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Messages - mc858

#16
topic

kinda boring watching everything run itself on the fast speed....do you guys just quit and restart or keep playing late game?
#17
seriously - i hated mechs/evil ships for a while to the point that it makes me want to restart the game. They just arent fun to fight and most of the time i cant even fight them without taking huge losses....but this flu/getting sick business sucks even more- WHY ARE YOU GETTING SICK PAWN? WHY? its not too hot outside- its not too cold- you are fully clothed- WTF IS WRONG WITH YOU DAMMNIT!? And when you get sick and you lay in bed for what seems forever- You get mad and eventually break.....WHY...WHY ! Can we please have a full proof way of dealing with this that doesnt slow the game down to a crawl (in terms of pace) or isnt so random

My fave part of the game is building the first few rooms of my base and setting everything up- i swear once a few get sick or evil ships and mechs come - i always restart- they ruin the entire game for me lol (i dont use mods btw)
#18
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 04:10:23 PM
Quote from: cronicscream on September 05, 2015, 03:13:24 PM
What makes the Toxic Fallout event extra annoying is there is little you can do about it, like the Solar Flare event - at least it only lasts a day.

The Toxic Fallout event would be more interesting if you could do something to help negate it, like the Eclipse event - build a more varying power generation system (We need nuclear generator that uses uranium). So for the Toxic Fallout event, why not make it so we can create/buy a radiation suit, or research a fertilizer that makes plants more resistant to it?

RND shouldn't be the major factor in any game and having more options for those killer events helps to negate the RND effect.

wow thats an excellent idea

i think we all need to keep in mind that we have a right to complain but at the same time there is only one dev (a very talented one) and this is an alpha- so our thoughts and opinions shouldnt be considered whining- but input
#19
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 12:11:13 PM
also let me clarify for those saying this is whining and the point is to lose:

The events i mentioned (fallout,mechs,evil ships) usually occur at a time when i have 5-6 colonists and MAYBE one sniper rifle as my best weapon. Its basically game over when most of those things happen for me. I know you all can beat them- but even fighting mechs for example is tedious because all you do is position someone as far from them as possible and watch that person get hungry/pissed while he shoots for 2 days.

The events just dont feel fleshed out to be honest. Its not like disabling them makes the game a cake walk. A couple years into the game i usually have huge raids to deal with and those, i actually enjoy. The enemies are varied (use modern weapons/primitive weapons) - they rush my base (unlike evil ships that just destroy the map) - and i can use a lot of different strategies to fight them (as opposed to just one) 

I understand there is a point in the game when all you do is watch your colony run itself (on the fast speed) but that point takes a lot of gametime for me to reach. Thats when i declare mission accomplished and start a new game tbh.....i wouldnt mind all those events i hate to take place late game but i know everyone has their own tastes and wouldnt agree with me

Also- the mood penalty for me was -19 not -8 for selling prisoners. It still doesnt make sense that it would even make my colonists (who have no traits such as Compassion,etc ) upset. The guy was about to kill you- and now you are getting money for him. Why are you going berserk Mr.Pawn???
#20
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 11:58:12 AM
Quote from: Lady Wolf on September 05, 2015, 04:17:30 AM
Quote from: cronicscream on September 04, 2015, 05:09:08 PMAnyone know of anyway to remove the event Toxic Fallout?

Quote from: mc858 on September 04, 2015, 08:55:49 PM

I wish i could disable it along with mechs and evil ships....the game would be 100x better IMO


You can disable all these things rather easily if you really want to, all you need is a text editor like note pad, or win32 pad and about 15 minutes of time. (I prefer win32 pad because it's free and has an option to enable line # so you can easily reference values.)


* * * * *

To disable the toxic fallout event:

Go to the Mods/core/defs/incidentdefs folder and open the Incidents_Bad_Misc.xml

Go to line 55 <chance>0.25</chance>

Change the 0.25 to 0.00 to prevent the toxic fallout from happening. (Down a little lower in the same file are values to adjust the length of time is last and such as well if you simply wish to lessen the duration or severity.)


To lessen/remove the slavery penalty:

Using your text editor of choice just go into your mods/core/defs/thoughtdefs folder and open the Thoughts_Memories.xml

Go to line 412 <baseMoodEffect>-8</baseMoodEffect>

Change the value to -2 or what not to make the penalty less severe or 0 to sell prisoners with impunity.


