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Messages - Jstank

#1
Sooo, if we are getting horsies will we maybe be able to ride said horsies?
#2
ME: Anyway, don't you think that the monkey meat on Level 4... looks a little too similar to the pemmican on Level 6? Might be a little too confusing.

Tynan: Well, that's an interesting theory, Jstank. But redesigning all those sprites at this stage would be way too expensive.

ME: I agree. But what if you just rendered them a different color? You know, that would be cheap and quick.

Tynan- Leave the decisions to me, Jstank. There's a reason why I'm the creator of Rimworld and you're just a tester.
I just- Eject.......{Tynan pushes a button and ejects Jstank from room}

Tynan to himself: He had a good idea  Shut up. Mind your own business!

#3
Just a very minor visual suggestion. When you do select merciless mode, the colors don't look like you actually selected anything. I could see this being a red-green color blind issue.
#4
On the topic of world generation. It would be nice if the generate random seed button would randomize the temperature and rainfall as well as the seed. That way you might start on planet Hoth!
#5
Quote from: towhead on July 25, 2018, 04:17:48 PM
Quote from: Teleblaster18 on July 25, 2018, 03:49:29 PM
-One request:  is there any way to fix the "can't clean off fresh blood/dirt" issue that currently exists (and existed in B18)?  This was something that I really hoped would get addressed in 1.0, because it's maddening, and feels "gamey":  currently, a pawn has to leave the room to be able to clean off blood and filth that was generated while they were in the room.
Can double that, this cleaning micro is maddening. Btw your doctor doesn't need to leave the room, it's enough just to stay there on a spot for a while, like 10 seconds or something.

I am going to "third" this. Specifically, I want the cook to clean up the dirt on the floor so my pawns stop getting food poisoned every other meal. The food poisoning is ultra-obnoxious atm.
#6


Phobe Chillax Extreme Commitment mode ( I turn it over to Randy for part 2!)
Year-long growing temperate forest.
Naked and alone start on with a Tribe
This is the first time that I was actually successful in building a colony on my scenario.

TLDR: Traps are still really good, although you need to engineer them in a clever way!

Here is a comprehensive test of the new trap system. As you can see this maze was pretty effective. Even when it is made of wood it withstands even smart raiders. Raiders actually run through this and hit every single trap I laid out for them while ignoring other targets. The other thing that I found was that the cost of rebuilding them didn't affect me whatsoever. All in all, there are 17 tests of this maze as I played through the game.

I cut out all the boring parts for the video and only showed the raids. Each raid has real game context before the raid. Testing how well the trap system helps out even with sick, injured and pissed off colonists. This is part one. I will upload part two later.
https://www.youtube.com/watch?v=LDo9q9ojJtU&feature=youtu.be
#7
Quote from: Madman666 on July 22, 2018, 11:50:00 AM
Quote from: Jstank on July 22, 2018, 11:17:28 AM
-I would really suggest making it so that your colony wealth can also determine how far away the quest object is!

Couldn't disagree more with this. So that when raids get especially dangerous due to same wealth increase, you ll have to send your people out for longer, cause they'll have more world map tiles to cover. So there will be more chance for pirates to attack your weakened colony. Do you really think that's a good idea?

My point isn't to make your trip further, but have my trip closer by. I don't want your stuff to spawn further away. I just want the things, in the beginning, to be a bit closer with the max distance where it is currently.
#8
I always play on Randy Random Extreme Naked brutality TRIBAL START!!!!.

I know I love pain.


This time my map was a short winter map with a grower who knows what he is doing.

-Food was no problem this time because my grower was good.
-Security wasn't too bad. I got my walls and trap maze up pretty early because I wasn't concerned with food.
-My second colonists (wander join) was pretty good at mining. They also got married so I didn't have any issues with poor moods. I also have a decent cook so food poisoning didn't hurt me.

FOOD POISONING - If you don't have a good cook you can pretty much guarantee that your playthrough is 100X more sluggish. Getting poisoning on every meal really makes things difficult, you can't accumulate wealth, so your pretty much just stuck until you get a good cook. Randy will just ignore you for months to years because you have no wealth.  Food poisoning is really obnoxious on naked brutality.

ANYWHO...

-Randy kept throwing me space refugees. The problem with space refugees is that they are part of a faction now. This makes it so that I really don't want to capture them because they will make the factions angry. I try to rescue them but they never want to join. When they leave they hit my trap maze and die immediately.

-It now takes a looong time to take a prisoner. On my other playthrough it took me 2 or so months to get a recruit. It is tough to grow a colony now.

-On my other playthroughs, I started on an island, which made going to do the quests easier. On those playthroughs, I actually did a lot of the quests as opposed to ignoring them! This one I am not, so the quests are just too far away to be feasible with only two colonists. I would really suggest making it so that your colony wealth can also determine how far away the object is! Honestly, if you want players to do the quests they should really be closer to home.

- The raids have not been too bad. I could handle them except for the one. I got the southern raiders to route easily enough, but the northern raiders decided to bust through my northern door during their route (which they hadn't gotten through before the route.) My plan was to let him bust through the northern door and exit through the southern door, but once the raider got through the door he proceeded to set fire to everything. My weapons consisted of a club and a poor survival rifle. His weapon was a good smg and he had a flack vest. I decided to let him burn through my wood walls. He got to my food stockpile. When he finally left my colony was all but decimated. Good thing he didn't come for the door I was hiding in or that would have been it.

