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Messages - linkxsc

#16
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 04:50:50 PM
Aha but here we have a problem. Since there is currently no other goal in the game but to try and survive as long as possible, thats what every player is going to be comparing their experiences against.

Also the CoD analogy is lulzy. The goal is to get the most kills with the feqest deaths. If not for that why are there campers everywhere?

Thing is its just like dwarf fortress. Df has no defuned goal, just to survive. Both games steadily ramp up difficulty as time goes on. But it reaches a point in df where your easily too powerful to be taken out. This game on the other hand forces death upon you so you have to go and start a new colony. Yes i guess there is a degree of fun in the building of a colony (or df fort) but there is some enjoyment also out of watching something you spent hours making, run and survive.

Yeah we could all play phoebe friendly, but theres never raiders in that. In df as long as theres gobbos theres always seiges to give you something to do while managing your successful fort. It comes down to the player deciding then how hard they want their survival to be, not the game.
#17
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 02:03:42 PM
^ sry not quoting my phone hates it.

I havent been retarding my economy. At all times i have money onhand to buy about anything id need. And all of my colonists have m24s or r4s or other higher end weapons. I just dont build excessive bases because it gets you roflstomped.


On a side note. How exactly will the ship work out. Have to research the parts and build it section by section? Also will the day 100 difficulty jump still happen when we have a winning goal?

All in all the difficulty isnt bad. And in some cases (keeping your colony poor to force raider numbers down) downright easy. Its just around d100 when raider groups start doubling in size and coming daily, that it starts getting hard.
#18
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 12:36:46 PM
Sp with some !!science!! Ive been working a couple forts with the express purpose of keeping my value low. 7 colonists on day 60 or so. Total value owned is only ~5000 this is done by building small rooms. Using single doors to access multiple rooms. I havent been massively stockpiling food and mats and dont have a ton of batteries.

So far im on my 4th raid and theyre still only sending 2 raiders (as opposed to other colonies which were seeing 5 and 6 raiders by now)
Just curious if anyone else has played a... poorer colony out for 100 or more days and experience low raider amounts. Its only in my colonies when i start putting down mass carpeting and expanding everyones rooms that i start seeing jumps in raider numbers
#19
^ Yeah if anything i must point out how great this game ran right out of the gate. Ofcourse there are bugs but unlike some devs. Ty has gotten a lot of the game breaking ones out of the way pretty fast. (If you dl the prototype pack and run the 2 eclipse worlds you can see the real early installments of the gsme which had some pretty broken ai)
#20
id be for it
#21
General Discussion / Re: Vegetarians
June 09, 2014, 04:06:02 PM
Quote from: Amaror on June 09, 2014, 02:49:36 PM
None of you actually read my post, didn't you?
I am not asking tynan to implement vegetarians. I am just a bit angry about the fact that fine meals and above in rimworld have to have meat in them. That's it.

and you didnt read my post about how this stuff is only at a placeholder level right now.
and really is it something to get all bent out of shape about just pop over to the modding from and ask someone to do a quick mod for you. shouldnt take then too long for something so simple.



besides as a side not i could be upset that fine and lavish meals require veggies. what if i wanted my colony to be wanderers who hunt the local wildlife for all their food. but im not.
#22
General Discussion / Re: Vegetarians
June 09, 2014, 01:54:34 PM
the games not even out yet and right now many systems are basically placeholders. Hell u lucky if you can even get fine meals cause after 100 days of a person turning out food i still dont ave the skill for them.

im sure in the future things like characters beong vegetarian or vegan may be a thing and perhaps theyll get negative thoughts from eating meat (but they will if say theyre starving)
#23
perhaps after getting off the world in your ship. the game loads up and starts playing like that ship game he has in the prototype pack. perhaps when you die in the ship game your crew could get dropped on a world and start a new colony
#24
i just kinda wish high shooting skill (above 10) started to give a rof bonus on top of accuracy.
#25
General Discussion / Re: Alpha4f difficulty
June 09, 2014, 02:22:22 AM
well my base is at day 115 or116  just barely over 15000 total value. with 8 colonists. now here come the raids. Im getting 1 about every week or 3 days now. usually including about 20 raiders. i have 4 m24s 2 r4s an m16 and a minigun(is this thing really worth it. seems to just miss a lot).

that or im attacked by 2 centepedes at a time. i think ive killed 8 of them so far. the current raids wouldnt be a problem if every 1 of them didnt drop straight into my base and start attacking. no colonist losses yet. basically the only way i can compete is by cheezing with the numerous doorways around my base.

( when they come. everyone runs inside. m24s go to the back out the door and look around the corner. and the 4 close rangers mob up on a door where i can get a shot at only 1 or 2 raiders. wipe them and bring them back inside. rinse and repeat )
#26
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 08:27:20 PM
not a difficulty problem but a minor bug. so i went to by an uzi off a combat supplier. and as luck would have it the pod dropped precisely on a pistol that was lying on the ground. the uzi basically doesnt exist and theres just a pistol sitting there
#27
General Discussion / Re: Alpha4f difficulty
June 08, 2014, 01:57:23 PM
On day 45. Its not going so bad so far. I rushed an early large farming area (which also happens to be exactly where my orbital beacon is. Hauling is for chumps =)  so early on I had some money to work with. At 6 colonists now 1 fulltime farmer 1 chef/stonecrafter (mostly chef) 1 miner and 2 hunters. I had a psyotic wave of squirrels but only got attacked by like 10 of them which werent so hard with my hunters high shooting skills(1 r4 and 1 lee enfield)

I wonder. Does wiping the map of most creatures force them to come in a lower number when they attack?

On another sidenote. Will we eventually get the ability to sell meat and meals. Kinda annoying that the only reliable form of income is farming. And trade is you only reliable source of weapons.
#28
General Discussion / Re: Tynanpls
June 07, 2014, 12:17:11 AM
Quote from: Untrustedlife on June 06, 2014, 11:19:10 PM
You are able to call them to help you during raids....

I hope eventually you could just trade with them.... (I like diplomacy)

Aha I did know that. Now theres an actual point then... good.
#29
General Discussion / Re: What is a Pila?
June 07, 2014, 12:13:33 AM
Quote from: nilloc93 on June 06, 2014, 08:31:24 PM
A gladius was not a short sword.....

Hmmm well they were usually between 1.5 and 2ft long (and quite thick relative to later longswords) thing is most people generally start at longsword in their minds and anything shorter than about 3ft becomes a shortsword. A broadsword would probably be a better term for most roman swords
#30
General Discussion / Re: Tynanpls
June 06, 2014, 10:59:13 PM
Quote from: Tynan on June 06, 2014, 10:43:02 PM
I think I broke his balance somewhat for Alpha 4. Sorry guys :(

If anything the most broken thing is the pila. Dang. Get even chill classic and you pull aggro on a group of tribals with these things and you might aswell restart



But just a though. Say 1 played well and got lots of money. I kniw you can buy "loyalty" from factions. Is there no way to turn everyone to some extent friendly? Also. What do you gain by being on good terms. It just seems that they send a group of people to you town periodically to mill around and leave in a day or 2.