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Messages - lugaruclone

#16
General Discussion / Re: WHAT DO YOU WANT FROM ME!?
March 04, 2020, 05:51:01 PM
For sure the new mod throws in a lot more chaos... I love your example though.

In my case I was hosting the emperor (part of the endgame) and I restricted the diet of his guards and one legit went berzerk and plasma sword murdered my Baron.

I save scummed, I'm ashamed to say, but I do have a story to tell about an imperidal guard murdering the local lord hosting him because he did not find the food to be lavish enough.
#17
QuoteA much better implementation and NOT tedious in terms of story and gameplay would be for a totally walled in cluster to try slowly terraform the map.

For sure the infrastructure for that is there... I had them block out the sun on me (super effective, I was running a desert solar farm) once and also I think there was a 'poison ship' type building spewing toxins.

Having something that just brutally changes the temperature and slowly escalates would be pretty badass and likely doable within the new structure. Personally I would love to see one slowly transform tiles to something useless like sand so even if you take it out quickly there is a permanent 'scar' on your map.
#18
People have mixed feelings about having an offworld faction vying for their attention. But... what if we had multiple ones competing for our resources and alliance? Which would you propose?

Stellar Militia
Quests: assassinations, rescues, providing aid, eliminating mechs and pirates,
Ranks: cadet through general
Rewards: new firearms, uniforms, power armor, cybernetic enhancements, orbital support.
Special Room: command center.

Resource Prospectors
Quests: mining, trading resources, hosting prospectors, creating trade beacons.
Ranks: apprentice through grand engineer
Rewards: drill and saw arms, 'work' armor, insect repellents, new drills, plasteel fabrication.
Special Room: operations center

Space Pirates
Quests: assassinations, slave trade, drug trade, raiding, kidnapping, harboring fugitives.
Ranks: mate through captain
Rewards: new drugs, exotic enhancements, luciferium variants, stolen goods from other factions
Special Room: hideout

Church
Quests: provide aid, pay tribute, create monuments, preach to tribals, harbor missionaries.
Ranks: devoted to cardinal
Rewards: vestiments, relics, psychic enhancements, humanitarian aid, furniture.
Special Room: chapel

Corporation
Quests: provide workers, send raw resources, dna samples, visiting researchers, peace keeping.
Ranks: associate to board member
Rewards: serums, enhancements, fine suits, private security, experimental weapons.
Special Room: boardroom
#19
General Discussion / Re: Why Royalty?
March 04, 2020, 02:16:03 PM
For me DLC is best when it does what modders cannot do and enables new types of mods. This... is hard in Rimworld. Players can pretty much mod whatever they want and 'new assetts' are not a huge deal in a game with a very simple art style.

That said I think I see many doors this DLC will open up... for example Jecrell gave us 'spells' (force, magic, etc) but now they are mainstream for anyone to mod. We had guests but they where always buggy, now having people stay for a while is pretty mainstream. Shuttles formalize the work behind SRTS and above all...

Royalty is hopefully not the only faction we can have. If we can get something like Royalty but for Corporations, Criminal Empires, Space Militias, Religious Sects, etc... that would be insane. Now a half dozen off planet factions would be fighting for your attention and you could play through to 'duke' but also to 'general' or 'chairman' or 'cardinal' or whatever with specific gear and room requirements...
#20
Honestly I really like the clusters except except except for the 'mini hellfire' I think it is called... the double energy cannon that rapid fires half way across the screen. The only thing I can do against it is mortar it, although I have seen people report using smoke and other gadgets.

Usually I can ignore clusters on the edges of my maps but it is shocking how often they completely wipe out pirates or merchants without suffering any losses.
#21
General Discussion / Re: Rats, we're the rats
March 04, 2020, 12:58:16 PM
Quote from: Adamiks on March 04, 2020, 10:54:11 AM
Quote from: LWM on March 01, 2020, 02:50:07 PM
And a very straightforward mod, if you want to try your hand at making one!

Yup. I was gonna make a simple def change in the core files just for myself, but decided to turn it into a mod, and use a patch operation, instead
Anyway
[Click me for the rat army]

Yeah, it just feels like a missing niche in the ecology... if your map is full of dead raiders it should attract some sort of carrion eaters which would likely be undesirable.
#22
General Discussion / Re: Rats, we're the rats
March 02, 2020, 07:47:10 AM
Along those lines I would love for rats and some other critters to eat decaying corpses or even be attracted to them.
#23
I was able to finish the royalty story line last night and it is pretty great. I was a little shocked that I got a quest that was like a remedial 'in case you did not sign with the empire you will now' as it offered 3 healing serums and 52 (!) royalty to babysit 6 prisoners. I'm not sure if that would rocket you all the way to count but it would get you really far up that path. I ignored it as I was about to start my last two weeks on the planet but it was a real shock, it did not even have 'mechanoid clusters' in it.
#24
I've been curious myself, I can imagine the bulk of the development time was creating the 'royalty system' and the 'quest system' and with the systems created... it might be less work now to introduce some other factions fighting for your colonies attention.
#25
General Discussion / Re: Killing killboxes.
March 01, 2020, 08:07:30 AM
Also keep in mind huge raider counts are because of massive accumulated wealth... I just finished the game (year 6, hosted the emperor) and I was seeing raids of like 20 (from various directions) for my endgame fights.

