Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Mathenaut

#646
General Discussion / Re: Ship Takeoff
October 05, 2014, 01:10:19 AM
Since 7A, those components require no small investment in plasteel.  Make sure you have enough.  If your planet doesn't have much, it may be a pain.
#647
General Discussion / Re: i dont know if i like this...
October 05, 2014, 01:08:44 AM
Hmm.  Careful what you wish for.  For instance, as I'm loathe to use the dev console and slaver ships lost interest in my growing stock of prisoners (i.e. not a single slaver ship for months, seriously), I ended up just harvesting organs and selling/using them.

If doing that is going to incur even further complications, then it pretty much guarantees that any organ harvesting will include the liver/heart.

The more of a pain it is to manage prisoners, the more they're just going to die.  Hell, the fact that they can't really feed themselves anymore means I'm not really inclined to keep many of them around to begin with.
#648
Ideas / Re: Slavery and Population Growth
October 04, 2014, 04:25:11 PM
Perhaps it's just me, but usually my issue with slaves and prisoners is that I end up having too many to take care of, and the slave trader ships are inconveniently infrequent.  Especially given the the market for them.
#649
Ideas / Food Delegation for Prisoners
October 04, 2014, 03:20:24 PM
There is a particular snag between the higher rate of captive raiders and the inability for them to feed themselves.  Pile this ontop of long dryspells inbetween slavers or exotic traders, and it becomes a bit of a drag.

Can it be switched back to letting prisoners interact with objects in their area so they can feed themselves?
#650
NPD used to be the best way to manage prisoners, as there is presently no way to manage the quality of food that you give them, and no way to manage the resource cost of holding prisoners.

Since it was removed, managing large groups of prisoners is a pain.

Would be less of an issue if traders weren't a once-in-a-blue-moon thing late game.
#651
Quote from: Mordzyloeil on October 04, 2014, 03:04:56 AM
Having discovered this game really recently, i had been wondering: " why don't you ask to be evacuated by the first spaceship they could contact/trade with ?"

Better question to ask is: "Why would they take you?"
Consider that the only ships you encounter that carry passengers are slavers.  Not sure if that is the ticket out you are looking for.

These are rimworld traders.  They have no incentive to pick you up and even less to take you where you would want to go (unless you want to end up on another rimworld).

This does open up the thought of an alternative win scenario.  Instead of building your own spaceship, you could just amass X amount of resources - enough to pay passage for your colony to where they need to go.
#652
Throwing arbitrary and gimmicky things at dwarfing won't make it any less appealing or drastically less efficient.  Worst you'll do is reward having extra turrets inside of the fortress.

Scaling down the threats places less emphasis on the max efficiency approach and actually allows other playstyles to be viable.
#653
I'm ambivalent about the new building requirements for the spaceship.

Now it's gone from waiting at the mercy of the RNG for the AI ship to additionally waiting at the mercy of the RNG for an industrial trader.  Would be nice if we could send a request for a trader.
#654
General Discussion / Re: so diseases are contagious?
October 03, 2014, 09:49:52 PM
Quote from: Aethelric on October 03, 2014, 09:40:12 PM
I think it's acceptable. The sorts of diseases in question would be inevitable. Allowing colonists to take some precautions makes sense, but I think diseases should remain a viable threat at all times, particularly in the jungle.

Not.. really.  The bulk of any disease threat is heavily mitigated by hygiene and nutrition.  The fact that there are modern medicines at hand when you drop in means that you'd sort of have to put more effort into getting those diseases, than in avoiding them.

It would be one thing if the risk of disease and infection were dependent upon access to medicine, proper medical care, quality food, and proper attire.

It isn't, though.  It's just random, which makes it senseless, not realistic.

At least allow people with high ranks in medicine to produce first aid kits or something.
#655
General Discussion / Re: so diseases are contagious?
October 03, 2014, 09:31:59 PM
I think the problem with the disease system currently is that there doesn't seem to be any rhyme or reason to it.  Doesn't not seem to be or precautions, people just randomly get sick with something completely random.

I think that there is an opportunity to better work with this.
#656
QuoteCurrently, the game gives you way too much incentive to live within as small a space as possible. Travel time is less, organizing for defense is much easier, your pawns have more conversations, it's much easier to concentrate beauty-enhancing objects, and obviously build costs scale with the size of the building. Giving more substantial bonuses for letting your colonists live in something that actually resembles, you know, a colony (instead of the interior of a submarine) could include some carrots, such as: give outdoor spaces a higher base beauty factor, give a "nice day" bonus in favorable biomes during clear weather (and perhaps a corresponding malus for not being outside on a nice day), and maybe even give random and semi-occasional buffs like "singing in the rain" that give colonists a bonus for interacting with nature.

This has made the most sense of most anything I've read here.

I think another solution would be to make fertilizer pumps increase crop yield.  That would encourage outside farming at least, and give a better utility to something I don't think sees much use otherwise.  Basically, outside needs to be made more appealing because there isn't anything that is not worth tunneling in for.

Sacrificing space and requiring heavy power draw don't mean anything if there is no appeal to having alot of space and power is easily attainable.

Scaling down the pirate zerg means that you can safely scale down energy generation.  At the very least, it makes having a massive pile of turrets impractical, whereas it's all but necessary now.  Would also help if the cost and performance of turrets were upgraded.  Made expensive, but worthwhile.  Wouldn't render them useless, and there would be fewer of them.

Basically, the scale of the threats is disproportionate to the scale of the game.  Having a mob of 20+ people trek halfway across the planet to harass some random refugees  who have nothing that the mob can't get for itself with drastically less effort kinda.. undermines the atmosphere.  Ridiculous circumstance prompts a ridiculous response.
#657
Bugs / Re: [W|0.7.581] Window focus
October 03, 2014, 03:56:36 PM
Odd.  I didn't have this issue with Alpha 6, running on Windows 8.  Having it now with Alpha 7 though.