-I built 2 research benches because both my colonists don't research. I am now 60 days in and the only research I have is stone cutting. I have only 2 colonists.

-The cold: Tribals not having warm clothing options at the beginning of the game really makes things difficult. It seems I can never chop enough wood to keep a fire going and also cook food at the same time. I have to babysit them in the winter time or they will wander off very far and get frost bit. I really wish tribals had some sort of coat to craft at the beginning of the game. Not as good as a parka but at least something to keep them safe from the winter. It is really tough for me to start in cold environments with naked brutality for that reason.

-My trap maze would have been more effective if I could place traps adjacent but I think that the change is ok. It seems to be just as effective even if I have to manually fight off the raiders just a little more. Otherwise, I'll just make the trap maze twice as big to compensate.

-I have learned that if you want to make money as a tribe go for selling either phycite tea or smoke joints. In one season I made 1000 silver just from making and selling the tea. It does cost wood.

-I learned that growing and cooking for a starting colonist is essential! If you don't have those two skills the game isn't very fun.

-The big hump for me is getting through electricity research. Even with a good researcher, it takes me FOREVER to get to electricity. Until then I am bogged down with making pemican so that in the winter my food doesn't rot. This puts a huge strain on the wood resources around my base, and those get quickly depleted. It gets harder and harder to find enough wood to cook with. I know you have been decreasing the time it takes to plant a tree, and I do appreciate that tribals get that research. But planting trees is still not very viable. I would just put that back to how it was before. It won't give a buff to outlanders, because they really don't need the trees anyway, but to start a tree farm within the first year would be huge to a tribe. + It would be lore friendly because a tribe is supposed to be one with the environment. Please consider making planting trees a thing again.

-I see no noticeable difference in hunting, with the exception that mega-sloth is off the menu. It is way too dangerous to hunt them, I just ignore them. Otherwise, the other animals don't bother me. I assume that these animals always had a 2% chance to enrage and I just didn't notice it. Printing that out on the wildlife tab just ensures that I understand the mechanic. Good change!

-Weapons: I pick weapons up from raiders. I pretty much ignore the forge because by the time I would be able to make a great bow or long sword I already have survival rifles revolvers, and pistols.

-Changes I would suggest based on my many many playthroughs of this scenario

-lower tribal weapon research so I can hold my own against outlander firepower. I would put great bows on the very left at something like 100 research, and make a primitive forge with low research cost for long swords. This will make it so that great bow long sword get used more.

-Add a tribal coat for winter, please.

-I would really suggest making it so that your colony wealth can also determine how far away the quest object is!

-Have colonist recruitment difficulty scale with colony wealth while also considering the population target.

-The electricity issue for tribals would be helped by making a tree showing a lot more viable. That way I don't have to spend all my days walking further and further for my wood to keep up with heating, cooling, and cooking.

Oh and I forgot to add one more thing. As a tribe it is so very hard to maintain relations with others without a coms console. I always end up being not friends with everyone by years end. If I could do somthing like send smoke signals to other tribes, would be nice!


#9
Hey Tynan, it seems that this sort of rapid-fire development in the final stretch here is going pretty well. I like how there are changes that come with immediate feedback, and if you take a misstep that doesn't make sense to the community the bad ideas can be immediately walked back. Do you think that doing development this way is viable? How do you think it is going so far? I don't think I have ever seen a developer do a project quite like this.

Keep up the great work! The ability to take feedback and implement it so quickly is why this game is so successful compared to those dastardly AAA guys! I'm looking at you EA!  :o
#10
Quote from: Wintersdark on July 22, 2018, 12:58:19 AM
Hmmm.  Rescued a escape pod guy, healed him up, then he immediately walks right over multiple traps. 

Shouldn't friendly - blue named - pawns avoid traps?

Exiting Guests (rescues) are still hitting traps can confirm!
#11
Reduce death-on-downed chance.

OMG I was sitting there for 20 mins walking my pawn over the water trying to drown him. That isn't drowned it's downed! COPY
#12
I'm getting a weird bug now where my colonists are going to haul random forbidden rotting corpses to put in a stockpile that forbids rotting corpses. They are going right into a freaking bug cave to get them and there is no way for me to stop them from going in there except putting it into a disallowed zone.
#13
Doesn't it feel off when you have to use cloth/leather to build a bedroll but just wood to build a regular bed? I feel the regular bed should have some textiles in the recipe.
#14
Quote from: Tynan on July 14, 2018, 11:27:18 AM
One thing to bear in mind regarding pawn usefulness: I'll always try to keep the game balanced. So if difficulty was added to one area by making more pawns with problems (or other internal colony/survival challenges), difficulty would be removed from other areas (e.g. toning down raids).

It's not about just making the game harder by adding more pawn selection challenges, it's about shifting the difficulty that's there from massive raid defense towards internal management.

All that said, I've no concrete plans to change anything on this soon, there's a lot more immediate things to solve for 1.0.

Wait what? So what your saying is that there are more things to work on AFTER 1.0 comes out?
#15
Got a weird bug where my pawns stood next to fire but could not put it out. They made a repeated clicking sound. now they are moonwalking around not facing properly I am playing randy extreme on naked brutality start. The pawns are actually completely broken. When I tell a pawn to attack another one they stop being broken. But as soon as they try to put out the fire the pawn goes back to being broken and unable to complete a task.