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Messages - mooguy

#1
I also support content expanding in this direction.

I am more for it being regional in scale as a map-wide conquest might be a slog.

Thinking of  1-3 man outposts to alert of attacks, resupply caravans/send materials back to the base.

Supporting/defending attacks on ally bases, helping others defend their ship. Gaining influence through these events to make collective economic/military decisions for the group. New colonies spawning and dying.

I also think infestations could be expanded upon -  the variety of bug, their type of raids, the rewards they give, their colonies ect.

Mods that have try to deal with these aspects have either been conflicting with each other or just overtuning everything to the players advantage.
#2
Quote from: AWildman on March 17, 2021, 06:01:32 AM
Not to add fuel to the fire here but they're definitely working on something. You can see a private branch being updated regularly on steamdb. Some speculate it's a multiplayer update, some think it's a regular DLC like royalty. Time will tell.

Thank you Awildman. i'm content just knowing knowing they are working on something  :D
#3
Quote from: Canute on March 14, 2021, 03:35:14 AM
QuoteIt is done when it is done, and it is a surprise when it is done.
Sure it is a nice goodie when i read Game xyz is at the development. But i can wait for it.
Maybe i am too old and got too many hype's behind me and too many frustrations to await something anymore.

I also dont think they have to give a roadmap/timeline ect - but is there any reason to suspect they are still working on content for rimworld? im not sure what the last word on the topic was!
#4
What makes you think they are working on rimworld content?

My question is what they are working on at all!

Before the royalty expansion was released on the 24th of Feb I counted it least 6 minor updates. The updates after the release were titled as 'regular update' - but there has not been an update since Sept. Love the game and just genuinely curious what tynan and his team are focused on or if they've moved on !



#5
Every month up to sept12 2020 there were regular updates released for rimworld - yet haven't spotted anything since then.

I've had a look through reddit, steam, twitter and this forum although haven't seen any hints yet.
Does anyone know what the most up to date word was?

Any clues Tynan ;D
#6
Ideas / Re: Your Cheapest Ideas
September 12, 2020, 10:48:30 PM
I just thought of a way to make the Eltex Staff more viable, as well as staring weapons like the revolver, gladius, and axe ect.

Why not make those low tier items dual-weldable with the staff? This would be 3 birds with one stone - t would bring back a late-game use for low tier/old content, it would make a pawn wielding the altex staff more viable without giving up 100% dps, and it would just be cool. Plus its believable that llightweight smaller arms can be used with a staff.

Also, could the axe give a 30% bonus to speed/yield cutting down trees ? (otherwise its role is over-shaodwed by the gladius?)

The Stellarch crown: I think the new stellic crown is super cool - why not make it worthy of an actual stellic by adding a quests/events around it, as well as a benefit like reducing the cooldowns of permits by 25%

#7
Ideas / Re: Small - but big impact balance/qol suggestions
September 05, 2020, 09:09:35 AM
Hi The Alien, thanks for your reply.

You make a good point with the cocoa tree. Now you point it out, it does give the desert biomes a more unique advantage, although its very niche.

I agree that how mechanics for hay work as a crop is well balanced,, however having hay-specific shelves would mean a barn isnt just a huge floor of hay haha. It would also give more color and diversity to a 'barn' room, as almost all rooms (bedroom, workshop, rec room) have room-specific items, except a barn.

#8
Ideas / Small - but big impact balance/qol suggestions
September 03, 2020, 11:03:00 PM
1.Bionic equipment health issues: Not sure if this has been resolved, but there is/was a long-term issue of bionics not being overall better replacements for limbs because of how dmg taken works. (with limbs, there is a chance you only take damage on a single finger/toes but with a bionic arm, the whole arm takes the full damage).

2: Barn equipment: so far the only feasible way to store enough food for a cattle/farm animals using hay is making dozens of shelves. perhaps a more specialist shelf that can store more hay - but only hay - would make raising animals more viable?

