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Messages - Aristocat

#256
General Discussion / Re: Do you hunt, and how?
July 15, 2015, 08:59:03 AM
I hunt manhunters. +1000 meat per wave. That and quickest way to hunting I found is that using excellent plasteel longsword or scyther blade. It deal around 25 damage or so which one hit or two hit kill everything. If you need emergency food you can draft 2 of them and can kill +10 muffalo per day.
#257
iirc Consciousness affect everything, including working speed, move speed, accuracy etc. Manipulation and eyesight both affect accuracy and working speed,

In other word, that colonist is doomed.
#258
What should our goal be in this life?
#259
Quote from: akiceabear on July 15, 2015, 03:07:54 AM
Quote from: skullywag on July 15, 2015, 02:03:25 AM
Quote from: KC on July 15, 2015, 12:14:05 AM
I was especially encouraged by the advertising that said it would have the deep emergent gameplay similar to Dwarf Fortress.

umm no that doesnt exist, youre making it up.

While I enjoy the game fine as is, it isn't difficult to understand why someone would think the above.

("RimWorld - basically the sci-fi Dwarf Fortress" - Tynan - http://www.bay12forums.com/smf/index.php?topic=131168.0)

You quoted my post without my name! I'm going to sue you.
#261
Quote from: Kruniac on July 13, 2015, 04:58:33 PM
Dwarf Fortress. It's what all games of this genre are based off of. It was the originator, and remains the king of "hands free" settlement sims.

You don't play dwarf fortress like rimworld, you play rimworld like dwarf fortress.
#262
But many games are actually abandoned and unfinished, if we didn't had money grappers at first place we wouldn't yelling "UNFINISHED GAME" at first place. In the case of Banished, I think people said more about it's boring and repetitive, which is true, if it wasn't boring and repetitive people wouldn't said unfinished neither.(also you can't tell me what to say. tynan is reincarnation of Hitler.)

Also what people expected is world simulator, where every single pawn has personality, legacy, who killed who and there should be hundred of colonies and millions of people, and you should able to invade and slaughter them all or start as a adventurer and visit ruined colonies, join pirate and plunder or whatever you want. It might be "finished" in developers sight but to people, it just another incomplete DF clone. ("RimWorld - basically the sci-fi Dwarf Fortress" - Tynan - http://www.bay12forums.com/smf/index.php?topic=131168.0)

Current game is fun, but I wouldn't say it's "Complete", "Work of art" or "Near Perfection", in other word, game will never completed until tynan die.
#263
Quote from: Levin on July 13, 2015, 09:49:53 AM
Interesting ideas. I wonder how hard they would be to code. No experience on that front myself.

I think things like Attributes wouldn't be hard to code as we already have things like manipulation(affect accuracy, work speed). While only thing sprint and charge does is increase speed based on other factors so it shouldn't be that hard. Aiming wouldn't hard neither since game already attack depend on target body parts size, except this is basically completely random, right foot second toe has 0.05 coverage, while big toe has 0.05, foot has 0.2... etc.
#264
General Discussion / Re: Question about crafting
July 13, 2015, 11:01:20 AM
Nope. I don't think so.
#265
General Discussion / Re: "Nuzzle Powers"?
July 13, 2015, 09:27:40 AM
Quote from: DDawgSierra on July 13, 2015, 09:15:30 AM
Tamed colonist nuzzles- WHAT THE HELL ARE YOU DOING RICK?!

*Lick*
#266
General Discussion / Dog sushi!
July 13, 2015, 08:43:19 AM




Wargs are awesome!
#267
Quote from: Kruniac on July 13, 2015, 05:39:37 AM
Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Nothing you just linked excuses not having children in a survival simulation involving a colony.

In fact, as you can see, Dwarf Fortress implements it both nicely and hilariously.

Did I phrased it wrong? What I meant is that child is absolutely useless but fun to slaughter nonetheless.

Also they breed like crazy, so if you don't slaughter them fast enough you just can't play any more! that or you just mod them so you can't have child.
#268
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.
#269
General Discussion / About Combat and balance
July 13, 2015, 03:12:43 AM
Current combat balance is ridiculous for both logical sense and game balance wise, things like how 18 shooting skill "Revered master" has 20 - 40% hit chance against disabled turtle and eventually hit a foot or 80 old granny with 1 melee skill wrack 28 old with 20 melee skill just because better weapon, etc, so here's adjustments I think should be made.

