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 - Dsbinbuffalo

#1
Came here to post that firefighting is bugged for me.

The pawns will go to where the fire is, but just stand there not doing anything.  I even had one catch on fire and he just stood there, wouldn't move even when ordered to get out of the fire.
#2
Quote from: Tynan on July 07, 2018, 11:13:01 PM
Quote from: Dsbinbuffalo on July 07, 2018, 11:05:27 PM
Not gonna pretend I'm not hurt over the lack of love of my first post from Tynan.

Yours was amazing too. Let me express my great sorrow for not calling it out by name.

Thank you for acknowledging my obvious attempt at fishing for your attention!    ;D

Much love dude. I love your game!  :-*
#3
Not gonna pretend I'm not hurt over the lack of love of my first post from Tynan.
#4
My first time posting!
I have 200+ hours into the game.  I managed to launch the ship once prior to 1.0. Once I heard that we could test 1.0 I quickly abandoned all hope and lost myself in Rimworld again.

My first couple of colonies did not make it past year 2.  I had raids every 3 - 4 days, people were unhappy and went berserk, I couldn't capture a raider, animals kept joining so I ran out of food, or people would contract diseases and die. 

My current colony is: Crashlanded, Phoebe, Hard, Temperate Forest, Small Hills, Large River.

Some general feedback in no particular order:

1. I like more colonies to interact with (good and bad).  I like the faction system and the trading influence system.  It forces us to use caravans more to keep up the faction rating.

2. The Windmill is very powerful early game.  Almost so that it's kinda pointless to build on anything else, unless you're one of those sadist I keep reading about in this thread. :-)

3.  Early game feels way more important now.  Micro decisions matter.  Picking your pawns at the start matters more now.  I have to juggle the skills and jobs more now than I had to do before.

4.  Packs of animals join more frequently now in 1.0 than they did in versions A16, 17 and 18.  I had one colony that had to slaughter the chickens that joined because those cluckers were eating me out of house and home.  I stopped playing one colony because labs joined halfway through year 1 and I thought I would be good on food.  Turns out I wasn't.  I ran out of food before spring was near - I couldn't bring myself to eat the dogs, so I just erased that colony.   My current colony, I had three wild animals join before the end of the first winter.

5.  More often than not, animals tend to join with a male and a female.  I hope this was an intended change. If so, yay.

6.  The new dialogue options are amazing.  I had one couple get together over their mutual arousal of vomit.  They are due to marry soon.

7.  Getting passive coolers at the start of the game (instead of having to research them) is a good change in technology.  I dislike not getting any resources back after deconstructing them.

8.  I feel like the "merging" resources that haulers can do is not being praised enough.  With that being said, I also feel like the AI can be a bit better when making stacks.  If I had a stack of 60 steel, why make a new stack of 35? Why not deposit the 15, and make a new stack of 25? I say this not knowing how difficult it would be to program something like that.

9.  I am sure this has been said about 1 million times (and I know there is a mod for it), but the 75 resource stack limit is very limiting.  I tend to horde resources, and I KNOW we're not supposed to in this game and the 75 is there to make sure we don't.  I just wish that the stack limit was an even 100. 

10.  With factions/friends/ally's being so important now, I'm still not understanding the reason for the visitors that pass by.  I know there are mods out there to do something with them.  But for the base game, I mean, what am I supposed to do with them? Are they still kinda unfinished? When someone with the name of "scout" walks by, all of my SC: BW and Sc2 hairs stand on end and I'm like, OH NO YOU DON'T.

11.  Peace talk quests happen very early, which is nice since it opens more trading and gives less emphasis on raids.  However, since I'm capturing people less, it's always stressful (for me) to send someone away. 

12.  Wildlife tab? Love this.  LOVE this.  can I say that more? LOVE THIS TAB.

13.  Sapper AI was a bit wonky during one of my fights.  Three raiders went from their drop in point (which was right next to my base), walked ALL THE WAY UP to literally mine a path through some hills to then try and attack from the other side.  Now, I actually didnt mind this seeing as I had time to recover from the initial onslaught, but I feel like that *should* be a bug worth reporting?

14.  Escape pods are a LOVELY way to gain reputation and happen at least twice a year for me.  However, the majority of mine (this play through) the people have all been from other colonies so I had to let them go to keep up the good will.

15.  I REALLY like the changes to the quests/caravans.  They are worth doing now.  I've been out on no less than 5. 

Tynan, I apologize if this isn't the kind of post or indepth feedback that you're looking for.  I am very much afraid at this point, I need to restart my year 5 colony.  I have no defense, only 8 people (no one wants to join me - sad face) and my food stocks were just wiped out from a siege because they targeted my fridge.  Like, seriously.  I had a years worth of food in there.  Poof.  Gone.  I don't have walls up yet, because i couldnt get the food and what not under control.  I think I just made too many mistakes early game and now my late game is suffering from it.

I feel like I am playing the game wrong.  Everyone is seriously good at making defenses early and managing raids well, and I struggle against animals sometimes.  A pack of 5 panthers tore the faces off one of the 1.0 colonies.  Rest in peace you fine friends.