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Messages - Negocromn

#121
Quote from: Mikhail Reign on April 10, 2016, 05:21:08 PM
Quote from: Klitri on April 10, 2016, 03:15:39 PM
Actually, the way the system works now is perfect. Not many people are "cool" with hanging out with the disfigured dude, Rimworld realistically simulates whether or not people can look past that difference, as many people can't for some reason.

Wait, what? Who gives a shit if someones got a scar? My dad has a nose that has been broken more times then you can count, been half scalped which left a scar along his hair line (sheat of iron blew off a roof he was working on and caught him in the head), crushed fingers, a star picket go through his knee - the list goes on - and I don't think anyone has ever not spoken to him because of any of that because he is a nice person.

You telling me you wouldn't talk to a firey because they have some burns?

I (and I hope most people) couldn't really give a shit what someone looks like, especially if it was a wound they sustained helping others, which when you get down to it, is how every wound in Rimworld comes about.

calm down man, as far as current RW mechanics go, the disfigured debuff works perfectly
#122
the new music was I believe the first thing I noticed when started playing the new versions, it's pretty awesome, glad you made this thread because otherwise I would've forgotten to note it myself

great work alistair
#123
Quote from: sadpickle on April 10, 2016, 01:56:26 PM
The colonist bar thing at the top from the interface is just... yeah. Why is this not in the core game? It's small, yet has enormous impact.

Everything else, I'd say no. They're excellent mods but I do believe they run contrary to the spirit of what Tynan wants for the game. There's nothing to be gained by integrating them.

There are a number of other small changes on EdBs interface, besides the colonist bar, that are also really helpful and go a long way in making gameplay more enjoyable.

Also, as Limdood pointed out, Prepare Carefully is completely optional, you could still play the same way you play now if this was added to the game. And tbh I'm a big fan of ramdomness too, I never even considered using PC until the latest alphas where you simply have almost no chance of a functional random start anymore, it's easier to just adjust a couple things in PC than to randomize colonist 100 times.
#124
It is a shame this was moved to suggestions and will have way less votes and comments now, integration of some sort of EdBs stuff is probably one of the most popular ideas among the playerbase right now.
#125
General Discussion / Re: Pets and hunting
April 10, 2016, 02:56:02 AM
in the Animals tab you can set the areas your animals are allowed to be
#126
Integrated as they are, partially or even conceptually.
#127
haha

well, the first time I had a social fight both of my colonist had plasteel longswords equipped and I didn't pause or anything, went to check on them like almost 10 seconds later and they had their swords out in the animations beating each other, my heart stopped for a moment, thought I'd have a new cripple and a new dead body

they were just beating each other with their fists tho, so all good and no scars too
#128
Quote from: Negocromn on April 05, 2016, 10:33:18 AM
Updated the OP with an actual suggestion.

Numbers are a bit arbitrary since there's no easy way to test combat in RW, but I'd say they are reasonable.

bump
#129
well, that's why I said special snowflake characters, because they have some mind numbing disadvantages that prevent them from doing basic things to survive in life or death situations

and I agree with you on everything else, perfectly put
#130
literally the only mod I -have- to use
#131
Quote from: Kent Lang on April 08, 2016, 06:28:52 PM
Yeah I'm attaching a image to this thread. Just take a look at this colonist I just got. Vatgrown soldier background means that they wont do medicine... he was grown in a lab to be a killing machine... so he got a job as a nurse as an adult... of course right? This is an example where the backstories null eachother. He is supposed to be good at shooting stuff, and good at fixing bandages but the backstories disables him from doing both these jobs... so he's just a near useless colonist. Sure he's decent with animals but at the cost of doctoring, defending the colony and wardening. I love the backstories but those are some hefty costs for backstories that contradict eachother and honestly makes no sense.

If he can't do doctoring. Why would he do something that requires doctoring inbetween the colony and now? I can understand that if he was born to kill later events in life could change how he would behave.

I would mod this myself but for some reason I can't find the data file. This just seems incredibly silly and it happens way too often.

haha, the vatgrown soldier male nurse was killer

and yeah, the background inconsistency or even the straight nullifying of it happens all the time, I wonder if the system is completely random or almost completely random... and I think there are way too many special snowflake backgrounds now, every other background seems to have some incapables and so on
#132
Look ma, no hands!



Not sure if I'm going to save or not... might keep you around with no hands and no bionics just because.
#133
Bugs / Re: Melee attack speeds are all the same.
April 08, 2016, 02:04:58 PM
Wow, it kinda felt like that sometimes, now that I think about it.

I guess melee will be even more worthless after this is fixed tho.
#134
I was thinking the same thing as the OP haha. These posts convinced me tho, the whole situation sounds reasonable now I guess.

Quote from: JonoRig on April 08, 2016, 05:53:04 AM
I always liked to assume it was a large ship and that my three landed in the area I choose, but survivors are scattered all over the planet, some join the pirates or other towns for safety or by force, and tribals are people who crashed in the past.

Also, as they technically aren't meant to be colonising thay planet, I also like to assume it's some kind of space Bermuda triangle, or swarming with those mechanoids, bringing all the these ships down without mercy.... 

But thats just me

Quote from: RawCode on April 08, 2016, 06:26:14 AM
watch this film http://www.imdb.com/title/tt1188729/

ark type spaceship crashed on orbit, escape pods still raining from sky and will rain for ages, some colonists escaped now, other escaped years before, some will escape years later.

Quote from: falconbunker on April 08, 2016, 10:54:10 AM
I'd like to think that maybe the starship that you were in was first diverted off course by some stellar event, like asteroids, which damaged the ships AI and forced it way off course, it then enters orbit of the crash planet and then sections of it catastrophically fail. These sections wouldn't fail at the same time, maybe even have hundreds of years between each failure, allowing the colonies and tribes that we encounter on the planet to actually be there


#135
I feel exactly the same about the current state of your first colonists draw, you pretty much can't play random anymore. I even wrote a post recently in another thread telling almost the same things.

Quote from: Negocromn on April 07, 2016, 12:13:25 PM
In the first alphas I used to always accept the first 3 colonists, I would only look at them in game, sometimes you would get a noble (arguably even a good thing) and that's it. Now it's the other way around, you need to be very lucky to start randomly with one or two colonists that can actually work or fight, as there are so many possibilities of pawn fuck ups now that your pawns are bound to have some of them.

And the game isn't even harder for the most part when you start with incapable colonists, because threats are calculated to your wealth level which is going to be low, it's just really, really slow and boring because nothing gets done.


I don't think I agree with your suggestion of rebalancing costs tho, I think you should still have a chance of having bad starts or even horrible starts, they just need to be much less prevalent.