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Messages - Granitecosmos

#181
Ideas / Re: Hidden traits!
March 25, 2017, 12:50:26 PM
Quote from: b0rsuk on March 25, 2017, 11:45:25 AM
Just a quick note, "add it as an option" is a very easy thing to say, but makes programmers sweat. Especially when it's a gameplay option affecting difficulty or balance. Suddenly you either have to keep balance in two rulesets, or completely neglect one of them. Good code design can make options simple to add, but this is more so when programmed with that in mind from the start.
This is why I'd have had no problem with this thread if it was posted as a mod suggestion. Generally unpopular or 50-50 ideas don't tend to make it into the game. That's one of the reasons why we have mod support. Tynan can't satisfy everyone's wishes, if traits were hidden from the start we'd have a discussion similar to this, about revealing traits. Mods are the way to go about optional content.

Quote from: b0rsuk on March 25, 2017, 11:45:25 AM
I mean I had experience with chemical fascination but back then only beer was in the game...
Doesn't luciferium clear brain damage ?
I wouldn't have any problems with junkies if there was only beer either. But that's not the case anymore. It's a real pain now, they prefer hard drugs for binges, their binges ignore the mood meter, they ignore forbidden items and doors. If you deny their supply you'll be looking at 2-3 drug withdrawal effects at once for a long time. If you keep them stocked they slowly kill themselves via A16's new drug effects. Luciferium is a temporary fix, junkies WILL overdose at one point or another so it doesn't matter much. Thanks to their binges and several new needs they drain the conony's economy to the point where it's better to euthanize than to keep the pawn.

Quote from: b0rsuk on March 25, 2017, 11:45:25 AM
I'm still of the opinion that individual traits and systems should be tweaked, not the idea abandoned. For example, Rimworld has Sammy, addiction counselor with high Social skill. Except she can't do anything to help those on withdrawal and I had 2 at that point. There could also be a substitute drug whose only point is to help with withdrawal.
The whole time my point was that this idea is not feasible as long as we have traits with unbalanced maluses. I don't even know how many times do I tell you this now.
I do like the idea of a medicine that negates or reduces withdrawal effects. Make it cost high enough that it's easier to feed the addiction and it's balanced.

Quote from: b0rsuk on March 25, 2017, 11:45:25 AM
Unarmed social fights could be changed so that they have very low chance of destroying a body part, or hitting eyes. That would indirectly help with mental breaks.
Fists are restricted from hitting eyes already. The biggest problem is when your melee pawn goes berserk. The whole idea behind berserk pawns sould be reworked into "social fighting with anyone nearby until berserk pawn passes out".
I actually prefer berserk breaks most of the time, they don't make the pawn useless for days. And if the colonist didn't survive the "treatment", well, justice was served. I don't really get attached to my pawns anyway.

Quote from: b0rsuk on March 25, 2017, 11:45:25 AM
By the way you're undermining your own point. You're trying to shoot down the idea by attacking negative traits that are most poorly designed. That's an argument against those traits, not against the hidden trait system.
I think it's more like you haven't realized that this whole time my point was that your system would be bad because the current system is bad at the first place. If you hide the poorly designed traits here and now, it will cause nothing but grief. Fix the existing system, then we can think about hiding it. I've even made a reply mostly consisting of quoting myself, telling this exact same thing over and over, yet you still don't get it. Please just take your time and re-read my replies, one by one, slowly and you'll see. Hopefully.

Quote from: milon on March 25, 2017, 07:30:10 AM
Does the cookie offer apply to everyone? ;)
Of course!
#182
General Discussion / Re: RimWorld Lore Discussion!
March 25, 2017, 09:08:49 AM
Quote from: b0rsuk on March 25, 2017, 08:07:54 AM
For my liking, the 2 documents spend too much time describing things that do not belong on a rimworld.

Isn't that the point of background lore? It adds things beyond the game's concept that helps answering some questions regarding the game itself. Like why are orbital traders rare, why do we have mostly the same tech 3500 years in the future, why are there ordinary animals on an alien planet, why do tribals and mechanoids coexist on the same planet etc.
#183
Ideas / Re: Water and Hygiene
March 25, 2017, 09:01:55 AM
No.
#184
Mods / Re: [Mod Request] Repair doors while drafted
March 25, 2017, 08:33:50 AM
Quote from: Krzarb on March 25, 2017, 07:16:05 AM
It's not necessarily cheesy to fight from a doorway. They provide good cover and an area to retreat too if you are charged at. At least it's no more cheesy than trying to funnel every type of raid into a killbox, which is quite a popular strategy. Doorway fighting can also be especially useful for taking pot shots at manhunter attacks. After which you are going to need to repair the door once the animal has headbutted it a few times. All I'm doing is making a suggestion for a way to reduce micromanagement in such situations and seeing if anyone wants to pick the idea up.

