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Messages - Col_Jessep

#31
Great story! I only went for tundra. Gotta try the ice sheet, too. Thanks!
#32
The reason nobody likes those two events is that they are just punishing you without adding anything to the gameplay. A raid or mechanoids at least give you the chance to capture weapons or new colonists. There is a risk/reward scenario.

Electrical discharge and mysterious blight events are just a f... you-card that randomly punishes you. There is no player decision involved, the player can't prevent the event by cleverness, they are not interesting, they are just punishing and frustrating. Frankly, they should to be replaced with something that is interesting. The sooner, the better.

Building battery packs and disconnecting them from the power grid or removing farm designations after planting shows that the players would like to get rid of the whole event including item if they could but in some scenarios you just have to suffer through them. Which makes it even more frustrating and annoying.



An easy way to improve the events would be to slightly change them. You might for example:
"Experience a sudden genetic mutation that turned all plants of type A into type B."
Which means all your potatoes are now cotton. This could still put you in a corner for food production but also brings new options with it: Make parkas! The event might even get as crazy as turning all your strawberries into steel bars or marble statues! 0_o

For the electrical discharge:
Instead of exploding the event should just black out part of the base. Pick a spot in the powerline, follow it until you hit something that needs power and disable it (like solar flare). Repeat until you have reached 25-33% of all power users.
This makes the player think about his power setup. You can now predict worst case scenarios and double up on critical base components or put them into different power circuits to avoid losing them all. Instead of just f...ing you over you can now actively plan to prevent the worst outcomes.
#33
Bugs / Craftsman working on 2 swords at the same time
December 15, 2014, 09:08:58 AM
So this happened:



Fistycuffs is working on two swords that show him as author. The fun part is that he randomly picks one to continue to work on. Right now he's actually working on the sword on the left. I can provide a save file if needed.

PS: I think I manually right-click-ordered Fistycuffs to make a sword and that might have caused him to start two?




While we are at it, fertilizer pumps work through walls and rock:



I guess that's not intended?




And a classic that's not a real bug but annoying:



Well done, Green Thumb! Now take down that wall again and go back to growing "herbs". Idiot! =3
#34
General Discussion / Re: Smithing is SOOOO profitable
December 15, 2014, 04:13:13 AM
I think we need a better way to assign certain workbenches or bills to their own colonist. I want to train up one crafter on stone blocks or wooden swords while my best crafter gets to make the statues and silver stuff.

I know, you can micro it already but that will become tiresome soon. If you could assign a bill to a colonist, that would be awesome!
#35
General Discussion / Re: The Murderous Marble Royal Bed
December 13, 2014, 05:56:30 PM
Quote from: Darkfirephoenix on December 13, 2014, 04:47:51 PM
JESUS CHRIST! What a soldier your colonist was!
Indeed! May her soul rest in peace live on in the backup save!

Quote from: Tynan on December 13, 2014, 05:05:27 PM
Lol, this is amusing.

All right, I've added note to myself to fix this up for Alpha 9.
Thanks!
#36
General Discussion / The Murderous Marble Royal Bed
December 13, 2014, 02:58:55 PM
In case you didn't know yet: The marble royal bed has a beauty of 99, rest efficiency of 94% and needs 1286 work units to construct as offset for the readily available material I guess. A wooden royal bed has a rest efficiency of 105%, beauty of 93 and only takes 198 work units. But it was winter and I was all out of wood... ;P

Now, I just deconstructed one of those fancy marble beds because I wanted to build a proper hospital bed in my medbay instead. The worker in question was a level 17 "revered master" in construction and it took a pretty long time to deconstruct the bed. So much time that he became "very tired" and was "starving". That's a -43 point mood debuff!

The poor guy got himself into some serious trouble over deconstructing that marble bed! I would like to request that deconstructing is either rebalanced or that our colonists take a break from deconstructing before they get themselves into trouble.

Because they will. They will kill themselves in the effort to deconstruct the bed!



I enabled construction on a lvl 3 dorf for testing. All stats are green atm.
Test begin at: March 12th, 22h.



Starvation and exhaustion have set in.



To my surprise Blue did not go berserk but kept soldiering on!



Sorry Blue, but you died for !!science!!
Time of death: April 2nd, 2am.

Yup, that's over two weeks to deconstruct a bed.  :o
#37
I'm really enjoying the new mechanic!

Until now I rarely bothered with hydroponics or cloth industry and my power usage was minimal. Embarking in an area with only two months of growing time has changed a lot. You have to plan ahead, build an entire new infrastructure to preserve your food and stay warm. Where I often had several idlers before I find everybody is busy all the time now.

