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Messages - Dr. Z

#601
General Discussion / Re: RimWorld change log
June 09, 2014, 12:37:38 PM
QuoteAdded (but did not use) basic biome support for plants.

What is an biome?
#602
Since A4F removed the difference between logs nad planks, could you make a seperate mod which adds it back again as it did in A3?
#603
General Discussion / Re: POLL: Alpha4e difficulty
June 06, 2014, 07:33:31 AM
Quote from: SSS on June 05, 2014, 10:37:40 PM
Quote from: Tynan on June 05, 2014, 10:24:14 AM
Quote from: sparda666 on June 05, 2014, 10:10:31 AM
Quote from: Tynan on June 05, 2014, 08:37:37 AM
Turrets also don't increase raid difficulty (at least, not any more than walls, stockpiles, beds, or anything else that adds to your wealth).
This would imply that building a base inside a rock wall (i.e. using the cave walls instead of building walls) would artificially deflate your wealth?

That's true. Interesting point.

Perhaps rock walls could be considered very ugly by colonists to compensate.

Even barring that, there seem to be too many advantages in cave dwelling. Single entry point. No drop-in raiders. Raiders won't attack rock walls. You can even expand to the edges of the map through a cave. It's rather OP compared to dwelling out in the open.

Of course tunneling is better then building in the open because it's smarter than building in the open. There are just things in this world which are better then other things.
#604
General Discussion / Re: Merging logs and planks
June 05, 2014, 04:35:16 PM
Quote from: Austupaio on June 05, 2014, 04:21:30 PM
I'd say that you'd need to decide how Metal as a resource should work in the game, and then base this choice off of that.

Metal could be devided in iron and steel, similar to logs and planks. And to build high tech buildings like solar panels you would need to craft something that may be referred to as "premium materials" or something like that, which need both iron and steel (still not very realistic but it goes in the right direction). For the setting of some stranded survivors solar pannels could only made realistic if they're either removed or very very very high tier late-game stuff, but they are not that usefull to justify that, so it's a bit of a pickle.
#605
Dude you just created the SUN of RimWorld!
#606
General Discussion / Re: Merging logs and planks
June 05, 2014, 01:52:29 PM
So if I'm understanding this material system right, one possibility would be to have only the option "bed" in the construction menu, and when you select it a drop down menu opens wich lets you choose the resource you want to use alongside with the effects it's gonna have. You could also select a favourite resource, e.g. metal, and when you just click on the icon you build a metal bed, but if you want to use another resource you just can select it in the menu.

In my opinion this would add a nice and expandable complexity to the game while perventing the construction menu from being overcrowded with thousends different bed and chair types.

Besides, the thing RimWorld needs the most right now is content, things you have to do, and I don't mean fighting larger and larger raids and building larger and larger bases. I often left my colonys after 120 days ore something like that because the only thing to do is unnecessary expansion or larger raids which is boring (mods are excluded in this statement). So decreasing the number of resources and options you have would be deffinitly the wrong way. There should rather be a way to tell the new players that there are resources which exist but they don't need them right from the start so the material system sounds very good to me.
#607
General Discussion / Re: Research table
June 05, 2014, 04:20:31 AM
It's both under Misc.
#608
General Discussion / Re: Merging logs and planks
June 05, 2014, 03:42:37 AM
Wasn't there a poll here?
#609
General Discussion / What is a Pila?
June 04, 2014, 05:23:15 PM
Google only showed me pictures of batteries and men in underwear -.-
But I'm referring to the new tribe weapon, so could someone please enlight me?
#610
General Discussion / Re: Merging logs and planks
June 04, 2014, 05:16:10 PM
Totally agree with Jotun, Metal is still to common. I like the idea of much different wood-types. Imagine yourself in this situation: You wouldn't use the metal in buildings but in things that need electricity, your houses wood be made of wood and building an entire base from metal would consume an absurde high amount of, so that would be very rare seen because nearly impossible.
#611
Most time I played Randy Random. Since the game is optimized I use medium mapsize.
When choosing my first colonists I serch for one good miner, one farmer and one crafter ("good" means 9+ at that skill) and the impotant thing: NO ONE INCAPABLE OF FIREFIGHTING!

Right from the start I search for an area next to a large mountain with a steam geisyr nearby and quickly build a room with the following inside:
Nutriend Paste Dispenser
Sleeping Spots
Lamp
Batterie

Outside I build 1 or 2 solar generators, growing zones and since Alpha 4 a sawmill.

I try to build as much as possible inside the mountain and get a defense up and running with as few above-ground buildings as possible to defense effectively. I also start digging out an emergency exit through the mountain to a far away placce on the map and build a panic room for my colonists to hide, then I seal the route with walls to prevent the raiders from using it.

I don't like the killbox design of many bases posted here. I use sandbag formations and turrets to have good old movie-style shootouts. I like that personal component.
#612
General Discussion / Re: Merging logs and planks
June 04, 2014, 02:18:54 PM
Don't merge them. This game is about surviving and it's a surviving SIMULATION. You may balance the amount of time used to produce planks or the amount of planks produced from logs but don't merge them. In my opinion this game is not ment to be easy so the more difficulty it has the better it gets. I think meging them would be kind of against the concept of the game. Although some poelple may moan about it but i think they should rather face the challenge.

Edit: I just read b0wd3n's answer and I totally agree with it.
#613
General Discussion / Re: Building Difficulty
June 04, 2014, 02:09:08 PM
Quote from: Garen on June 04, 2014, 01:57:05 PM
Quote from: Tynan on June 04, 2014, 11:26:53 AM
Indeed, I was afraid of this. Adding more ways to build also makes it harder to build. I'll probably merge logs and planks for A5 just to simplify things.

What i would suggest is to have a version of the log wall that can use electricity, but requires 2 metal and maybe some extra logs as well.
it means players dont need to immediately rely on sawmills to have decent housing, but to have Safe and more cost efficient housing.

Life is hard. It should be even longer till you can build walls that transmit power. This should be something to achieve and not to have availible right away.
#614
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 02:02:07 PM
I find it rather hard to decide what is "normal" for cassandra. Is 17 raiders at day 48 with adv weapons still "challange" or already "something crazy" and when it's "really hard"? I played this game a lot bt most times on Randy Random so I havn't real references what it should be.
#615
General Discussion / Re: Building Difficulty
June 04, 2014, 11:57:22 AM
I like the new system with logs and planks. I always thought that the beginning was far to easy in former builds so I really like the wood eco and the reduced resouces (I think farming is also a lot slower and less productive).