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Messages - Aki-San

#1
Just buy it again for steam to support ludeon (even more!) and download the mods there and copy them over.  ;)
#2
General Discussion / Re: Update today?
November 23, 2018, 12:46:00 PM
Something really strange is happening since this update. i had like 5-6 incidents in the first 30 seconds of loading the game. inspiration, mental break with perfect mental health, siege, mechanites. either they accidentally upped the rate by like 50x or something else is now messed up.
#3
do you use steam?
#4
i have this issue as well but it is only in certain zoom levels (mid level zoom). looks like Z fighting or midmap stuff.

i have a 980m and throughout A16 til 1.0.
#5
Ideas / dev option to end parties
October 21, 2018, 06:31:47 AM
Since the update to 1.0 i have the "eternal visitors" and the "eternal party" bug.. the visitors were quite easy to resolve, but the party never ends. i tried downing and healing them, i tried killing them and reviving them and that worked, with all other issues coming with that method..

since it might not be easy to fix (probably caused by mods) can we get an options to forcefully end it?
#6
Support / [Question] How to mod Stoneblock Amount?
October 20, 2018, 03:10:45 PM
Hi, i might just overlooking something but i change the recipe production xml to change the amount each stonechunk gives, but the game (1.0) completely ignores what it should give and the amount of work needed.

Any advice for this?

Thank you!
#7
Ideas / Re: Next Update - Some love for Tribal Plays?
October 11, 2018, 09:39:01 AM
tribals arent that far away from settlers...  ;)
#8
Ideas / Re: Next Update - Some love for Tribal Plays?
October 06, 2018, 05:23:29 PM
It is about a couple of things - mostly style, variety and usability.

-> you need a "smelter kinda thing" to make early game metal (if you stay "history friendly").
watch primitive technology for some examples on that. even your clay brick furnace can smelt iron.

-> you need a way to destroy weapons, if you don't want to use the smelter, then maybe suggest something to replace this functionality
for example a tinkering corner or add the "disassemble weapon" feature to the smithy / woodworking table just with a reduced resource gain (e.g. less metal, mostly wood, no "exotic" materials like plasteel. )

-> i think a spot on the ground is "stupid and ugly". i would even think that the "ancient concrete blocks" would look good as a "butchering table", but i would love to see a rather "stone table" like butchering spot.

-> crafting spot - again - it is about making something more tiered / varied / interesting. not just a square on the ground. yeah you could maybe carve your club there or make your bow, but a decent cave-dweller would love have a slab of wood or stone on some logs!

-> again, crematorium, you gate it with crafting speed and/or resource return (e.g. no stripping), as well, again, style and tired look.

And no - it is not the earliest body disposal. the first thing you can do is to let bodies rot somewhere far away or have them eaten by the wild life. next is feeding your animals. you have graves/sarcophagi for "savekeeping". finally there is fire (lightning, Molotov, Inc.Launcher,  boomrats/lopes, etc.) and only at the very end, uselessly, is the crematorium. I have an ice-sheet-merciless game in which i play an "observatory outpost" and there i had no need for anything except a zone at the corner of the map - selfvanishing corpses i tell you! :)

-> again, you would not weave anything on the ground. style/variety!
(seemingly words someone doesn't know.. i know i being mean right now.. Sorry!)
As well as technology/lore. I would love to have some more tiers there!

-> "multiple" levels is wrong (imho). there is the pre-electric stage and there is the electric stage, that are just two in my book. there is always the option to have some sort of gate, either by work or resource. a little bit variety doesn't hurt, you know...

finally, i think the overall tone from you was very negative and it gave me the feeling you had no idea about why some of us would love a more tiered system, more variety and more historical choices / accuracy / diversity.

just look at the previous post - nice tone and well made suggestions. if you don't like the idea, that is completely fine, but if you don't get it and just "hating" it because of that, that's something that should be changed! :)

i hope i wasn't to harsh in my reply, but i wanted to show that there are more reasons add additional variety and having a nicer, smoother curve with a lot of "time period styled/themed" hardware.