3: Charge lance needs a very slight buff: bolt rifles/assault rifles can challenge the role of the charge rifle at medium-long engagements due to the charge rifles very low fire rate while having a significantly higher market value.

4: Double bed blue prints: sometimes its very hard to see the direction the blueprint of beds(especially double beds) are facing, and if placed wrongly has to be moved twice since it cant have a blueprint over itself.

4: Scar torso penalty: its very hard to remove a scar from the torso, so when a colonists receives one its almost a permanent -5 mood and easier to be downed due to the pain debuff. furthermore its easier for them to be killed due to the lower torso health. the only way is a healer mech serum. perhaps remove torso scars or add some way to address this without mech serums.

4. Map leaving issue: when colonists are in another map with enemies, players might be confused why they cant reform the caravan the same way they do when they leave the base - perhaps a message/toggle indicating they can simply move them to the map border would be great.

5. Starting weapons: there be more to distinguish between the revolver, auto pistol and machine pistol? cool guns, and the revolver is a classic, but i have a feeling most players rush through their use within 1-2 years of the game.

7. Cocoa tree: cocoa tree growing is very frustrating to do due cocoa trees dying over winter, yet being unable to be easily grown together without an unruly indoor heater-barn and a lot of cell management - this could be made easier!

8 Insectoid expansion: As mechanoids have being massively expanded upon, im guessing insectoids might receive some future treatment - yet if now, perhaps expanding that part of the game could be looked into, as its something very different from mechs/humans.

9. Equipment health decay - recon helmets have a tiny 120 health points, yet due to their limited movement penalties its seems the game suggests they can be equipped for regular use - yet a normal recon helmet that doesnt even take any damage would become tattered appeal within two seasons (30 days -2 a day) of wear.

8. Deaths animations: wehn animals/pawns die, they seem to almost transform into an item-like drop on the ground instantly haha. perhaps their could be a tiny animation change to make the 'death' change more impactful?

9. Biomes: Different biomes can offer repeatability, yet its very hard to choose playing a desert map - with the major change being a very hot empty map - over the colorful and seasonal plant/animal heavy forest/temperature/ maps. Of course a desert is boring, but could their be features that make it an alternative competitive experience? (mechanics, features specific to that biome?)

Thanks!


#9
Both of you guys are saying i can leave the mech cluster - yet if i hover my mouse over the reform caravan (after the quest has been completed) it  says 'there are still enemies remaining on the map'.

I've attached screenshots.
#10
I thought so too - i bashed a hole, destroyed the building - but i got a pop saying 'there are still enemies on the map.'

Am i missing another way to leave the map?
#11
I just encountered this quest requiring me to send a caravan to destroy a mech cluster with the building that causes all electronics to go offline - around 2-3 years in on a tribal start, 60k colony wealth - and im on perma death. And there is no way its winnable. I'be attached my storyteller settings (it's on hard, but not insanity level).

I have 5 dudes, all with vests, no helmets, two rifles, one revolver, a baseball bat and jade knife + 5 Labradors.

vs

3 flame turrets, one plasma turret (inside the box) 2skyths, 3-4 lancers,3ish pikeman...really lol.
This would be game-ending even if it was on MY map, not including the fact i have to send a caravan AND i have 1-ish days to do it before all food rots in the storage haha.

I even managed to stealthy destroy the building and take down 4-5 mechs, but there is no way i can take the 4 turrets on with a baseball bat.

You could argue this is all part of the story, yet keep in mind even if a new wanderer joins, my whole base is shutdown from using electricity, so i wonder in what scenrio i could build up again in those conditions?

I actually really like the new quests,events, and changes - but problem causes outside the base that cant be dealt with or chipped away at are likely not just colonists ending, but permanent colony ending.

(unless i can leave the map by just destroying the problem causer?)






