Increased research speed is the last my games need, but luckily that can easely be adjusted in scenario settings.
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#16
General Discussion / Re: Alpha 18 unstable test build is released
November 09, 2017, 10:53:36 AM #17
General Discussion / Re: Poor Tynan
November 02, 2017, 12:57:09 PM
So little sleep will be bad for his mood bar.
#18
General Discussion / Re: A18 Raids. Lots of Sappers?
November 02, 2017, 12:49:52 PM
I have a feeling I get loads of sappers and no besiegers when I dig into a mountain. If I go for a base in open terrain there seems to be less excessive amounts of sappers. I might be paranoid though my wife keeps telling me.
#19
General Discussion / Re: Alpha 18 unstable test build is released
October 26, 2017, 03:09:49 AMQuote from: wyoian on October 24, 2017, 06:09:29 PM
With tribal start, we no longer start with bed tech. But we don't spawn with cloth to make bedrolls. Should the tribal start be updated to start with some cloth or hide? or I guess we can use any hide so we just must butcher before we can have beds. Feels weird but sort of makes sense. Changes day 1 priorities.
It's more fun/challenging to have to provide that cloth/hide yourself. I also like how I as a tribe need to rely on bedrolls until beds are researched (especially since I like to prioritise alot of other stuff first it makes for some interesting hard choices and a satisfying feeling of progression when I get it).
#20
General Discussion / Re: Research Time
October 23, 2017, 09:44:13 AM
I always create myself a tribal start (with less then 5 People), just because of the Tech progression being so fast on Crashlanded, or Rich Explorer.
I might try to go for just half the speed on tribal in my next game I think. That's perfect for a long good epic game.
I might try to go for just half the speed on tribal in my next game I think. That's perfect for a long good epic game.
#21
General Discussion / Re: What size of map everyone playing?
October 20, 2017, 04:57:46 AM
Don't remember the excact categorisation right now, but if it was small/medium/large/extra large, then I play on the largest of the two alternatives on large map. The smallest of the large-maps are also OK.
I find those smaller ones all to small like yourself.
I find those smaller ones all to small like yourself.
#22
General Discussion / Re: Construction success chance penalties are really harsh
October 20, 2017, 03:11:14 AMQuote from: TheMeInTeam on October 19, 2017, 10:40:35 AMQuote from: Andy_Dandy on October 19, 2017, 08:46:09 AMQuote from: TheMeInTeam on October 18, 2017, 12:01:48 PMQuote from: Andy_Dandy on October 18, 2017, 04:24:22 AM
It's a good thing it's annoying, because if not you as a player would not bother. What's the value of implants or keeping your pawns healthy if it really doesen't matter that much?
You seem to be confusing annoyance and difficulty. One does not imply the other.
No, the annoyance makes you want to prevent it from happening, and makes you care for it not to happen. It also makes you concider not using your master constructer if he is permanently or for the time being has worse then 50% manipulation. I don't want another solution that makes me care less. Removing the wasting of ressources would just be punishing in time consumption, making me not care too much.
To be clear, I don't find the mechanic annoying. The annoyance comes if you choose to ignore the consequences of the mechanic or have to do so (no other constructors). Annoyance in the meaning of not playing optimally, not annoyance like in "I hate this mechanic". But it's all jolly good for gameplay in every way. Nothing micro intensive what so ever about this one, just a pure pluss for the game, and an example of the great detail in mechanics this game has.
If you don't care about time loss in Rimworld, you don't care about how effectively you're playing Rimworld.
Of course I care about time loss, but I care even more about losing rare ressources. That doesent mean I want pure time loss to be the only thing I'd want to prevent of negative maluses in my game. I like how this game is alot richer then just those thypical mediocre game designs out there.
You could easely dumb down the consequences to just be about pure time loss with a mod, I'd guess.
#23
General Discussion / Re: Construction success chance penalties are really harsh
October 19, 2017, 08:46:09 AMQuote from: TheMeInTeam on October 18, 2017, 12:01:48 PMQuote from: Andy_Dandy on October 18, 2017, 04:24:22 AM
It's a good thing it's annoying, because if not you as a player would not bother. What's the value of implants or keeping your pawns healthy if it really doesen't matter that much?
You seem to be confusing annoyance and difficulty. One does not imply the other.
No, the annoyance makes you want to prevent it from happening, and makes you care for it not to happen. It also makes you concider not using your master constructer if he is permanently or for the time being has worse then 50% manipulation. I don't want another solution that makes me care less. Removing the wasting of ressources would just be punishing in time consumption, making me not care too much.
To be clear, I don't find the mechanic annoying. The annoyance comes if you choose to ignore the consequences of the mechanic or have to do so (no other constructors). Annoyance in the meaning of not playing optimally, not annoyance like in "I hate this mechanic". But it's all jolly good for gameplay in every way. Nothing micro intensive what so ever about this one, just a pure pluss for the game, and an example of the great detail in mechanics this game has.
#24
General Discussion / Re: Construction success chance penalties are really harsh
October 18, 2017, 04:48:45 AM
I disagree it's too harsh. In my opinion it's at a reasonable level, but then again I really love this game for not holding your hand.
#25
General Discussion / Re: Construction success chance penalties are really harsh
October 18, 2017, 04:24:22 AM
It's a good thing it's annoying, because if not you as a player would not bother. What's the value of implants or keeping your pawns healthy if it really doesen't matter that much?
#26
General Discussion / Re: How about upkeep costs instead of raid scaling ?
September 13, 2017, 03:05:02 AM
What about repairs requiring ressources, like needing stone bricks to repair stonewalls etc?
#27
General Discussion / Re: Any big features coming in A18?
August 23, 2017, 08:02:40 AM
You can say alot about Cranberries, but nobody has ever claimed they are boring. That's true.
#28
General Discussion / Re: Targeted for recruiting?
August 23, 2017, 08:00:23 AMQuote from: skullywag on August 23, 2017, 05:31:35 AM
Wouldnt matter, until the 67% percent chance to simply die when being downed for ANY reason is removed from the game, no model that allows you to "pick" would work.
There is a good reason for that, you know.
#29
General Discussion / Re: At what point in time is the strenght of a psychic ship determined?
August 21, 2017, 01:43:47 PM
I've always wondered this myself, but haven't been experimenting to find the answer. Guess you could by using saves, and the Developer Tools to create alot more wealth.
NB! Please come back here and tell me the answer if you make the Experiment.
NB! Please come back here and tell me the answer if you make the Experiment.
#30
General Discussion / Re: Any big features coming in A18?
August 21, 2017, 01:30:25 PMQuote from: Oblitus on August 21, 2017, 01:17:48 PM
Swamp sounds good, but not with current moisture pump.
Why not? That's what would make such a biome very unique I'd guess. Very restricted space to build upon, creating some interesting hard priorities. Perhaps even having to decide if having the farms close to the base is worth it, or taking up too much space that you need for bedrooms etc. I assume not every single tile of the map will be swamp.
Improving upon it requring a huge project of terraforming.
I can see myself finding such a map very interesting indeed.