In the end it is about us (the players) enjoying the game. A little bit more variety just adds depth and takes nothing away from the current game.

If you don't like that, you can change it, but if it is not in the game, it is not an easy task to mod such a thing.  Maybe some modder will take up the challenge and makes a nice tribal mod that is not "out of date" nor very limited in it's assets.

It is, again, just a suggestion. In the end Tynan decides what comes into the official game and the modders "decide" what they gift us. =)
#9
Ideas / Next Update - Some love for Tribal Plays?
October 06, 2018, 06:59:04 AM
I would love to see some love to the tribal Age of rimworld. I personally like to try to stay in the tribal age a little bit longer. sadly the current available tribal mod is mediocre at best. Overall, i think, it would lower the progression curve a little bit.

Things i would love to see:
-> tribal variants of nearly every "basic" craftingstation

  • smelting pit or "clay smelter", butchering ( i would love to see something like a rock table)
  • cooking (tripod or something like that)
  • butchering ( i would love to see something like a rock table or stone block)
  • smithy - just without the fuel, i think you don't need fuel for making wooden things - maybe a "woodworking table"?
  • crematorium -> Pyre type
  • tailoring -> maybe a big spindle / spinning wheel
-> more tribal type weapons: pointy stick, slingshot, "spear" thrower, makeshift claws, more club/melee weapon/sword variety
-> maybe more tribal wear like: animal heads, animal pelts, tunicas, ponchos and other early age clothing
-> more floors / walls: thatch and logs maybe?
-> more entertainment: decorative weapon stands, altars, more deco plant options (maybe cactus, fern and palm), some (2-3) more game/entertainment options
-> more early game temperature control: windows, large wall cooler (expensive, non fuel passive variant), maybe even "shade => cooling effect"
-> maybe some more crops (yams, roots, sweet potatoes, veggies?)
(spinach or other greenery is actually used in a lot of space-growing, because it grows quite fast with not a lot of resources needed)

i hope others have similar interests and might add some more "lore" friendly suggestions! :)
#10
General Discussion / Re: IMHO about B19 Ranged Combat
September 22, 2018, 02:18:42 AM
Hmm, thank you!

That 0/50/100 critical chance might explain why you see more sole deadly impacts. It still does not explain the balance difference between the skillset/weapons colonists vs NPCs.

I forgot to add that i am attacking, so the gear / enemy ratios are quite constant / low compared to my colonists. i upgraded to 6 to attack outposts and it mostly works.

Maybe i try antigrain surprises since mortar hit chance is still affected by you colonists shooting skill....

Again, i dont care much about Tribes, even with +10 Tribe / Colonists a good defense stops them. (Only issue is the amount of bodies and crappy Tribalwear to get rid off :D).
#11
General Discussion / Re: Introduce yourself!
September 21, 2018, 05:33:12 PM
"You know, i'm something of a scientist myself.." would be a nice way to describe me. :)

I love knowledge in any form, way or shape. So RPG, Looting and Strategy are my preferred genres.

-What introduced you to RimWorld? Or to this style of game in general?
Hm.. i think it was suggested in Steam, but i was more like "okay, fav and wait until more is out..". Then it started to pop up on Youtube and i stumbled upon Decoherent. This got me hooked. Nearly 300 hours in and still enjoying it. :)

Finally a game worth it's price again! Thank you very,very much!

Everything about this game, from the menu, the mod support as well as balancing and style speaks for a person that loves and enjoy games. a true enthusiast. :)

-What are your other favorite games?
Borderlands 2, Ark, Stardew Valley and Diablo 2

-Most embarrassing gaming-related story?
My ex-clan boss (CS 1.6?) (i was one of the five founding members) was the first publicly announced ban for cheating in the ESL and even got a feature story in "GIGA TV"... :/
(2006 or so?)