Every and all kind of interaction with enemies that doesn't allow them to interact with you in any meaningful way is considered cheesing combat by me. Manhunters vs. doors is one of them. Either put up with the added micromanagement or face them properly. Cheesing doesn't mean exploit, like killboxes. It's simply unfair combat.

Sniping raider sieges or centipedes while they can do nothing about it is also cheesing combat. EMP mortar is basically throwing a dice, waiting for the "instawin" lucky shot. EMP grenades have risk/reward, those are fine.

To stay on-topic:
Let's say someone makes this mod. So now you can repair while drafted. Question: will they repair without the need to command them to do so?

If yes:

  • Colonist is drafted, spots a raider.
  • Colonist kills raider.
  • Said raider damaged the wall colonist used for cover. Colonist starts repairing since there's no hostile in view.
  • Second raider appears. Colonist is repairing wall. As seen with every task colonists do, colonist will keep reapiring wall until it is repaired.
  • Raider will have free shots on colonist without retaliation depending on the damage the wall received.
  • Raider keeps hitting the wall too, resulting in locking the colonist in repair mode until the player intervenes.
Solution: check for targets periodically in line of fire but also constantly interrupt any repair tasks the colonist is performing when the check is done. This results in less efficient repair speed.

If not:

  • Colonist is drafted, spots a raider.
  • Colonist kills raider.
  • Said raider damaged the wall colonist used for cover. Colonist won't do anything about it until the player manually issues the repair order.
  • Player issues repair order.
  • Second raider appears. Colonist is repairing wall. As seen with every task colonists do, colonist will keep reapiring wall until it is repaired.
  • Raider will have free shots on colonist without retaliation depending on the damage the wall received.
  • Raider keeps hitting the wall too, resulting in locking the colonist in repair mode until the player intervenes the second time.
Solution: same as above.

So you'll ultimately have to choose between micromanagement or less efficiency.  Possible to mod? Definitely. Worth all that work? For some, yes. Easy to mod for beginners? Hell no.
#185
Quote from: SpaceDorf on March 25, 2017, 07:35:01 AM
Well phantom pains or itching should not be permanent, but occur occasionally like the feeling bad mood debuff .. I never said it should be permanent.

I guess that could work. Just don't make it occur too often. Remember, a game is allowed to stray off the path of realism in favor of fun. Would this mechanic be fun to deal with? Would it really improve the game?
#187
Quote from: Ruisuki on March 25, 2017, 12:14:30 AM
Power armor wont end up stronger than Rahs battlearmor will it? https://ludeon.com/forums/index.php?topic=29944.msg304493

The last tier is literally hard-capped by the in-game armor mechanic. It's a lot stronger than what you've linked. It does take a very long time to get there, though. Consider it a reward for surviving for 5+ years or so.

After you've researched vanilla Power Armor you'd have to go through 50.000 points of research as New Arrivals faction to unlock all tiers, double that for Tribes. And then we haven't even touched the subject of required resources or crafting time.
The first few tiers' efficiency can be surpassed by high-level vanilla Power Armor. Tiers in the middle are flat-out improvements, while the last tier was designed to be that late-late-lategame dream armor you always wanted. It's up to you where you stop, what you consider balanced and what you don't. That's the best about these tiers.
#188
Mods / Re: [Mod idea / question] RPG mode
March 25, 2017, 07:08:26 AM
Right now Adventure Mode is Dwarf Fortress exclusive.

However, like other have mentioned, it could be modded in, even if it's just a primitive framework or a proof of concept. Finding people willing to do it, on the other hand, is going to be harder. Most modders capable of doing this properly have other projects to work on and this is definitely not a beginner's project.

I wouldn't mind if it happened, though.
#189
Mods / Re: [Mod Request] Without Warning
March 25, 2017, 07:04:50 AM
Quote from: Fellbourne on March 25, 2017, 04:23:24 AM
<snip>

In that case feel free to mod it in. All I was trying to do is raise awareness that you'd be in for unfair situations if you chose to go down this path.

