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Messages - Gwaheer

#1
Releases / Re: [1.0] A RimWorld of Magic
July 20, 2019, 06:07:07 PM
Hello,

Not sure if it's a bug, but some inconvenience for sure. Bandit Camp and Item Stash quest rewards include Orb of Souls (filled) which do nothing on use and cost nothnig. I'm missing something?
#2
It looks like Jecrell done something about vehicles:

https://github.com/RimWorld-CCL-Reborn/JecsTools/releases/tag/1.0.9.10

Not sure this is fix for our case.
#3
Releases / Re: [1.0] A RimWorld of Magic
January 08, 2019, 05:12:03 AM
@Torann

Looks like you corrected gold and silver requirements for armors bit too much. 5 gold instead of 500, 20 silver instead of 2000, you sure it's correct?

nvm: All is right now, this multipliers make me confused.  Sorry.

Can you share, how much wealth lvl 50 mage and lvl 50 fighter adds to colony wealth for raid calculations?
#4
Well, I built my defenses and gave it another go.

Traveling works fine for me, but initial loading to dropship is bugged. I assigned single colonist to load up himself and some goodies, he started working as it was regular caravan, but then lost interest and switched to another tasks.
#5
Well, I tried test build. This was quick game :))

For my 1 colonist and 30 000 colony wealth I got raiding party of 12 on 3 dropships. Armor, chain shotguns and whatever, I never had a chance.
#6
Releases / Re: [1.0] A RimWorld of Magic
January 04, 2019, 05:13:04 AM
Quote from: Nales on January 03, 2019, 07:44:14 AM
I really like this mod, but I'm having a very hard time actually getting a balanced challenge with it, even when tinkering with the options.

Only way to get balanced experience is your own house rules. Lately, I'm, for example:

1. Not farm magicyte anymore, so I must be really picky with my crafting options. This is solving all problems with overpowered equipment.
2. Don't use teleport spell at all, because it completely remove all risks related to traveling
3. Don't use more than 1 of the kind of mages / fighters in my colonies. I prefer utility mages, my favorite is druid.
4. Stay away from trading things I feel unbalanced... On this front balance is much better after one of the last updates.
#7
Releases / Re: [1.0] Turn It On and Off
December 28, 2018, 08:17:32 AM
Another great mod what  should be in main game by default. Save a ton of micromanagement for me, thanks a lot!

+1 for long-range mineral scanner issue, still asking for full power when idle.
#8
This mod looks so much more interesting, then regular transport pods. It's a shame, what it is not updated anymore.
#9
Releases / Re: [1.0] A RimWorld of Magic
December 22, 2018, 06:58:04 AM
Yes, item prices look much more reasonable now, still expensive, but not insane anymore.

#10
Releases / Re: [1.0] A RimWorld of Magic
December 21, 2018, 08:46:03 AM
Hey, Torann!

It's incredible, how huge this mod now. Great work.

I come back to Rimworld after long break and now amazed, how much you improved this mod.

I have some questions/suggestions about old classes:

First of all - Ranger:

1. Mines is still broken? After number of uses this skill does nothing. No mine spawned. Suggestion - change it to poison arrow spawning small gas cloud on hit.
2. Animal bond  - idea is great, but in actual gameplay, my poor pet inevitably suffer brain damage or other disabling injury, if I try to use it for combat. Suggestion  - make bond spell slowly healing permanent injuries.

Second one - Gladiator:

1. We really need this "+mental break threshold" for this class? For me it's deal breaker, as melee fighter Bladedancer is much stronger and don't have mental problems. Suggestion - remove threshold modifier and -psychic sensitivity modifier to balance it out.
2. Sprint skill generally available for all fighters, maybe add something unique? For example, Shield Wall ability, making Gladiator extremely durable but slow to move and attack for period of time?

Faceless - reversal ability. I need clarification. Faceless supposed to be invulnerable for melee and bullet projectiles for ability duration?  I asking, because an Scyther just ignored it and killed my pawn with two strikes right after ability activation. Other abilities great and funny.

About magicyte growing - great addition, maybe it's too easy now. All you need is one mage with Sun Light and Draw Heat spells to get unlimited supply in any environment. Funny thing, even light not needed, magic bushes grow from self-generated light, maybe this need fixing. I love ability to grow magic bushes in plant pots, make my colonies pretty to look at night.

About magic equipment - generally, I think, item prices is too high for bonuses they give and materials needed for production.

- Robes of Archmage adding 20 000 to colony wealth?  No, thank you.
- 0.2 kg gems of Insight 4000 each from 500 magicyte, which now growing on trees, selling for full price? Feels like cheating.
- ...

Not sure it need fixing / adjusting, I personally just stay away from items I feel unbalanced for using or trading.

One last question, in stockpile configuration I spotted some amulets/rings. How do I get em?

I enjoy your MOD very much, thanks for you work. I will come back with more feedback if you like to get it.

P.S. Sorry for my English, I hope your eyes will stop bleeding soon.
#11
Increasing mood debuff will make chased refugee event even less desirable.

Option to offer temporary protection without actually inviting random pawn to colony will make event more desirable.
#12
Releases / Re: [1.0] A RimWorld of Magic
July 20, 2018, 05:05:43 AM
It's perfectly OK to wait until 1.0 release before updating this MOD. Maybe even wait for a week after actual release will be good idea.
#13
I can't stand a loss of colonists, it kills my enjoyment completely. I never play after loss of colonist, my general approach:

Loss of colonist to stupid missplay on my side, complete bullshit RNG (like meteorite smashing) or some glitch = load game.

Loss of colonist because my colony was not good enough to handle raid or event = lost game, start over.

Good for me, I enjoy early and mid stages of the game more than late game, because I restart a lot.
#14
Quests never work for me. Early they are too risky, later they don't give any meaningful reward. Especially incapacitated refugee one - this is never worth effort and never justify the risks.

This is sad, but sitting behind solid defenses at all times is best strategy, for me at least. Every game at some point I just restrict my colonists to enclosed self-sufficient area.
#15
Releases / Re: [B18] A RimWorld of Magic
May 11, 2018, 08:03:50 AM
Quote from: Coolphoton on May 10, 2018, 02:35:20 PM
Can minions clean? If they cant, a summon broom, or maybe cleaning slime, spell to do cleaning would be nice.

Summoner pets definitely clean for me, right after they finish all hauling. As for bleeding problem I just despawn them and summon new ones.