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Messages - Rahjital

#361
Stories / Re: Succession Game Thread V1.1
August 16, 2014, 03:21:19 PM
Story of my turn: Colony Giha, load... Wait, why did the screen turned into rainbow vomit? What is happeni- Oooh, I forgot to create the world first! *facedesk* Perhaps posting instructions

And just to make sure, posting the stories here in this topic instead of an imgur album is fine, right? I'd rather use imgur only for the pictures. You know what, don't mind this. Imgur album is actually a pretty good format for this (as your own story shows) and it will be better if we stuck to doing things the same way.

Quote from: milon on August 16, 2014, 09:51:44 AM
Personally I don't like the "no reading ahead" rule. I'm thinking about this from a story telling point of view. IMO, the story flows much better when you can build on what the previous players have written. That way you can have running jokes, common themes, stronger character development, etc.

That's a very good point. I suppose that there's no way to have both... although there's a compromise of playing out your Rimworld turn, reading others' stories and only then writing and roleplaying yourself. Doesn't allow roleplaying directly while playing, but the quality shouldn't suffer too much from that. The worst problem would be that the 20th or so player would have way too much to read.

Quote from: theapolaustic1 on August 16, 2014, 01:39:59 PMWell, how's this for a compromise: If the previous colony leader is alive at the end of their "reign", then you can read because "in character" the guy is there to explain to you what he's been doing, if they die, then it's up to you to fit together the pieces of what's been going on. Reading the other peoples' stories is obviously fine, just hold off on the person directly ahead of you until you've confirmed they live through it.

Also makes it even more important to keep your leader alive throughout, because not only are you ending your turn early if he dies, but you might be screwing over the colony if the next person's going in blind.

That doesn't sound like a bad idea either, I'll follow this and we'll see how it turns out. Maybe making a separate "blind" succesion game in the future is a better idea.

I'm ready for my turn, by the way, though I think I'll wait till tommorow so that I won't screw up too much. Although a sleep deprived play could be a lot of fun too... especially for those playing after me ;D
#362
He isn't even a colonist. I imagine he thought something like "Cai throw stick, save woman, colony happy, Cai's chief happy!" *CRACK* "Cai hide behind corner, Cai not there..."
#363
Everyone is complaining about the unfairness of the system and here you want the colonists to start with more serious wounds? I like that mindset :D

Really, though, getting shot in the finger isn't as rare as it might look like (both in Rimworld and in reality), especially if you are unlucky and get struck by a glancing bullet.
#364
General Discussion / Re: Making medicine?
August 16, 2014, 01:27:59 PM
Quote from: putsam on August 16, 2014, 12:37:00 PM
I have a strategy where I have a normal farm for potatoes and a half size farm for berries because berries sell for twice as much but take the same amount of time to make

Berry trading is out, unfortunately. It was replaced by survival meals.
#365
General Discussion / Re: Help a guy out
August 16, 2014, 07:52:05 AM
I see this is more as "Please help me improve my gameplay". Ultimately it depends on the mods or Tynan himself, I suppose.

As to actually give some help: You have very little food at all times. There's little need to hunt or expand your base when you can barely cook a single simple meal! Don't assign the colonists any work until you have at least several hundred potatoes in your storage. Also, try to cook simple meals instead of using the Nutrient Paste Dispensers, they are cheaper and don't give colonists unhappy thoughts.

You might also want to redo the battery building. It's created from wood and has many batteries next to each other. If a raider manages to set the outer wall on fire, it might spread to the batteries and cause a chain reaction.
#366
Stories / Re: Succession Game Thread V1.1
August 16, 2014, 07:34:15 AM
Good to hear things are beginning! I was getting a bit afraid something nasty happened to your free time. I see I am the second in schedule, so I should better get ready. Feel free to say something once you are done!

I would also like to (re-)propose a rule before the game really begins:

Quote from: Rahjital on August 02, 2014, 05:00:14 AM
I would also like to propose another rule: Don't look at the previous players' turns until you are finished with your own. Part of the fun in the various DF successions is the "What the hell does lever even do?" situations, and while there are unfortunately no levers and magma channels in Rimworld, I still feel there could be a lot of fun to have with situations for which you can't make any plans in advance.


Edit:

Quote from: theapolaustic1 on August 16, 2014, 07:22:43 AM
As an FYI, A6 seems to have a bug in it that messed with the priorities for eating. Initial attempt at a colony just died out because someone decided she'd rather starve to death trying to heal the wounded rather than, y'know, shove a potato down her gullet before getting back to work.

Rerolled and trying again, thus the delay on my first post. The new health/injuries system is pretty fucking brutal, as a forewarning.

Yeah, Doctoring has a greater priority than eating, much like Firefighting. Sometimes you don't want your doctor to run off from saving the wounded from bleeding to death, but at other times, you might want to turn the Doctoring job off in order to let the doctor take care of themselves.

