Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Anomaly

#1
Good stuff. It always seemed odd that I can build power armor and a frikkin space ship but I cant make a truck.
#2
Unfinished / Re: [1.0][WIP] Real Ruins
March 04, 2019, 08:43:03 PM
Thank  you mr_teterew for bringing us this mod. There are a few things to work out but it already feels like something that should be a part of the vanillia game.

As others have said, I hope to see this used to replace the bland faction settlements we have now. It will need some balancing to figure out how much wealth and defense a settlement contains but that looks like something you will have to deal with in the course of finishing the mod as planned.

One issue Ive come across is when intact ruins are found and I send a team to explore. I wipe out the existing defenders and find that I'm unable to reform the caravan due to there being an enemy on the map even though there are only corpses. Is this intentional or the vanilla code throwing a fit over me suddenly having a whole new base?  As is, I begin to get seemingly endless raiders attacks shortly after.
#3
I want to know who is opening bottles for my dogs and giving them so much beer they develop addiction and/ or sickness.  Ill have that sicko go fight the boomalopes as soon as find the culprit.
#4
Ideas / Re: Your Cheapest Ideas
January 06, 2017, 12:04:09 PM
Squads

Rather than have to pick out my defense team one by one, I would love to be able to drop them into squads that I could muster with a single click.
#5
General Discussion / Re: Late-Game Woes
January 06, 2017, 12:01:48 PM
So true.  I want raiders to be smarter both in the way they attack and in taking a hint after a volley of rockets wipes out half their team.
#6
Ideas / Re: Hydration
January 06, 2017, 11:51:05 AM
Ill always support water being added to the game. Its the most basic survival need and yet this survival game omits it.

Regarding beer.  In a pre civilization setting, this would be a must. Water kept in containers in those times bred all kinds of nasty bugs. A bit of alcohol in the mix kills those bugs right off.  A low alcohol content Rum, for instance was used on ships, not only because it was clean, it was a nutritious liquid food. 
#7
Ideas / Re: "Incapable of" should become "incompetent"
January 06, 2017, 11:38:39 AM
Nah, keep the threads coming. Someone may finally pay attention - a modder if not the dev.

The game ignores that hardship can grow character as well as skills. I think I would be a bit more invested in characters who got over their pride or mental blocks to become more capable survivors.

As is, chefs and sheriffs get to go fight the mechanoids - with knives.
#8
Good write up.  If I had to distill it into one statement I would say this is about the game throwing challenges at us while neglecting obvious mechanics that would let us deal with those challenges.  We know the goomba is coming but we cant jump.

Giving regular check ups is something a doctor in such a situation would do. Not only that, but doctors, being doctors, often know when something is up with their own health.
Diseases, being diseases don't just come out of nowhere. Now that we have a world map, we should be able to monitor other settlements and guess when carivans might be bringing trouble. "Nope, sorry entrance for the Plaugeville caravan is denied"

Players should be able to bond an animal to more than one person to reduce the mood hit for that warg or bear.

The trade off is that these preventatives take time and resources. Its the player's choice though.

I completed one play though and I don't think I would have attempted another without mods. Exploding wires (really? exploding?)  and rescues who leave your colony, naked and wounded to die in the wilderness pulled me out of the game too completely and too often for me to try another.

There are still events that drive me to save scum though.  Recently a fire destroyed much of the colony and killed colonists because it was bed time and no one wanted to stay up and fight the fire - even when their bedrooms were burning.
#9
Ideas / Re: Space Battles
January 06, 2017, 02:24:13 AM
Interesting; I didn't know that. That ships were scrapped as the setting for the entire game doesn't make them appearing in RW impossible though.  On the contrary, it means Tynan likes the idea but the ship setting alone wasn't enough to make the game work.
#10
Funny, I've always thought of the other pawn's tolerance of pawns who think they are too good to haul to be an example of non human behavior :)   It would be great to see them take turns pounding on a pawn who is able but unwilling to do hard work. Maybe a pawn with high enough social could give them a talk.  Real people can change their minds and improve themselves.

I get what you are trying to say though. The game would feel so much more rewarding if these pawns we lead acted like humans. Its difficult to care about what happens do them as is.

More self preservation behaviors are needed - coming in from the cold and such. Of course not every human behavior must make the game easier. For example, Pawns could defend their loved ones, even if those are trouble makers or enemies.
#11
Ideas / Re: Space Battles
January 05, 2017, 06:34:47 PM
I'm not sure about colonizing other planets since the game's lore indicates that most are very far apart. There are trade ships orbiting your rimworld though so that much would make sense.

Players could build a ship on the ground and, after launching, the ship could be treated as another environment. If combat is done FTL style where attacks are just dice rolls with your ship's specs as base, I don't think it would be a tremendous amount of work.  The game already knows how to handle raids/ boarding.

I want to build a ship for more than just running away.  This could be tied to a different victory condition in which you bring civilization to your planet.
#12
General Discussion / Re: politics
January 04, 2017, 10:35:18 AM
I love the idea of this but I'm not certain how it should work in game.

For starters, I think we players would need identities in game. What are we anyways that gives us the ability to see the map and give orders?  A sentient remnant of the ship that still tries to help the colonists survive perhaps?

Given such an identity, I could see larger colonies wanting to have some degree of choice.
#13
With the exception of physical disabilities and exceptional past trauma no one should be incapable of doing any kind of dumb labor  (you want to eat, you haul the ore).   There should certainly be dislikes or truly hates traits that produce big mood penalties and perhaps a botched job when a colonist is forced to do work they don't like but we should be able to force them to work.

In addition, hardship grows character, and some colonists could gradually grow to accept work they don't like the more they do it.  Skills increase as they are practiced; it could be fun to watch our colonists grow as people as well.  Of course not everything learned in such a harsh situation is good but thats for another topic.

Other colonists wouldn't like slackers at all so there could be some peer pressure at play. Perhaps this is a chance for social skills to be more valuable.
#14
Ideas / Re: Squeamish trait
December 30, 2016, 12:17:34 PM
Good idea. Though I'm starting to think traits which are just mental blocks should erode over time. Players should be able to force colonists who wont haul or wont butcher animals to do it for a big mood penalty and perhaps a poor job done.  Over time, a squeamish trait could vanish and even be replaced by "desensitized" .
#15
AI is difficult to program but the more time I spend with the game, the more I think we need an update that focuses on nothing but AI

I've been pulled out of the game too many times when colonists act so far out of line with human behavior that its impossible to ignore. Colonists go to bed when their rooms are being consumed by fire, Trade caravans die in poison clouds or to maddened animals when they could have just come inside my walls.  Survivors with no place to go and no chance of survival march to their deaths in the wilderness rather than ask for a place to stay.

The game as it stands is a great start but I don't think it will ever feel complete until the pawns can enough like real people for me to care about them.

Grishnerf - your solution works for late game but not so much for earlier game or starts without a decent crafting stat. It doesn't excuse the absurdity of the dead cloths debuff either.