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Messages - Amaror

General Discussion / Re: How's the disease balance?
January 07, 2015, 06:32:07 AM
I usually play in tundra and didn't get many sicknesses. I do got quite a few infections and noticed that if i didn't have my colonists in bed 24/7 during an infection they will usually die from it, so i can't really agree with people stating that it's fine to have them run around and get treated once in a while.
My main issue with medicine and sicknesses at the moment is that it's not apparent how and if medicine helps at all with sickness. This is something that the player should get told, not something he has to guess.
Quote from: fishirboy on January 05, 2015, 04:49:56 AM
The one big turn off for people that play DF is the style it is portrayed at, yet is its biggest advantages. The game does not need to render many different images and can have hundreds of units in game without slowing down the game to dramatically. Would there ever be a way to lower the quality of the games environment to the minimal? I would love this option to so I can keep playing much longer.

That's not really how it works, though. You have two main things responsible for getting good performance: Your graphics card and you processor.
The thing is that textures and visual quality overall is handled by the graphics card. AI and game entities on the other hand are handled by your processor, so reducing the visual quality would only free up power for the graphics card. But more AI actors would require more Processing power from your processor.

Rimworld will most likely never be able to handle as many AI on screen as Dwarf Fortress. Rimworld is developed with C#-scripts in Unity. This makes it possible to run the code on a lot of different machines without many issues, but at the same time doesn't offer as much performance as other programming languages might. That being said i don't think rimworld requires to have as much AI on the screen as Dwarf fortress. They are very different games and the lower amount of actors suits it just fine in my opinion.
General Discussion / Re: Refrigeration?
January 04, 2015, 04:31:44 AM
Quote from: ZestyLemons on January 03, 2015, 07:04:50 PM
In the real world, steel is a better conductor than wood, therefore it's a worse insulator than wood. In RimWorld, wall materials don't really matter. Temperature only changes passively (things settle to outdoor temperatures eventually after a while) or because there's an open door somewhere.

Not really.  The speed by which the temperature equalizes is determined by the amount of roof and doors. Temperature only escapes through a door or roof, walls isolate completely. The door material also doesn't matter, although i think open doors isolate worse, so a door that opens faster is better. So basically you should not make your rooms too large either because of the roof.
Ideas / Booze
January 01, 2015, 09:20:45 AM
So one particular dislike i always had with the morale system, was that there wasn't really much you could do to counter it. You can force your colonist to go into a pretty room, but that always seems a bit silly and gamey. And a strategy game can easily get frustrating if the player doesn't feel like he has any ability to control the situation.
Therefore i propose: Booze!
The colonists would be able to brew booze out of plant-type food. When colonist would become at risk of breaking they would go and have themselves a nice drink. This would give them a nice boost to morale for some time and keep them sane for the time being.
But not all is sunshine and happyness, because booze isn't either. There would be various levels of booze, just as there are various levels of meals. Higher quality booze requires higher skill and more time to make. The lowest quality booze would even have the chance to cause liver damage to the colonist.
But even the best booze is not without flaws, for colonists that rely on that sweet liquid too much, or just have an addictive personality (new trait) will get addicted to booze, getting a big morale penalty when they haven't had their fix in a while. This means they require not only regular food, but also regular booze increasing their strain on the colony.

I think this would not only enrich the strategy aspect of the game, allowing players a way to prevent mental-breaks, but also would increase the variety of interesting stories and situation that can happen in rimworld.
Also seems like a nice way to combat those lovely m24 one-shot-kills when fighting sieges.
Quote from: lokarn on December 28, 2014, 04:41:07 AM
Quote from: Cimanyd on December 28, 2014, 04:10:51 AM

Quote from: lokarn on December 28, 2014, 03:09:38 AM
6. The tribal faction attacks with far too many numbers. I was playing on Phobe hardest setting and I had to defend from 30 of them. I was able to defend just fine, but then I had to make 30 graves for one attack, then they attacked again right after with even more! I restarted because making graves isn't really fun and I had a feeling that was going to be what I did all game. Or burn corpses all day every day.

You get more enemies per attack with the higher difficulty settings. That's what they do.

  You say that as if it answers my point. Again, they have too many. Not because it's hard, because it isn't. They are simply annoying. Why are they annoying? Because making 75 graves for two attacks has a zero fun rating. I understood the numbers would be 160% of what "challenge" would send. My point was it's too many. The other factions are ok. Pirates sent about 15-22 but these guys sent 30+ then about 40.  literally 5 mins apart in real time.

You could say my actual problem/complaint is with the grave making. I just don't see any value at all in fun terms with having to deal with the dead that are forced upon you. Yes I know you can research the incinerator, again zero fun unless you're a weirdo.  Plus these were the first two attacks ever sent. I wasn't planning to research incinerators so soon.