#12
Quote
. Once I had Smokepop/Invis on my main psycaster, she basically took some frag grenades (since they deal 200 building damage they are extremely effective) and would just solo the static parts of the mech cluster. Sometimes I would even have her invis into the middle of the cluster to grenade the mortar shield so I could shell the mechs and draw them to my base to later clean up the static parts with her. The reality is with a combination of mortars/psycasts/smoke launchers/emp grenades, it doesn't really matter if a cluster comes with 2 turrets, or 20, as it just takes a bit longer to clear in the latter case, but the strategy is exactly the same and it's just as safe if done correctly. In practice clusters became a very small mech raid combined with a bunch of trivial to beat static defenses, which is overall much easier to beat than just a normal full strength mech raid at the same point value. This is the opposite of how raids work generally (although it is true IEDs/Mortars can do similar things vs human raids) where smaller raids are trivial to beat with things like door popping tactics or just a choke point but larger raids of 200+ people or 40+ centipedes tend to be slightly more tricky and require some other strategy due to how pathing AI works on massive raids where they can just all walk through your pawns even if you try to block a door to nullify their numbers. Plus you know, just the sheer weight in numbers making a straight up fight impossible.

I agree with this. Personally i think the player shouldn't able to use mortars. As soon as a mech cluster spawns without a mortar shield, it will be mortared. Mass Mortars are also too good against other mortar teams ect. Mortars need to go, or limited in the number to even 1.
Maybe the invisibility duration's cooldowns or costs could be increased , or make sensors able to see through invisibility, but it still could be a viable tactic.

QuoteI would like to suggest some kind of 'Extinguish' psycast added.

That would be great because as of right now the inferno cannon on the centipedes has no counters without resorting to cheesy tactics.

I agree that the charge lance nerf was overboard, especially while its market value is so high.

I'm sure though tough trait shouldn't be working in a way that makes the pawn take extra damage..maybe this is a bug.

You're right, sheep should definitely produce wool faster than alpaca's, i noticed this bug too.

For meI think autocannon turrets are great against centipedes, which is important as they are one of the few major threats to a base. Uranium turret costs i do think are a little high.
#13
More screenshots for information.
#14
    This is a discussion on surviving on savage story teller settings with just vanilla defenses and without over the top manipulation of the environment (huge bases out in the sea, long winding corridors with traps, ect). Key findings for what works best for me.

    Pawn skills: The tough trait is an almost-must have. Right now 7/9 of my colonists have it over an almost 10 years playthrough. Every pawn should have passions in shooting or melee, only exception is if they have the tough trait.

1) Minimizing space is critical.
The distance between the kitchen, dinning room, rec rooms, workshops and bedrooms need to be tight and close, otherwise you''ll end up being wiped from pawns just being too far away from where they need to be. Set up the kitchen by the store room entrance, build two shelves, with one shelf restricted to vegetables, another to meat and animal products, and your cooking instructions to 'drop on floor NOT take to nearest stockpile. A kitchen right by here is also important. Put the butcher room in the freezer, the convenience of it right there is worth the bad temp penalty.   

2) Drugs:
  • Psychite tea is crucial. Set it on all your colonists at once every 3 days, only if mood below 50%. They won't get addicted and it's a mental break saver.

    • Reinforce this by setting Beer at once every 3 days - only if mood below 30% to avoid major mental breaks.

  • Wake up is also the only other drug that can be mostly safely taken - but just use it manually when you need it.

3) Shelves are critically important: Keeping guns on hand such as EMP launchers, sniper rifles and machine guns for more unique situations close by the entrance to your defenses is a huge boon.

Also, you can set them outside on mass and create a barn with only hay being allowed. When Winter comes, then set animals in the zones, all other times they can wonder the area freely.

4) Animals:
Bears are the best animals in the game. Their hunger rate is only around 0.5, they can be trained easier than other stronger animals, they can also eat vegetables. But don't let them wonder indoors otherwise they will create filth in the house.
Dogs: Around 3 Dogs are great for hauling and providing a nuzzle mood bonus for colonists.
You don't really need more than 3 hauling animals and 3 wool animals, and 2-3 milk animals. Milk is great because colonists with imperial titles can still drink it.

