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Messages - Tynan

#211
Not a bug; I've added it to the modders requests list for consideration. Thanks.
#212
Are you sure all the raids were from the quest?

Random raids can happen during a quest.

You can tell because only the quest letters link to the quest.
#213
As intended. Thanks.
#214
It's fine, applying the techprint is just symbolic.
#215
Bugs / Re: Wild Woman and Man Bugs
March 07, 2020, 03:46:32 AM
We're going to look into this, though it's not really urgent.
#216
Today's update includes some changes very relevant to the discussion.

https://steamcommunity.com/games/294100/partnerevents/view/1706240323220949451

Expect ongoing adjustments to the clusters; it's a new concept so it'll need multiple tuning and redesign cycles to really bed in.

#217
Hey guys, so a few things:

1 - I appreciate the feedback. I'm here to make you guys happy so anything you say will be thoughtfully considered. Absorbing and processing feedback is basically what I do all day (across many different feedback channels, forums, subreddit, discord channels, twitch streams and youtube videos, media reviews, Steam reviews, and trusted friends and testers).

2 - Clusters were extensively tested but people have different skills and playstyles so I'm still adjusting them going forward (as you can see from the patch notes). It also is clearly an adjustment from the old turtling gameplay, which is understandable but was the goal all along. Adding variety and new strategies to the game is good, and a great way to do that is to give the player the initiative instead of always putting him in a reactive role.

3 - RimWorld is not a skill test. Just because you play skillfully doesn't mean you'll never lose anything - at least at high difficulty. It's not made to proportionally reward skill. It's got an element of skill but it's not a skill measuring game. Most games are about measuring and rewarding skill, where for RimWorld this is not the central goal of the design.

A story where nobody ever loses anything is not a good story. As a storytelling game, RimWorld is designed to create temporary losses. Note that this is different from a full colony wipe - with skill and forward planning, full wipes should always be avoidable (this doesn't mean any situation is recoverable, but it means that it could have been feasibly prevented). But that doesn't mean you'll never lose any particular resource at any moment.

4 - Expanding on the above: There is a difference between losing a resource (like a pawn or a turret) and losing overall. If you play StarCraft, you expect to lose some marines and tanks. It's part of the game, and expected, even if you're skilled, as long as the game isn't impossible to win overall. RimWorld at high difficulties is similar. You should expect to lose people, get knocked down, and have to recover. Expect to lose half your base or even see the man in black. Recovering is part of the challenge. You can always win the game; it doesn't mean you'll always be gaining and never lose a single person, weapon, resource, emplacement, or battle at any moment. Pawns are a resource to be spent.

5 - I expect Merciless is now harder than it used to be. I consider this a good thing since it was way too easy before. Wider difficulty range is a better game design, since it supports people who really want a true challenge that most people genuinely cannot defeat; while others can just go down to the difficulties that aren't in red text and don't require a special menu interaction to unlock. (Though note that having such a challenge means most people won't be able to beat it.)
#218
RimWorld doesn't attempt to support any kind of batch or headless mode. So this isn't a bug report, but a request for a feature that will aid mod development. I'll add it to the modders requests doc:

https://docs.google.com/document/d/1WuoJRYUTxb0hbFncG0DFRaablGUoALZu5Wr6p3t22k0/edit
#219
Will check thanks!
#220
Support / Re: Rimworld is allergic to its own DLC
March 06, 2020, 09:08:46 PM
Hi john,

That log file is from RimWorld alpha 18; circa 2017. Do you have an updated log file?

The game isn't seeing the mods as active; it's just reading the metadata on startup so it can show you their names, descriptions, authors, etc. It seems you have a huge number of incompatible mods installed and you could probably fix your issues by clearing the mod list entirely and starting over.
#221
Will investigate, thanks.
#222
Awesome report and thanks. Will fix!
#223
Bugs / Re: [1.1.2563]translation can't work
March 06, 2020, 07:33:17 PM
Thanks Ragnar-F, we'll take a look.
#224
Issue comes from the old scenario.

"Edit the file, and near the bottom you will see <stuff>MuffaloWool</stuff>, replace that with <stuff>WoolMuffalo</stuff>"

But - it shouldn't break the UI; this should be handled more gracefully.
#225
Can you give some specific concrete steps to reproduce the issue?