Rimworld 2 sounds far worse then Rimworld 1 from the description of the OP.
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#106
General Discussion / Re: Rimworld 2! Random thought just because.
November 21, 2016, 06:49:58 AM #107
Ideas / Re: Icy Climate weather effects
November 14, 2016, 09:15:16 AM
Very good suggestions indeed, my dear chap. I really like different challenges to different biomes, and all of these makes perfectly sense. Many biomes would be effected by these, depending on how long and harsh winters they have.
You should be able to clear the snow from the solar panels, the way you can clear snow with pawns on cleaning duty, and solar panels should lose efficiency also after lesser snow falling the same way walking speed gradually is reduced by snow.
Brilliant ideas.
You should be able to clear the snow from the solar panels, the way you can clear snow with pawns on cleaning duty, and solar panels should lose efficiency also after lesser snow falling the same way walking speed gradually is reduced by snow.
Brilliant ideas.
#108
Ideas / Re: Storage Crates
November 14, 2016, 08:58:39 AM
Eventhough I like the idea of possibilities for more efficient storage it's important it doesent come to easely. It should be a big investment both production- and perhaps researchwise.
One of the beauties of Rimworld is all the hard priorities the game offers the player. One of them is the challenges with storage. Challenges like space, animals eating stored food, rottening, deterioration and most recently theft, are all well designed in to challenge the player.
More efficient ways of storage must not become too much of an easy fix!
One of the beauties of Rimworld is all the hard priorities the game offers the player. One of them is the challenges with storage. Challenges like space, animals eating stored food, rottening, deterioration and most recently theft, are all well designed in to challenge the player.
More efficient ways of storage must not become too much of an easy fix!
#109
General Discussion / Re: A16 Hype
November 14, 2016, 08:48:19 AMQuote from: RawCode on November 14, 2016, 07:33:15 AM
worldmap, travel, encounters, we need turned based combat!
insert fallout reference here.
Hmmm, you think Tynan will make Rimworld turn based now?
#110
General Discussion / Re: A16 Hype
November 11, 2016, 09:07:14 AMQuote from: Alenerel on November 11, 2016, 06:58:58 AM
Multiplayer doesnt make any sense in game where you take more than 2 hours to achieve decent combat.
For you perhaps, but for me it would be the most ultimate gaming experience I've ever had. Of course then a kind of multiplayer where all the players play all the time. So a load and save game with trusted players over a long period of time.
Multiplayer that isn't the same as the singleplayer experience but with human opponents added in on other starting locations on the globe, is of no interest.
#111
General Discussion / Re: How do you survive with only 2 skills on reaserch 6 colonists
November 11, 2016, 09:03:18 AM
Lol, you can survive alot longer then 3 days without stonecutting, even on Ice Sheet. In my current game I start with a tribe, but just 2 persons, on ice sheet. I start with electricity Tech (Wind mills) and a little bit of extra Food, Cassandra Extreme. Research takes a while, still no stonecutting the first 15 days. Still doing good so far.
It's very important to get some basic defences up, and With no turrets it means I need walls and traps. So I'm deconstucting most of the ruin walls around the map to use as materials for my upstart minimal walls (Wood and steel too precious). But soon I'll have stonecutting hopefully.
It's very important to get some basic defences up, and With no turrets it means I need walls and traps. So I'm deconstucting most of the ruin walls around the map to use as materials for my upstart minimal walls (Wood and steel too precious). But soon I'll have stonecutting hopefully.
#112
General Discussion / Re: A16 Hype
November 09, 2016, 01:52:36 PMQuote from: Jimyoda on November 09, 2016, 09:28:04 AMQuote from: Vincent on November 09, 2016, 06:46:49 AMI thought each home icon was the player's additional colonies, but now that you mention it, it seems like each home icon could be *another online player's* home colony. A raid might not always be a party of AI pirates or tribals, but rather the pawns from another player, sent by caravan. Each colony fighting each other for survival. Some colonies could be allies for trade and defend each other.
Anyone else have a multiplayer feeling from these teasers ?
I'd love multiplayer games in Rimworld for sure. That would be the ultimate game ever. That said, I think Rimworld is the best singleplayer game the world has seen, so no dumbing down of the base game to please those wanting fast multiplayer games, and for sure make the full core game available in multiplayer.
On the realistic side. My guess is the next update will be about traveling arround on the planet (something that opens up for great multiplayer mechanisms later on of course).
#113
General Discussion / Re: I love the game and I loved the article, take a chill eveyryone
November 07, 2016, 11:27:27 AM
Wow, what a nasty woman. Talking about the article writer.
#114
General Discussion / Re: A16 Hype
November 04, 2016, 03:35:20 PM
Wow, just wow! Tynan, my lad, I'm so proud of you.
#115
Outdated / Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
November 03, 2016, 02:42:41 PM
I'd love to see the mod turrets more expensive now that the vanilla game turret is both nerfed and made more expensive.
#116
General Discussion / Re: A16 Hype
November 03, 2016, 01:49:36 PM
My Rimworld seen from Space. It looks amazingly beautiful.
#117
Ideas / Re: Neutroamine
November 01, 2016, 03:11:33 AMQuote from: Lizardo on October 22, 2016, 06:01:46 PM
It would be good to be able to produce Neutroamine on the drug workbench.
Anything that is manufactured should be able to be reproduced if you have the materials and energy.
Or maybe it's better to be dependant on traders for some products here and there too?
#118
General Discussion / Re: Do animals eat fertilized eggs?
October 21, 2016, 08:30:02 AM
I don't think for instance Wargs eat any vegtables.
#119
General Discussion / Re: Tips For Cave Bases?
October 18, 2016, 03:19:59 AMQuote from: APBRainbowcar on October 17, 2016, 02:33:38 PMQuote from: GroeneAppel on October 16, 2016, 07:25:26 PMStonecutting? Why?
1. Cave walls have a negative beauty modifier, make sure to place walls to prevent that.
2. Cave floors have the same issue but can be floored or smoothed.
3. Keep large main hallways, ensure escape routes and always keep turrets in your cavebase.
4. In general, try to keep your prison seperate from the main facility, or atleast easily contained.
5. Consider keeping heaters or coolers around incase you suddenly wish to freeze or heat something. (there was this really interresting mod around that allowed for some proper piping, ala atmos SS13 style)
6. Thin rock roof is NOT secure
7. Pick your entrance carefully, you want it to be defendable.
8. While you are at it, try to focus the bulk of your defences outside, allowing for a retreat inside if really needed. Caves can be a deathtrap.
9. Powerlines burn, wood burns, steel burns; fire generates heat and turns enclosed rooms into ovens. You have been warned.
10. Stonecutting is your friend.
11. Artwork is your wallets and colonist second best friend.
12. Consider stripmining to gather materials, just take care not to turn that stripmining project in a bunch of second entrances to your base.
13. Invest in some indoor farms.
14. Remember that siege equipment cant penetrate thick rock roofs.
Thats just some of the stuff that comes to my mind (and got me killed). Cavebases are easily the most comfortable bases to have, but also come with a unique danger of their own.
Make bricks of all that leftover stone from mountain digging, and use it to wall up and floor up your base and for art.
#120
General Discussion / Re: zzzt can happen under floors?
October 17, 2016, 04:43:36 AM
My hope is wooden flooring will burn quickly and heavily in the upcoming alpha.