5) Default weapon: One of the best default weapons to have your colonists equipped with is the heavy SMG. It's great at close/short range, easy on your wealth value, while also not being so limited and random in range as the pump shotgun. Great for last moment defenses against infestions and drop pod raids.

6) 'Killbox." If you want to not cheese it but have a chance of surviving, a wall around your base is still helpful, but with an area where there is no wall, but a corridor, around 3 tiles wide and 40+ long. Then at the entrance to your base, form a deference in the shape of a half-square, mixing in sandbags and walls like in my screenshot. Put concrete on the ground where your pawns will be drafted/positioned in so fires can't start behind them. Don't let them be standing shoulder to shoulder. (look at screenshots).


  • Pawn equipment/locations
Have around three colonists with miniguns-assault rifles behind the tiles that can see all the way down the 40+ tile corridor you;ve built. They are you crowd control to slow enemy swarms down, because getting the damage on enemy pawns as early as possible is crucial - they will be shooting you less accurately and moving towards you less slowly. On the wings of your box, heavy SMgs are best, because they still have some long range support yet being very accurate at short ranges for enemy pawns that are running at you. 


  • Mines:
         -
Build EMP mines and install them close to the entrance of your killbox, and when a mech attack happens rush to reinstall it in an area
      where the mechs will come through - but slightly to the side so you can trigger it when they are clustered by shooting at it, NOT in the
      hallway entrance, it might only trigger on one single mech that walks over it.[/li][/list]

7) Melee pawn training: you want 2-3 for every 10 pawns you have. Uranium mace or plasteel longsword is great at the start. Train their melee by having them kill wild weak animals everyday, but only 1-4 a day as they'll always get a little hurt in the process.

8 ) Best bionics, installments.
Install Psychic Harmonizers on (happy) pawns that are in a relationship and with love enchancers, as well as burning passions for inside work such as cooking to make the most use of them, as they recieve a mood bonus for doing work they have a passion for.One bionic eye on each colonist is enough, along with reprocessor stomach - it least on your royal pawn to keep high level meal demand low. Leg bionics are decent, but beware of your colony wealth. Couagulator is also great for battle pawns.

9) Higher quality furniture: wooden begs, rec structures (pool table ), hospital beds, chairs ect will also have improved effectiveness. Rebuild them untill you have it least excellent.

10) Threats: Inferno cannon centipedes mixed with blaster centipedes are the biggest threat to a base.  This is because their shots are very accurate, and even the best armor can't prevent a pawn from panicking when on fire. You can set up firefoam devices behind your killbox, but it still deosnt prevent your pawns from burning on a direct hit...

11) Quests to beware of accepting. Accepting quests involving defending against mech attacks should only be accepted if the reward is amazing. Even if just active for two days,you can experience up to 5 quest related raids and another random one in the meantime. See screenshots.

12) Making allies Training the Social skill: This is important as you'll want to be making allies asap so you can call for help when needed, and donating gifts to allies keeps your colony wealth down (therefore raids), but the social skill is hard to train. It can be trained best by having prisoners and setting prisoner interaction to just 'reduce resistance." You can keep relations up easily through gifts but also through healing the downed allied pawns after they've helped reinforce you.
#15
Ideas / Re: Craft healer serum makes sense now
March 18, 2020, 05:08:36 AM
Unfortunately bionics aren't objectively better.

For example although a bionic arm adds more health in some ways and doesn't cause pain when wounded, a bionic arm replacement doesn't include fingers and hands, so there is less overall health in the arm area.

It sounds odd when i say it like that haha but there's been some good write ups explaining the problem somewhere..

Basically your frontline pawns have a larger health pool without bionic legs or arms. Although bionic eyes are a straight upgrade.