-What kind of breakfast cereal is the best?
for normal days: "muesli" (nutritional with fruits and carbs).
for taste: frosties :D
#12
If you have animals - make them a feeding freezer.
if you dont have animals - make a stockpile out of the way of your colonists and use fire (molotov, incendiary launcher)

i personally have good experience with crematoriums, if you have a fast worker and a large stockpile, they get rid of them in no time and you can earn a little bit by getting rid of the loot to traders.
#13
General Discussion / IMHO about B19 Ranged Combat
September 21, 2018, 05:15:16 PM
I wanted to share some of my humble opinion about the ranged combat in B19.
Edit: i am mostly talking about offensive combat, where i am attacking a pirate outpost.

I think the new combat system is bad. It ignores armor, weapons, skill, positioning and tactics.

You can have fully equipped (ARs), fully decked out (power armor, full bionic), highly skilled colonists (15+ in shooting/melee) and they do nothing. enemy with skill 3 or below gets one hit in and critically damages your "super soldier"..

When hunting, the shots hitting are insane, far below 5% misses, if at all. In combat - totally sucking.

IMHO the part damage is very flawed. you can shoot like every organ in the enemy and they are still running around at full speed and are capable of critically hitting your colonists, while you take a bullet to the knee and die in 10 hours. (through power armor and bionic bones..)
And the movement penalty is insane on colonists. they get hit once and are permanently slowed by like 50%, while you can put 20 bullets in an enemy and he goes back to full speed right after the "stun".

And i think the "increased" hit chance (if it actually is this way) for "critical" bodyparts is very strange. like every second hit from an elephant or scyther goes to the head. enemies with like shooting 0-1 hit in my right eye more often than in arms+legs combined. maybe i am just unlucky but that how my fights are going..

I think either there should be an option to switch between enemy style (zerg/hordes vs hard hitting/less enemies) or it should be rebalanced overall and actually make armor, weapons and skill level usefull. Why is there a shooting skill if it does not change the tide of battle?

In B18 i really liked the curve in the shooting skill, especially in hunting. they missed like 90% of the shots at below 5, around 50% at 10, and hit 90% at 15. now they are like 99% on level 10 while hunting and at 20% while fighting... i hope this is not like there might be "adrenaline".

there is a little bit more about different occasions here (from me and others):
https://steamcommunity.com/app/294100/discussions/0/1735465524703065900/

Don't get me wrong, i would love them to be this hard, IF the enemies actually have the correct weapons, armor and skill.

If they have sucky armor ("fur loin cloth"), lead slingshots and are barely able to hold the weapons the right way around, they should not hit fully power armored super soldiers insanely hard.

Info:
B19, savage, cassandra
Steam, many ease of life mods, no mod that impacts storyteller or combat balance.
#14
Bugs / Re: [B19][BUG] Pathing limit causes stuttering
September 21, 2018, 04:57:04 PM
Do you need the savegame or seed+location+mapsize?

I just added both, it is modded and the configuration changed since this error, but i had the same issue with a selftamed turtle. if they are in the lower 10% of the map and try to pathfind to my base, the game starts to heavily stutter until like 1m later the error pops up.

<world>
         <info>
            <name>Australis</name>
            <planetCoverage>0.3</planetCoverage>
            <seedString>Tribefun</seedString>
            <persistentRandomValue>1820529081</persistentRandomValue>
            <overallRainfall>Normal</overallRainfall>
            <overallTemperature>Normal</overallTemperature>
            <initialMapSize>(400, 1, 400)</initialMapSize>
         </info>

https://mega.nz/#!KjgDkDhB!1LDcaUuqRDO4_NKvtBXS2zKta6K9WsShN8qcRVgL9FY
#15
Bugs / Re: 1.0.1964 Watermill Power Bug
September 16, 2018, 06:11:48 AM
can confirm this!