I do find it weird that you stalk through my posts like that, though. Mentioning you play on extreme difficulty without using exploits would've been more than enough to prove your point.

Don't expect your mod to be popular, though.  ;)
#190
Mods / Re: [Mod Request] Repair doors while drafted
March 25, 2017, 06:58:13 AM
Quote from: Krzarb on March 24, 2017, 10:02:17 PM
One of the most frustrating aspects of fighting from doorways and then ducking behind them for cover is having to undraft a pawn to make any repairs.

That's the price you pay for cheesing combat. I see nothing wrong with it.
#191
I approve of this change. Anything that decreases pointless micromanaging is a good suggestion.
#192
Ideas / Re: Hidden traits!
March 25, 2017, 06:46:13 AM
Quote from: b0rsuk on March 25, 2017, 03:21:44 AM
I'll tell you what I don't enjoy. I don't enjoy arrogant and patronizing people acting as my spokesman. But you don't even stop there, you act like everyone's spokesman.
Everytime someone asks a question on Reddit about what to do with pyros/chem fascinated the general consensus is to turn them into cowboy hats. So excuuuse me princess, it seems like I do represent a considerably large part of the community, whether you like it or not.

Quote from: b0rsuk on March 25, 2017, 03:21:44 AM
You are not the person to declare what most other people find annoying, repetitive or tedious. Everyone draws the line somewhere else. Many people enjoy things you find annoying, repetitive or tedious.
Point taken. However, I've already seen many others' opinions on this matter. Reddit is the proof that I'm not deciding what others want, I simply raise awareness. Go ahead, check it out yourself. And yes, they even complain about staggeringly ugly. Let's be honest, a -80 debuf is a little bit exaggerated, now isn't it?

Quote from: b0rsuk on March 25, 2017, 03:21:44 AM
I haven't had experience with chemical fascination pawns
Yet you've claimed MANY TIMES that it's easier to deal with pyros or outright stating that there's no problem with it. And I was wondering why you talk about that like you have no idea. Figures.  ::)
Let me tell you, they are as bad if not outright worse than pyros. And no, I don't consider ignoring an entire game mechanic a good solution.

Quote from: b0rsuk on March 25, 2017, 03:21:44 AM
Many negative traits make you play in a different way and find different workarounds.
Except for those that have no workaround because they introduce unavoidable mechanics that break already established rules. Like cham fascinated going on random binges despite full mood bar, ignoring forbidden restrictions. Pyro isn't the only exception.

Keeping mood high is easy enough. That doesn't mean the majority of players would voluntarily choose playing with colonists with a permanent -12 mood malus when they have other options simply because bad things can always happen and in that case it's easier to recover from temporarly mood spirals with non-depressive colonists.

Quote from: b0rsuk on March 25, 2017, 03:21:44 AM
As for hidden traits, I would enjoy being caught off-guard. A month down the road I may figure out my best melee fighter is a prostophobe. I wouldn't normally accept a melee prostophobe, but now I would have to stop and think how to use him while minimizing the risk. I love books or movies which surprise me, as long as they don't use manga logic.
Added as an option? As I've said before I wouldn't have a problem with it then. I'd just turn it off for myself. Forced on everyone? Hell no!

Like it or not, you are part of the minority on this one. Go ahead, make a poll or something if you don't believe me. How about you make a mod for it so you and everyone else who wants this can enjoy it without having to force it on everyone else.

The only reason why I'm still here and trying to prove my point is because this is the RimWorld Suggestions subforum and I, as well as many others, don't want this to be forced on us just because 2-3 people start a thread about it. It would improve nothing on the current state of the game. So go ahead, make a mod or something. I also made mods for things I thought were poorly executed or missing from the game. It has the benefit of achieving exactly what you want, while not forcing it on everyone.

Live and let live.
#193
Quote from: Locklave on March 24, 2017, 07:57:36 PM
Fires burn at about 300°C (start burn point, can go up to almost 600°C) with wood (IRL) normally but the game seems to think those number can just be added together. So 2 of those IRL fires could make a room 600-1200°C in the game. Well at least that's how the mechanics seem to work.
That could certainly use a revision. Wouldn't be that har either. We already have a system recognizing rooms, all that has to be done is this:

  • Game recognizes there's fire in a room.
  • Game checks for every object that is in the room which is on fire.
  • Game checks material for these objects.
  • Game determines object with highest burning temperature defined in the material's defs.
  • Game sets this temperature as the maximum for the room.
High temperature rise could be balanced around this too, let's say, every fire pushes heat in the room by the material's <burningTemperature>*<staticMultiplier> every second until it reaches the maximum. Change the multiplier to fine-tune balance.