The new wound system has pawns go down much quicker than before, but fortunately it applies to raiders as well. Cutting down half of the enemies before they even reach cover is nothing extraordinary now.
#367
That's actually 67 squirrels at the very least, since some of them already died or aren't selected. It's a problem with melee combat in general - raids would be a lot more deadly if the enemies just swarmed you in melee instead of trying to shoot you. Very likely to change in future releases, I think.

Still, balance-related issues are not bugs, though. I think it would be better to post those to Suggestions ;)
#368
Ideas / Re: Training Comes at a Cost
August 16, 2014, 07:21:29 AM
That's a good point; you can also simply build an extra sleeping spot and have the colonist shoot at that. Ther shooting skill will improve slower because they aren't shooting at a live target, but on the other hand, they won't need to run back and forth to drag the dead animals to stockpiles.
#369
Ideas / Re: Training Comes at a Cost
August 16, 2014, 07:10:16 AM
I'm not sure if having to pay for training like that would be useful at all. You can currently train shooting skill by hunting, which is fairly fast if you equip the hunter with a pistol and also produces meat needed for fine meals while being absolutely free. Melee can be trained in a similar way on incapacitated animals and raiders who you don't want to capture (due to missing a leg or similar serious wounds).

I would love seeing shooting/melee targets and possibly dummies for doctor practice and such, but apart from the initial cost, it should be free. Training already needs a hefty amount of time that could be spent being productive.
#370
General Discussion / Re: Help a guy out
August 16, 2014, 05:44:16 AM
Why? It's about Rimworld and giving hints to somebody not used to Alpha 6 and the changes it brought. Very good fit for this section in my opinion.

The videos are way too long to watch them all, but a few peeks here and there on the latest video will be enough, hopefully.
#371
General Discussion / Re: Alpha 6
August 15, 2014, 06:30:48 PM
Quote from: user553 on August 15, 2014, 07:46:01 AM
There is more: in DF, a soldier is able to get big kill list only because a good set of armor and high blocking/evading skills save him from most (if not all) incoming damage.

This is not applicable for game which has firearms and explosive mortar rounds.
You can't block bullet, can't evade bullet, and armor does not protect limbs. You can't outrun mortar round.

Sooner or later colonist that regularly participates in firefights will be crippled, it's completely random event, there is nothing a player can do here.

I fail to see how that is so different in Rimworld. In DF, you can get a lucky hit in the face even for fully armoured dwarves which usually results in death or permanent wounds, and if the invaders bring good blunt weapons, even steel armor might as well be paper tissue. Yes, dodging and blocking skills do help a lot, but in the end your legendary champion is likely to die of lucky strike just as well.

As you said, Rimworld is a game with firearms, which naturally makes for very different fights. You cannot dodge a bullet, but you can take cover and you can flank your enemy to deprive them of cover while staying concealed yourself. Yes, your colonist can get brained when a raider gets lucky, but you can reduce the chance of it happening (either through building an elaborate killbox or by employing tactics). Same thing as in DF, just with different execution.

Also don't forget that Alpha 6 is just an early iteration of the health system and it will get expanded and balanced in the coming updates. Based on the current feedback, it seems likely that pawns will become less durable but total loss of limbs will not happen as often.
#372
General Discussion / Re: Mud?
August 15, 2014, 05:14:01 PM
Doesn't work on water? Ah, that's a shame, that means it's impossible to build seaside colonies without being open towards the sea... although I guess it would be rather easy to abuse to build floating fortresses.
#373
Off-Topic / Re: Dumbest thing you've ever heard?
August 15, 2014, 05:09:47 PM
Quote from: vagineer1 on August 15, 2014, 10:16:21 AM
The dumbest thing I have ever seen (Pardon my language here) is those tossers who spam: Darude - Sandstorm in the comment section of YouTube. I find it utterly stupid and a hell of lot more annoying than the old "Arrow in the Knee" Skit.

Don't ever go to Reddit. If you ever ask "What ______ is this?" (replace underscores with anything from music to Australian rodents) you'll get 99 "Darude - Sandstorm" replies and the one person actually replying correctly will be so downvoted you will never see their comment anyway.
#374
General Discussion / Re: Love the new combat system
August 15, 2014, 04:58:33 PM
Oh HatesYourFace, if there are any quotes you should not paraphrase it's Churchill's ones :D

Quote from: DeltaTango on August 15, 2014, 04:27:06 PMHmmm if it's a scratch just bandages will do, but a gun shot? You need at least something to take the bullet out and a slightly steralized equipment for that because in that kind of evironment with no plumbing, no sewers, that's an infection waiting to happen.

Yeah, that's how it should be, but unfortunately not like it is now when colonist don't even require treatment with half a dozen gunshots. With some luck, it will be like that in Alpha 7 though.

#375
General Discussion / Re: Love the new combat system
August 15, 2014, 04:11:04 PM
Quote from: DeltaTango on August 15, 2014, 03:57:25 PMA shot in the heart is not always a instakill but with that kind of injuries, you have to be wolverine to survive

Or a colonist in Rimworld. :D

Really, though, as long as you aren't hit in the brain or eyes, you don't even need medkits, just let the doctor stop the bleeding and it's all fine. The chance of wounds going old is 1 in 200, which is very very rare.