1. Attribute. Mainly Strength, Agility and Endurance.

Strength governs damage of melee weapon, amount of things can be hauled, how much pawn slowed when wielding heavy weapon or armor(e.g. very weak pawn can't wield minigun or power armor, while below very strong gets slowed or penalty.).

So say, if 80 old granny with bad back, 1 melee skill, wielding longsword, fight against 28 old assassin with 15 melee skill, granny's head will instantly explode into gore, since she has lower strength and agility(easy to hit). And even if attack miraculously contact to assassin damage will be barely scratching.

Also the granny shouldn't able to haul rock, hauling resource should be around 25, while strong pawn will haul + 100 resource per haul.




Agility governs speed and dodge

High agility pawn will move faster, attack more often, can "sprint" greater distant and less likely vital part being exposed to attacker.




Endurance governs how much one can endure pain(and surgery), how quickly recover from wounds and infection, how much a pawn can endure exhaust(basically longer "Rest" bar.), and how long distant a pawn can sprint.

So 80 old granny will constantly exhausted in middle of combat, hard time survive infection/surgery, while monstrously strong people can last for days of combat without problem.

Endurance also increase amount of pain one can endure(currently when pain reaches 90% pawn give into pain, but this is too damn high), so the granny will give into pain when stabbed in the chest or eye being pulled off, instead of fight like mindless killing machine.

Also it would be nice if there's something like heart attack.


Maybe there should be other Attributes as well, like creativity or linguistic ability.




2. Dodge, Aimed attack and Accuracy

Dodge rating can be increased or decreased on various factors, running, agility, surround by walls/enemy, damaged legs, "In shock".

So if turtle is disabled its dodge rating will goes minus(very easy to hit), lead to 100% hit chance even with mediocre shooter.




If a pawns accuracy is high enough they will make aimed attack, instead of bother to attack ear or toe, attack head, or torso.

Since pawn has 100% chance to hit turtle, instead of attack random part attacker will attack head. So basically each body parts has difference chance to hit and pawn will make attack against most damaging parts possible.

Also maybe "precision" shoot/strike that prolong shoot until target is come out of cover or slower but more accurate strike?





About accuracy, I don't know how do I put this but, Each melee and shooting skill should grant much higher accuracy, so if a pawn with 6 melee skill fight against pawn with 15 melee, he will have hard time make attack contact, while 15 melee will just punch his head.

3 skill against 3 should misses attack, accidentally hitting/shooting themselves, so you can't give longsword or pistol to 1 melee/1 shooting 16 old girl and expect her to fight well. If you want to make them fight you should train them.

15 shooting sniper should able to just blow head up with near 95% accuracy, especially against a pawn that's not sprinting, out of cover for shooting, just walking around, etc.




3. Sprint and CHARGE!

Sprint make pawn move faster but make pawn exhausted and has cooldown. Useful when a pawn is downed and need a quick rescue or you're trying to flank enemy. Also Sprinting/charging make pawn jump over table/sandbag/slag/whatever, partially negate move speed penalty. Agility and endurance is huge factor on sprinting.

I mean, you're(or your friends) about to die, and you just waltz into bullets and move same speed as when you're farming or playing billiard?




When order to attack melee, instead of walk up to them or chase them for eternity, charge make pawn charge against a pawn, greatly increase move speed for short while. Charge has cooldown.


4. Basic Ai for melee colonist

Currently if you don't order colonist to attack they just sit there and do nothing. I guess there should something "Defend here" option that make colonist can't move.

5. Wrestle and Disarm

Instead of order pawn to kill(attack) you can order them to wrestle into ground and disarm or strangle until pass out.

Attacking arm also should disarm target.

6. More ways to recruit

7. No alert and fog of war for higher difficult.

This will make you actually patrol and secure territory.



I was going to write more but this is basically it. What do you think?
#270
Maybe some square is contacted to outside? Note that even a single unroofed zone is enough to turn whole base into fridge. Vent is bad because of this, just one wall break down and everything contacted to that room(via vent) is instantly freezing. Also as far as I know temperature equalize immediately, at least in a hour(in game time)