The 4 imperial guardsmen and my various shooters where enough, with help from mortars and land mines placed 'along paths' that sometimes they hit, usually they do not. I also had turrets. They... distract enemies sometimes.

I feel like the killbox would only be needed had I mined out my entire maps resources or if they ever ad some more endgame foes like you see in mods (power armored pirates, massive mechanoids).
#26
Mortars will eventually take them out but approaching them any other way does feel like suicide. I went to a downed colonist location, saw two of these bad boys with a bullet shield and mortar shield, turned around and left the colonist. "Yeah good luck getting rescued".
#27
Ideas / Re: Your Cheapest Ideas
February 28, 2020, 02:43:36 PM
Create a fuel category, most flamable things are fuel.

Generators, camp fires, stoves and require fuel and have a drop down where you can remove certain things like clothes, fabric, food, chemfuel, etc.

#28
I have a list of things that are 'easier than they should be' and 'harder than they should be' and all things mining and mountain are easier than they should be for sure.

I was in love with a mod but I do not think it ever made it to 1.0 much less 1.1 that had tools pawns could pick up and put down when performing actions, so for example it would be brilliant to see pawns (including non violent ones) grab a pick axe or shovel, dig, and then put it back.
#29
General Discussion / Re: Killing killboxes.
February 28, 2020, 01:09:03 PM
I always joke that if the internet did not exist every player who accumulates enough wealth would eventually discover killboxes on their own, so it is very much something the 'game' makes similar to my other two pet peeves (freezer rooms and non hydroponic greenhouses).

"It feels like cheating but what choice do I have?".

For sure smarter attacks could mean smaller attacks and less dependency on sending a wave of raiders at you. One thing I saw a mod do... and something ants do... is considering a dead raider a 'wall' for a brief amount of time in other words if a raider falls in a trap other raiders avoid that area. Combine this with a behavior that says 'if there is no path, dig a way' and raiders going down a narrow maze of traps would hit one, say 'my path is blocked' and start chipping at the wall until the 'psychological barrier' times out and another raider eats a trap. With raiders digging their way to you you could probably cut the number of them in half and still be threatened... as you say they can turn sapper behavior on and off depending on if there is a path with no make believe dead raider barriers in the way. The idea of some of them having hammers as you say or pick axes or C4 would be nuts.

I love the idea of dropping fully formed mortars and let's be honest... this is what Mechanoids do now as of 'royalty' they drop onto the map ready to rock with their turrets and other goodies. Meanwhile when raiders drop they take all day to set up and even if you do not mortar them you can snipe them really effectively. Personally I've always dreamed of grenade launchers... in between a rocket launcher and a turret, launching grenades from a 'half a map' distance as the rest of the raiders charge towards your defenses.


#30
So I did a quick count (love that the game loads up real quick!) and I have 44 quests offered over 240 days and it is hard for me to tell if that is 'too few' or 'too many' since quests are not like events... but each quest feels like 'a lot' especially involved ones babysitting animals from hunters or looking after prisoners who I swear are always sick. These last for days and overlap with each other and positively speaking makes the 'one more day' of play aspect even more addicting but ultimately just feels very content dense.

In terms of having a quest economy there was something like that in a couple of mods... some events required an up front payment for information when it came to loot stashes or other 'all upside' things like "give me $300 and I will tell you where you can find...". I'm for this I guess, and in general I LOVE when I get non royal quests, just for the sake of variety it is nice to do stuff for my neighbors.

In terms of access to endgame content I feel like the game is a lot faster now especially since people love giving me stuff like advanced components but this is not something I'm gonna complain about... getting really nice gadgets in my first season feels weird but by the end of my first year I rarely have a broken character, just a guy who has little 'gadgets' like poison claws or an elbow blade. He can stun or blind people but he is not blowing up heads. What I had experienced in my previous playthrough when I kinda took 'every quest' was that I built up wealth faster than I built up defense with the empire enabling me but that is a classic trade off in this game, just slightly accelerated.