort and effective use of drugs is the key to preventing breaks.

If your colonist does have a break, tell the other colonsts to melee attack them then capture.  You will escape with just a few bruises and no damage to your colony.  Also fine meals are a great mood perk as well as a very expensive dining room.

For fires, just make sure you use either stone walls or wood with 2 wide concrete paths around it.  Then you're done.  Easy.  Stockpile at least 1000 wood just in case of emergency before the fires start in case of tree loss.  I never use poppers I just ignore fires.

I think those things are not annoyances you just have to pay attention to things that are buried a little deeper in the game.
#10
General Discussion / Re: Mortars: Useful or not?
January 13, 2017, 07:40:25 PM
I use mortars for poison/psychic ships and for those delayed raids.  Occasionally I will use them for those bug events.  But not for a regular raid.

Also I like to use emp mortars after I've opened up a hidden room with cyber things inside.  If you EMP mortar the cyber things your team can pound them with regular ammo for EZ kills.
#11
General Discussion / Re: How do Raids work?
January 13, 2017, 07:31:55 PM
Random events on a computer are random for all practical purposes, since our brains are incapable of perceiving their non-randomness.  The time intervals used are too small for non-true randomness to have an impact on any game's play that a human player could possibly notice.  No human being can tell the difference  between pseudo-random and true random.  In fact human brains are so bad at knowing when things are random that we often perceive patterns where there is in fact randomness.

If you are a game player, the idea of pseudo-randomness vs real randomness irrelevant to your play experience and always will be.

As far as rimworld and raids, the way it works in my experience is that the "storyteller" (AI that controls events) makes its decisions on what to throw at you in real time.  Therefore if you save the game 5 minutes before a raid occurs, there is no guarantee that a raid will occur within 5 or 10 or 3 minutes afterward.

I have saved my game and then 10 second later gotten a raid.  Then restored the same game and no raid for at least 20 minutes.  On all versions up until the current one.

tldr:  Raids are determined by the storyteller in real time and pseudorandomness has nothing to do with it in this or any other game.
#12
Ideas / Re: Your Cheapest Ideas
November 11, 2016, 06:14:00 PM
On Furniture, show the "beauty" on the item tab at the lower left of the screen near the comfort so you don't have to click the "i"  or switch to the beauty view in order to see it.
#13
Ideas / Re: Your Cheapest Ideas
November 09, 2016, 06:37:27 PM
The "former profession" names are Prominent and annoying.  Remove them, or allow the user to edit them.

One of the largest and most prominent pieces of text on the colonist and work screens is the "former profession" names like Refugee or Cook.  Because of the randomness of the game and the unique needs of each playthrough, 95% of the time, this former profession name has nothing to do with the actual role/profession that the player wants the colonist to perform and simply causes confusion and frustration.  Nobody wants to see "Yolanda, Cook", when you already have two cooks and neither of them are Yolanda, who is actually an artist.  Nobody wants to see Joseph, Soldier when Joseph has a shooting skill of 0 and will not perform violence.

Suggestion:  Allow the user to edit the profession names just like they can edit the nicknames, or move them to a less prominent part of the character and work screens.  Maybe create a "History" or "backstory" at the bottom of the the colonist where his former profession is mentioned, but not on the colonist cards/tabs that appear every time you click the colonist and not on the work screen.
#14
Shout out to Ludeon and Tynan.

Hey man, I love your game, and your willingness to engage the community.  I also loved Claudia Lo's article, and thought it created a lot of great buzz about Rimworld.  I know at least 3 people in my office who will now buy the game because they read the article.  This is one of those situations that ONLY SUCCESSFUL ARTISTS have to deal with, people feeling strongly about your art, even if not in the way you intended.

Congrats man, you're a real artist and the controversy makes your game even more popular and buzzworthy.  The article takes a few digs at you but clearly the author has played and likes the game a great deal.  This is what being successful is all about.  In the future I hope you welcome all articles about your game, especially ones that get everyone so excited, and realize that if you were not so successful, nobody would be talking about it!  Reality is that the day someone writes a 100% accurate and nice article about your game is the day your sales slump.

Congrats on the game, it's success, and the extra publicity the article brought.  May not feel this way now but in the long run it's all good.
#15
Ideas / Android
October 18, 2016, 05:07:44 PM
Ingredients:  AI Core, 2 Bionic arms, 2 Bionic Legs, 1 Bionic Eye 500 Plasteel, 500 Uranium, 500 Pig Skin.   Requires "charging station" (1 Medical Bed, 1 Cryosleep Casket).  Eats Nutrient Paste only.

It cannot do combat of any kind.  Can only wear cowboy hat.

Certain colonists find it to be creepy and get a bad mood from it. 

It will short out and freeze completely in the rain and must be rescued.  Also freezes during solar flares and freezes and must be rescued if it is hit even once by an EMP weapon or EMP ff.