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Messages - ShadowTani

#316
General Discussion / Re: My anti-multiplayer request
March 25, 2014, 01:17:04 PM
Quote from: Tynan on March 25, 2014, 11:51:51 AM
Multiplayer, if it ever happens, will be co-op, not competitive.

Sounds good enough to me. :3 I only do co-op the few times I get into multiplayer anyway. x3
#317
General Discussion / Re: Mechanoids?
March 24, 2014, 02:23:50 PM
I suppose worlds that have have progressed past midworld stage will be able to produce mechanoids. We likely won't see them in A3, but with the faction system in we will likely start seeing more specific technological tier based content slowly get added. However, I suspect we won't see mechanoids get added before the ruin generation engine gets more properly implemented as well.
#318
General Discussion / Re: Blast charges
March 24, 2014, 02:08:15 PM
The ability to trigger them yourself is what made them OP, regular step-on-mines would been a more sensible alternative for the vanilla game. But I don't think we'll need that kinda defense alternatives before we start seeing mechanoids among the raiding factions.
#319
Quote from: Tynan on March 23, 2014, 12:24:43 PM
As for Randy - it was an experiment, really. I put lots of stuff in the game without a good idea of how it'll be received. Randy has demonstrated that there is a big push for larger late-game populations. Perhaps this means I should prioritize up the sub-human characters/robot workers concept.

I personally started playing Randy due to wanting increased difficulty and reduced predictability rather than the potential increased colony population. I still think the game is a bit too easy and would love to see a bit stricter recruitment rules, such as heavier and lasting loyalty penalties for literally kidnapping people into your colony instead of people you save or buy. ATM there's very little of interest to buy for silver anyway and I find myself selling people instead of buying.
#320
Already being discussed here: http://ludeon.com/forums/index.php?topic=2610.0
Is a shame it had to be pointed out, since your post was rather well written. Sadly it's a topic that where already being discussed in a thread that was only a few posts away from the top - in other words a current on-going topic.

Either way, welcome to the forum. Don't let this discourage you. :3

And yes, I can say so much that you're right in that this "issue" is being addressed in A3 - to the frustration for us more hardcore gamers. ^^; I'm personally going to test A3 first though before I complain about the difficulty.

If you find it difficult in A2 to rule your colony with happiness try ruling them with fear instead.
#321
General Discussion / Re: Mental Breaks Seriously?
March 21, 2014, 10:16:44 PM
Quote from: Vas on March 21, 2014, 04:32:04 PM
I just want to state, I don't like that people are whining about mental breaks.  It's already too easy.

I honestly feel the same way. xD It would been nice seeing the mental break ratio get tied to the story tellers, so that Randy will roll the dice for a mental break more often than the others - the once every six game hours seems too generous a ratio to me (the current ratio is once every hour).
#322
^ If you have problems managing a 50+ colony then don't go over 50 colonists... There's a reason the other story tellers are capped just above 10 colonists (12?). Just because Randy Random has no hard limit doesn't mean there won't be a soft limit. Tynan already doubled the performance of the game for A2, before that the colony usually got unplayable from lag at just 30-40 colonists.

I personally don't go above 20 colonists even on Randy, and I had no issues with lag or inefficient work performance - and my colony take up more than half the map; though the actual labor and activity area is admittedly more concentrated.
#323
General Discussion / Re: Doctoring?
March 20, 2014, 05:02:58 PM
Limb health etc. is a confirmed future feature I believe.
#324
I personally didn't notice this issue. But I do have the issue that they keep stacking multiple stacks in the same stockpile square. So have you multi-clicked the stockpiled items to check if it isn't a 75 stack under the lower-amount stacks?
#325
General Discussion / Re: Doctoring?
March 20, 2014, 05:34:15 AM
Only thing it does for now is to feed those who are wounded, people without doctoring won't do that - I've seen a colony fall apart because the last guy standing wasn't able to do doctor duties, so all the wounded colonists ended up starving to death, lol.
#326
General Discussion / Re: Mental Breaks Seriously?
March 20, 2014, 05:19:17 AM
Quote from: Phienyx on March 19, 2014, 10:56:06 PM
However, seeing a dead body might be a little unsettling for some, it would not cause a mental break unless you are particularly feeble minded.

As I pointed out, mental breaks are not necessarily a psychological thing, it's really more of a loyalty thing. They get unhappy and fed up with the colony. Think of mental breaks as a mode they go into where they start questioning the situation and thinking of getting out of there instead of them actually having a moment where they start to drool. Either way, games are often an exaggeration of reality, and that's fine I think.
#327
General Discussion / Re: Mental Breaks Seriously?
March 19, 2014, 05:33:11 PM
He also changed it for A3 so that darkness won't have an immediate effect on the mood.

Though if you can't handle ruling your colony with happiness, rule it with fear instead, you won't have loyalty issues anytime soon then.

Personally I think loyalty shouldn't be too easy to maintain for people you literally kidnapped etc. but should be easy for your initial colonists and colonists you rescue. Remember mental breaks have more to do with loyalty than psychology in RimWorld.
#328
General Discussion / Re: Noob Questions
March 17, 2014, 03:41:05 PM
Yep, equipment racks is just a more aesthetic way of storing your weapons now. I still use them for storing my secondary weapons at my strategic defense positions - weapons like frags and such that are useful to equip at certain times, but less useful (or suicidal) as default gear.
#329
I recommend checking out Blitzkriegsler channel. :3 He's been having a LP of Rimworld for quite some time now, and he recently started a colony on Randy Random.

I dunno how inspirational you will find his colonies though, he doesn't experiment too much, but I've personally still gotten some ideas from him. Either way, he definitively knows what he's doing, most of the time, and he's also a good commentator.
#330
General Discussion / Re: Tynan is getting nasty
March 16, 2014, 02:01:33 PM
Quote from: palandus on March 15, 2014, 08:20:20 PM
People should play Quake 2 or Quake 4... drop pods should be able to crash through thin metal roofs. Heck, they should be able to crash through anything not made from solid stone, like a metal wall. Thick rock roofs? I dunno about that.

Yes... But it's weird if it has no visual effect, such as debris and a hole in the roof that must be repaired. If Tynan wants to make roofs constructable, then sure, drop-pods through thin roof will be a welcome feature. But it would be silly to make a huge project out of changing how roofs work just for the sake of making something like that look more satisfactory rather than like a bug as it does now - it really should have more features tied to it to be worth it.

That's why I feel Tynan might just as well restrict drop pods to non-roof areas and instead allow high-tech factions to teleport instead of using drop-pods. That way majority of factions wouldn't be able to breach the base like that, but have a few that could really shake up one-trick players a bit.