It's literally impossible that the "first two attacks" have 30 guys plus. It's hardcoded that the first attack consists of one guy and they only slowly go up from there.
I usually just put them all in a dumping stockpile around a rock, were my colonists don't see them until i have the cremator and then it's usually no problem at all. I think you problem might be a bug that currently allows the "saw corpse" mood penalty to stack up more than the 3 times it's supposed to and drive all colonists insane form a large amount of bodies.

On Topic:
Hands down: Sieges with snipers are the most annoying and frustrating thing in the game right now. The one-hit kills are so random and yet so powerfull, that it's just not fun. If i loose a colonist it should be because i made a mistake, not because a raider, that doesn't know which side bullets come out of, miracously manages a headshot.
General Discussion / Re: Why won't this cooler work?
December 26, 2014, 11:12:09 AM
1. There's a steam generator right next door, which is very hot and increases the temperature in the room you are trying to cool with the cooler.
2. There's a door between the "cool" room and the room with the exhaustwent, which means the heat the cooler get out of the room gets partially back in through the door.
3. A large room is REALLY hard to keep cool. The larger the room the harder temperature control is.

A few tipps for placing coolers:
- No "hot" rooms next to the cool room, like a room with a steam generator, exspecially not connected with a door.
- The exhaust vent should always lead outside, i think the cooler stops working right if the side of the exhaust vent is too hot.
- Muliple coolers for large rooms.
General Discussion / Re: Artificial Shoulders?
December 21, 2014, 06:35:16 AM
just realize that there have been some hotfixes, after updating the bionic arm came of perfectly.
General Discussion / Artificial Shoulders?
December 20, 2014, 06:27:14 PM
I don't really know if this is a bug or not. One of the space soldiers from a big cryptopotyard had a bionic arm, but not on his actual arm but on his right shoulder. I managed to capture him and was excited to remove the bionic arm, since my doctor had one hand crippled and the other arm shot of and was strangely not as effective as before.
Anyway so i remove his shoulder apparently, the captured prisoner dies immediatly after the operation from bloodloss and i am left without any bionic arm.
Is this intended? Is it not possible to salvage bionic arms that are inbeded into a shoulder? Or did my game just bug out?
Quickly checked the files.
The optimal growth temperature for plants generally is between 10 and 41 degrees. It's not specifically mentioned in the code but i think this refers to degrees celsius and not fahrenheit, otherwise it wouldn't make much sense.
This would translate to a temperature of between 50 and  107 fahrenheit. Man, fahrenheits weird.
General Discussion / Re: Xerigum: What use is it?
December 20, 2014, 01:37:26 PM
Also you will most likely be able to use it for operations and such in the next alpha. It just requires a lot of code to be changed, so tynan didn't get it into alpha 8.
December 19, 2014, 06:17:59 AM
I aggree with this. Hydroponics are pretty garbage as they are right now. The power cost, great metal cost and the problems with power outakes are just not worth the tiny increase in growing speed. Too bad Tynan seems to want to force us to use them anyway since he removed the fertilizer pump.
Quote from: NephilimNexus on December 06, 2014, 06:20:45 AM
I am thinking that for his next project Tynan should team up with the Dwarf Fortress guy and make a new version of DF with Rimworld style graphics.  Because let's face it, the ASCII is the only thing that's held DF back all these years, and having a game with that kind of depth (no pun intended) in a more user friendly interface would be awesome.  Plus it would be great to see what other ideas they can come up with together.

I would rather he cure cancer first. You know after solving world hunger.
Rimworld basically allready is "Dwarf Fortress with better interface". It's not as complex as dwarf fortress, but a modern interface takes ressources. Ressources that can't go towards complexity. There's only so much complexity you can put into a more graphically intensive Game  than Dwarf Fortress.
Additionally the developer of Dwarf Fortress has been developing the game non-stop for 8 years now. I am sure he would be really happy to do it all over again.
General Discussion / Re: Should Tynan have a day off?
November 29, 2014, 05:47:35 AM
He normally takes his weekends off. Besides he's an adult, i think he knows perfectly well when he needs time of and when he doesn't. It would be one think if he did this for more than a month but 2 weeks of work everyday won't kill you. I just finished my bachelor thesis and have been working on it without a single day of for 2 months, i know.
I think he's perfectly capable of taking care of himself.
General Discussion / Re: THIS IS A RAGE GAME!
November 22, 2014, 04:58:36 PM
Quote from: vagineer1 on November 22, 2014, 01:32:39 PM
The only thing that makes me rage is the damn crashed ship part. Not only do you have to deal with a psychic frequency that increases over time. But also the damn mechanoids. Especially the centipedes.

why, it find it fairly easy, since you can easily surround the ship part with a perfect shooting galery for your colonist before spawning the mechanoids.