To disable the mechanoid faction:

CMods/Core/Defs/FactionDefs folder and open the Factions.xml

Go to line 312     <raidCommonality>37</raidCommonality>

Change the 37 to 0 to stop the mechanoid raids.


To disable the evil psychic ship event:

Go to the Mods/core/defs/incidentdefs folder and open the Incidents_Bad_ThreatsBig.xml

Go to line 29 <chance>1.1</chance>

Change the 1.1 to 0 to turn off the psychic ship event.

* * * * *

I hope this helps you both adjust the game more to your liking, feel free to post here or pm me if you have any questions on it.  8)

thank you very much!
#21
General Discussion / Re: Toxic Fallout - Remove?
September 04, 2015, 08:55:49 PM
why would they give a damn if i sell a prisoner that minutes ago was trying to KILL EVERYONE IN MY COLONY

its like a -20 hit on their happiness.....it just doesnt make any sense and its annoying af

wish i could disable it along with mechs and evil ships....the game would be 100x better IMO
#22
General Discussion / Re: Toxic Fallout - Remove?
September 04, 2015, 08:33:18 PM
i 100% agree....mechs and toxic clouds are usually deal breakers for me too =(
or when pawns get super pissed and go berserk one by one because you sold prisoners, wtf is that about anyway. Its soooooo damn annoying
#23
.....wouldnt it be awesome if you opened up a cryotank and a colonist named FRY popped out - he used to be a pizza boy 2000 years ago but accidentally tripped into the capsule during one of his deliveries. His cooking skills would be MAXD out but all his other skills would be 0.....

yes. that would be awesome 


anyways - thanks for the clarification fellas. So just to be clear - do colonists die of old age in this game?
#24
Quote from: Jotun on August 29, 2015, 03:06:15 PM
Are you looking at the biological or chronological age?

Biological age is how old they are as people, chronological age is how long ago they were born.

They spend the difference in cryostasis.


Oooooooooooooooooh that makes sense...im an idiot. I thought the the number in parenthesis was the age they would live to before they die of old age =(
#25
I just started playing again and during the set up phase i noticed some colonists have a life span of 900+ years. needless to say i selected them as soon as i saw them

is there any lore or any reason they live so long?
#26
Everyone name the top thing you would change, add or remove from this awesome game to make it even more awesome ! N00bs feel free to join in but i want the long term players input the most! You can do one or make a suggestion for all three! Yipeee!


Add - Z levels to dig down a few levels into the world! add new monsters and such if need be

Remove - Mechanoids! lol i know im going to get hate for this but i hate them, i hate fighting them, i hate their ships, i hate the non gory way they die, i hate their weapons, i just friggin hate them

Change - Make turrets manned so you cant just build dozens of them all over the place- maybe make an alert button to have everyone man a turret during attacks

i love the new alpha! cant wait for the next one!!
#27
i see...thanks guys

is there any reason that frame on the front of the Rimworld page shows 10 ac units ? =) thanks
#28
General Discussion / How many AC units does it take?
August 26, 2015, 09:31:19 PM
New Alpha is out and that means im coming back for more! I noticed on the Rimworld front page that the dorms have like 10 AC units. So my question is how many AC units do you really need? Im most definitely not a pro at this game but i always had just one AC to regulate the temperature in my (small) bases.... Same question goes for the object that heats a room(s)

thanks for your time guys

On a side note - i hope T makes millions off this game. Its amazing...and this is kinda OT but between this game, Prison Archetect releasing, Madden 16, Metal Gear Solid, Fallout 4 and Witcher 3 - This is going to be one of the best few months ever to be a gamer =) Good job to all these Devs, especially T (i believe he works basically by himself)and the mod team that helps make Rimworld what it is!
#29
Ironman is a term for an unforgiving playstyle that ditches save scumming (which i do a lot lol)

how would you go about adding it to a game like Rimworld? I feel like it would make the game more tense and emphasize the survivalist aspect much more

I would make only one save slot for each game- if you want to save during the game you will have to overwrite your last save- and if you want to quit the game you will auto save right before

Thoughts? I think it might be kinda rough but the tense aspect of Ironman modes would make it worth it IMO
#30
wow so much hate for Gnomoria

the game is awesome guys- dont listen to the negativity !