Seasons and temperatures have added a lot of depth to RimWorld without adding clutter.
(I'm looking at you, Toady. Really, we needed a new profession for gelding in Dwarf Fortress? Animal caretaker not good enough?!? =D)

The only problem I ran into so far was that animals don't respawn as much as I would like. I don't think there will be a lot of high quality meals this time around.
#38
Quote from: Damien Hart on October 12, 2014, 08:51:45 AMThe only reason to transplant is for permanent old wounds.

No penalty for harvesting livestock stealing prisoners' organs until alpha 8 ;D
Thanks, in that case I'll keep one of the prisoners for training my empath and sell the other.  8)
#39
General Discussion / Re: Challenge NO TURRET Colony
October 12, 2014, 08:44:41 AM
I used to play without turrets but that seems like a bad choice after mechanoids and the new wound system was introduced. Especially the M24 makes it extremely dangerous to send colonists to defend.

I wish we had some traps and fortifications. Snake or boomrat pits would be hilarious. Camouflaged fortifications, flame throwers, spike traps, tear gas, flash bangs...
#40
Can you transplant a heart or a liver to an injured colonist or are those types of injury deadly anyway?
I have two prisoners who I don't want for my colony. One is a nervous wreck and the other one has almost everything disabled. I removed a lung and a kidney each already and now I have to decide if I sell them to a slaver or harvest a liver or heart. Selling them will have a negative emotional impact on my colonists, what about chopping them up for parts?
#41
Thanks for this mod!
I always make my own embark profiles for DF and now I can do it on RW, too. It's awesome that you can select rare traits, adds so much to the game. =3
#42
I started playing Dwarf Fortress again recently, dove really into it. I really like how the last updates reminds me of DF. The world generation, the health system, character traits, gear, weapons, the labor tab, moods, hunting, wood industry... I can see a lot of parallels. Now you are starting to implement different resource materials with their own stats. Kudos! That is a big thing to add and I take it from earlier posts that it wasn't something you had originally planned. I love it!

One thing I feel is missing still in RW though: Exploration. Sure, you can dig into the side of a mountain and find metal ore, steam vents and open areas but those mountains are not very large and some maps don't have any. The DF solution is 100 levels of FUN with candy and clowns buried deep under the earth. You explained well why you don't want more than one z-level and I agree. It's not worth the immense development time and it will make it hard to control your colony efficiently.

I remember talk of raiding other bases. That sounded interesting but also includes more fighting. I would like something like an exploration "minigame" which adds an uncertainty factor. You could find treasure, ores or something really nasty like a group of buried mechanoids; maybe both. Buried treasure could be in old mineshafts, tombs, research stations, military bases and what not.

In order to explore those areas you would select a few colonist and send them to a map border, load a new area of the world map and they would be able to explore it. And why not give them a nice vehicle to bring some stuff back:



Maybe it's just a quick hunting trip, some mining, tree chopping... but maybe they find the entry to an underground bunker or research facility!

Load a new map, this time it's underground (all mountain) with hallways, rooms, storage, old machinery. The away team might even be able to restore some power or set up a quick camp with some sleeping spots and survival meals. They would break down doors, clear cave-ins, melt their way through walls and drag all valuables back to the mule vehicle.

They might also find a nasty AI trying to kill them, a leaking reactor, unstable fuel tanks, "sleeping" mechanoids, a forgotten colonist in a sleeper pod, a dragon on his hoard of gold and silver... Wait, what! Well, maybe a really large and dangerous lizard...=3

I know it's a tall order but it would be doable I think. The community could help with making interesting blueprints for bases and facilities. I can think of two things that need to be resolved:
You need some sort of fog of war and your real base is frozen in time while you are exploring.

I basically just want to know if you like the idea and if it is feasible.
#43
General Discussion / Re: Free stuff from visitors!
August 24, 2014, 07:28:16 AM
Lol, I love it! I think they should probably try to free themselves when they begin to starve but otherwise this needs to stay imo. However, if somebody escapes and gets back to his town...
#44
Ty, can you make bones a crafting material please? That skull throne needs to happen! xD
#45
Ideas / Re: 4th Survivor
August 24, 2014, 07:04:43 AM
Quote from: RawCode on August 24, 2014, 12:24:40 AM
it will be nice to spawn 4-5 colonists but 1-2 should be severely wounded right from the beginning and player should decide - try to save them or let them die.

it will be logical since colonists are crash landing.
That is a fantastic idea! You pick your 3 colonists but the game adds 2 random ones. They should be at least be capable of some light work though. (Not blind or legs missing.)