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Messages - ShadowTani

#226
I generally been playing without mods so far as I'm a purist as well, only tried a few at the end of a version (just before a new version is released) - which means after having played a couple colonies without. So my above recommendation was primarily based on the vanilla-experience.

With that said, Rimworld is however quite mod-friendly and got a good selection of mods already, so I'm sure you will get a positive experience both on the vanilla-side and the modding-side. :3
#227
General Discussion / Re: Thoughts on Devilstrand?
October 17, 2014, 09:47:36 AM
Quote from: Tynan on October 07, 2014, 01:56:37 PM
I'm gonna change price calculations in A8 to make more reasonable prices for apparel.

Giving this some thought while playing I realized this might be quite the nut to crack. I came to the conclusion that cotton was at a reasonable value, while clothing was almost too much considering the quantities left behind by raiders - at the same time they are not valuable enough when compared to the value of their raw materials...

As a result I think the best solution would be to introduce a cloth/armor degradation system. I dunno how expensive it would be to introduce that kinda system though, but no new AI or objects should be required. If wanting the ability to repair worn clothes the tailor's workbench could be used for both production and repair.

Also, if the degradation is pretty slow over time (minus the extra damage taken from weapons of course) it shouldn't frustrate the players with having to get new clothes all the time, while still establishing the opportunity to have the more worn out clothes that the raiders come with being much less valuable compared to newly produced clothes, essentially preventing the "silver spam" from selling worn clothes as it's borderline now while still having a high initial value for the clothes.

I dunno, I'm sure Tynan will figure out something, but I just felt an urge to think out loud about this, lol. Anyone else have something to add to this? Is cloth degradation a dumb idea? Other suggestions? Or it's less of an issue than I'm imagining it to be?
#228
General Discussion / Re: Share your outdoor Colony
October 17, 2014, 08:50:10 AM
I like to mix it up, but haven't gotten into the habit of taking pics, and my last flat-map colony (back in A6) is gone now savefile wise. >_<

On my current map I found a huge mountain valley inside the mountains where I ended up building my colony, so it's technically an outside colony! But yeah, I'm pretty sure it disqualifies due to it being enclosed by mountains, lol. x3
#229
I'm the type that gets bored of games very easily, and thus I rarely finish games. Rimworld however is one of the few games that I've ended up putting several hundred hours into, it seems to have managed to capture that same essence that made me addicted to Dwarf Fortress, Minecraft and Terraria. I usually end up playing one or several colonies for several days for each update - except A4 and A5 because I was too busy with summer duties unfortunately.

It's also worth pointing out that the game is made by a very talented developer that also have a professional background, as a result the game doesn't really feel like an alpha and you are guaranteed to have few bug related frustrations compared to other early access games.
#230
General Discussion / Re: Alpha 7 - Trader tips?
October 17, 2014, 05:09:09 AM
Yeah, do cotton for a decent income early on. :3 Then the combination of selling prisoner organs, apparel and weapons will give you TOO MUCH money later on... really (at least on 100% difficulty). Also, if you learn to deal with mechanoid ships in a legit way (not dropping a roof on them) so that you can get an AI Persona Core then that'll be your regular lottery event.
#231
General Discussion / Re: What happened to wooden logs?
October 17, 2014, 04:50:31 AM
I'm hoping the plank economy will get considered back in eventually, I love production chains and it's one of the things this game has been lacking in so far. Especially love it if the production chain reuses current objects that are used for other things as well (as opposed to making a ton of new crafting stations) - as an example: if the machining table would produce scrap from cutting up mechanoid corpses you would then have to process it in the electric smelter to get metal.

Either way, removing the plank economy just because newbies didn't seem to get it at the time is like giving up on it too easily I feel and I hope it wasn't the main reason for taking it out.
#232
General Discussion / Re: Roadmap / upcoming features
October 15, 2014, 08:59:30 AM
Quote from: Autochton on October 15, 2014, 05:13:20 AM
Re. the picture with features above, posted by christhekiller... Void gods, hm? Sounds interesting - but I hope they aren't supernatural entities, since RimWorld strikes me as not quite fitting that. However, agents of the archailects (i.e. supreme artificial intellects which are unknowable to baseline humans simply for being so far beyond them in scope and capability) would make excellent objects of worship!

I was actually skeptical about the void God thing too because it didn't seem fitting, but now that you mention archailects I realize if it's done with the implied background story that each void God is the result of the transcendent civilizations (i.e. they became a single super-consciousness in some form), then I'm suddenly very excited about this idea as it then seems very fitting!
#233
Bugs / Re: [W|0.7.583] Shooting & Rescuing Without Arms
October 15, 2014, 08:36:44 AM
I noticed this too today and I rarely mod my game - for A7 I've been mod free so far.

In my scenario the raider lost both his arms and dropped his gun in a one-on-one sniping duel with my colonist, but he was still able to finish his last full aim (with a M24) and shot after that. The expected behavior is that his attack would be canceled upon this happening.

As for rescuing colonists with zero manipulation, I think that one has been since A6, and it's also true for capturing/arresting people I believe. It seems these actions have not been given any body function requirement and I'm guessing that's an oversight.
#234
General Discussion / Re: cure disease sytem
October 14, 2014, 11:40:53 AM
If done right I would definitively love a system where the storyteller created potential unknown illnesses and plagues that would require research to cure. x3
#235
Quote from: Goo Poni on October 12, 2014, 12:47:31 PM
Even so, raiders often come in large and completely disposable numbers. If there's 20 of them and 10 of you and everyone's a crap shot, they're still rolling twice the number of attacks than you. They have more chances to hit you and any hit on your colonists will exaggerate that while you have try and drag it back to equal footing.

Now I personally never use M-24 and such on actual raids, I mostly only use a small team of snipers on sieges and mechanoid ships. I just pointed out that those with bionic eyes are really good at that; they often win any one-on-one sniping duels with the snipers on the siege team for example.
#236
General Discussion / Re: cure disease sytem
October 11, 2014, 03:50:09 PM
You are misunderstanding that %, it's not a chance to recover, it's the progress towards becoming immune (i.e. cured). So there's no quick fix unfortunately.
#237
You normally will be able to just slice and dice if it's a prisoner you dragged from the battle field so to speak. But if your prisoner was previously a member of your colony that you arrested for some reason then the prisoner will be bugged in regards to operations. If that's not the case, then there's something else that is the issue.
#238
I assume you have medicine since the prisoner got anesthetized. Was the prisoner a member of your colony before? If so there's a bug that prevent you from operating on ex-colonists, you will have to rerecruit the prisoner if you want to operate on him.
#239
Colonists with bionic eyes are really awesome for snipping, just saying. ;3
#240
Yes, I tried both with and without; the use medicine shouldn't matter though, because even the "getting doctors care" option doesn't really matter in regards to whether or not an operation is carried out.

The question however is, are you sure that the prisoner you speak about where an ex-colonist (i.e. a person that previously was part of your colony)?

If you follow the steps I gave to the point then I assure you, the failed operation loop does happen. I have reproduced it several times.