Quote from: Locklave on March 24, 2017, 07:57:36 PM
Wood > Stone > Steel > Plasteel
You won't find much wood in deserts or extreme deserts. Tundras don't provide abundant wood either. Ice sheets and sea ice have none. Only half of the playable biomes have seemingly unlimited, easily accessible wood.

Right now several materials are pigeonholed into certain niches. Stone is for building, steel is for utility, power and crafting. Almost every workstation needs steel. Most of them can't be made of stone either. The problem is that steel is rather overused. It isn't really that hard to obtain and there is a lot more steel on a map than you'd think.

Stone is indeed a lot more abundant but has more limited uses. Even for art, stone takes a lot more time to sculpt than wood or silver. Wood isn't too much different in terms of beauty either.

The research prerequisite is more like a stat check. Do you have a Research Table set up already? If you do, you can quickly finish this for fireproof material. It's not necessarily that easy, though. What if all your starting pawns have research disabled? What if they have zero research skill? Suddenly it's a lot harder to reach that 300 points. And then there are tribal starts where that 300 turns into 600.

I personally wouldn't see any problem with setting steel's flammability to zero. You're on point with sacrificing steel for building instead of all the other things one can make with steel.

Quote from: Locklave on March 24, 2017, 07:57:36 PM
A rule could be set that the rooms insulation values is determined by is the worst material used in the walls. That would fairly realistic while avoiding hogging out on CPU power. So no 10 materials with different values insulating a room, only the worst one.
But that would be such a primitive system. Oh well, I suppose it could work. But that would tip stats towards stone again. Metal is bad for insulation, after all.
#194
Ideas / Re: Hidden traits!
March 24, 2017, 07:50:56 PM
Quote from: b0rsuk on March 24, 2017, 07:11:51 PM
You just make statements and voice opinions but don't back them up with anything.

And here we can see a fine example where you yourself back my point up for me:
Quote from: b0rsuk on March 24, 2017, 03:06:20 PM
Pyromaniac isn't HARD to do deal with, it's much easier to deal than a drug addict. But it's incredibly repetitive and tedious, requires frequent manual management.
Noone enjoys doing something they find annoying, repetitive and tedious. It simply isn't fun.

You told me it would be fine to hide traits. I told you the reasons why it wouldn't. Then you admitted to there being unbalanced traits and that it would be annoying and tedious for players to be unaware of them.

Please tell me, what else do you need?

Do you need me to point it out letter by letter? Are you unable to understand what I'm telling you here? Are you intentionally playing stupid now?

Let me put this straight, one last time, in a format that I really hope you will understand.

Do you enjoy playing with pyro pawns?
Do you enjoy playing with chem crazy pawns while NOT running a 100% drug free colony?
Do you enjoy playing with staggeringly ugly pawns that are hated by every other colonist?
No. You don't. They introduce unnecessarily high penalties and/or outright annoying mechanics.

Would you enjoy if these traits were hidden but the effects were still there?
No. You wouldn't. First of all, the first annoyance would catch you completely off-guard. Second, if the annoying action isn't announced for whatever reason you would have NO idea whatsoever which pawn is responsible for said annoyance.

Would this change the way you ultimately treat pawns with said traits?
No. It wouldn't. People who euthanize pyros will still euthanize pyros. People who exile chem crazies will still exile chem crazies.

So what would this improve on the current state of the game?
Absolutely. Nothing.
#195
Mods / Re: New mod idea...
March 24, 2017, 07:22:17 PM
Quote from: Superteej1996 on March 24, 2017, 06:06:24 PM
Was also quite curious to see how people would actually like a mod like starcraft based.

There are several other total conversion mods out there too. I'm pretty sure there are many Starcraft fans in this community, so feel free to give it a try!

However...

I simply cannot unsee...
Quote from: Superteej1996 on March 24, 2017, 06:06:24 PM
...like the protoss could be a playable race and the zero would be an event like...
Quote from: Superteej1996 on March 24, 2017, 06:06:24 PM
...and the zero would be...
Quote from: Superteej1996 on March 24, 2017, 06:06:24 PM
zero

The Starcraft Fan slashes Granitecosmos in the head with his ≡Fatal Typo≡ and the severed part sails off in an arc!