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Messages - Euzio

#107
Ideas / Re: New Ways to Store Food
July 02, 2015, 11:00:41 PM
True in a sense. But I kinda envision the meals in RW to be more like those served on board airlines. Complete package meals in a tray. Especially since its a colony survival thing and its not uncommon to have different colonists eating at different times of the day. Therefore, its more efficient to have meals prepared in bulk at one shot so that they can eat as and when its convenient for them. After all, depending on the number of cooks you have, they won't always be available to cook each and every time a pawn gets hungry.
#108
Ideas / Re: New Ways to Store Food
July 02, 2015, 10:03:27 PM
A drying rack for salting meat would definite be nice for early game. To my experience, quite often after initially landing, there will be animals around to hunt. But by the time I get my refrigerator up and running, the animals have long wandered off the map. Which can be quite brutal when playing on a boreal forest or tundra climate with very short growing months (not counting Ice-sheet since its radically different, and you don't even need a freezer for ice-sheet maps).
#109
Ah yes, the death by falling roof.. I'm pretty sure its happened to everyone of us at some point. I've had quite a few cases of my pawns being buried under rubble when a mountain or roof collapsed on them.

Latest death(s) did not exactly happen to me but occurred in my prisoner room. I had captured 2 pirates and was thinking of possibly recruiting them so I left them inside. Along comes a group of tribal visitors (like 5) of them to visit my base. Now, at this point, i'm pretty sure its a bug but its still funny when it happened. I was busy monitoring some other stuff when I suddenly got an alert. Scrolled over to my prisoner room and saw like 5 guys either incapacitated or dead in my prisoner room, whilst the rest were sleeping all over the floor. What had happened was that the tribal visitors had came strolling into my base, barged into my prisoner room, saw the pirates, and decided to have a full on Royal Rumble event inside. Except that 1 of the prisoners so happened to be a brawler. The end result was my one other prisoner dead, 3 visitors dead, my surviving brawler prisoner incapacitated on the ground, and the remaining 2 tribal visitors sleeping wounded on the floor. After the visitors left and I nursed the surviving prisoner back to health, I was really tempted to recruit him based on how badass he was. But ultimately let him go since he had his left foot shot off (due to my turrets), and I did not have enough bionic legs in storage available.
#110
In actual sense, Banished wasn't abandoned or anything then. The game was essentially released as a complete state. And since its not a subscription based game or stated as an alpha, the developer had no real obligation to continue working on the game or tweaking it. Therefore, we can't really go out and say that its abandoned or unfinished.

As for RW, considering the state of Alpha games, it is not uncommon for the initial description of the game to be different to what is being given at the point of time. Its all about working on priorities. Adding mechanics, fixing bugs, content, stories, etc. are all dependent on what the developer (namely Tynan), feels is the one that needs work on at this point of time. Add to the fact that since it is an Alpha game and Tynan actively reads through almost all the suggestions and ideas that people have posted in the forums, it is also quite common for him to get side-tracked a little to add in a great suggestion that someone had posted or a mod that he finds essentially to the base game. Thus, the nature of Alpha games is that it is ever-evolving and for us as the ones who are committing to buying the game, we should be well aware of the implications of buying such a game that has already clearly stated it is in alpha.

The situation is very similar to another Steam game, 7 Days to Die. The developers there do actively listen to what the community is suggesting and in any sense, the game has evolved into a far more complex game than what you can garner from its own kickstarter goals. That said, it hasn't fulfilled all that it has stated in its own kickstarter due to the aforementioned side tracking the developers have taken. Hence it is similar to RW in that sense. It baffles me in some sense that people would knowingly pay for an Alpha game, and then after playing for awhile, come unto the official forums and start blasting the game for being crap because they expected something more or because they feel its buggy. Fortunately, the community here on RW is rather more tolerant and forgiving compared to those on 7DtD.
#111
Don't worry Tynan. While mods have become a big part of how we play RW. Ultimately, its still an add-on. RW is definitely playable without any mods. In fact, I would encourage any new players to have at least 1 playthrough without any mods to get a feel for the game. Its what I did myself when I first got the game. Mods ultimately, for the most part, actually make the game slightly easier in a sense.

Also, I've never heard of Banished being released unfinished. The base game itself is finished as far as I know. If you're talking about updates and maybe further balancing tweaks, then its definitely not being continued as far as I know. I haven't kept myself up to date with Banished for quite awhile mainly because RW has been occupying the majority of my gaming time. :)
#112
Bugs / Colonists eating from Prisoner room tables
July 02, 2015, 12:14:34 AM
Not sure if its considered a bug but colonists would sometimes go into prisoner rooms and eat their meals at the table there. This despite a proper table being set for them close by and having already unchecked the box for prisoner tables as a gather spot.

Perhaps set it such that if its a prisoner zone, pawns won't use any furniture in it?
#113
Ideas / Re: Farmers should haul the harvest
July 02, 2015, 12:09:20 AM
Yeah this I understand. As we're talking something more of cognitive decision making rather than a priority based decision.

I do have dedicated haulers, but I guess the trouble with haulers is that they don't exactly prioritise themselves what items needs hauling more than others unless we manually cancel the haul orders or force them to haul. For example, my miner has mined out a huge vein of steel when it is harvest time and my farmers get about harvesting. Now the the thing with haulers is that they will likely go for the steel instead of the harvested food because it is what came first. This despite food being perishable and steel essentially, lasts indefinitely no matter the conditions.
#114
I've played Banished myself and have enjoyed it. Also considering that it was supposedly all done by 1 single guy working on it, the level of content it has is pretty impressive. Overall, while it is fundamentally different from Rimworld, it is technically similar as well. The main difference being an accelerated timeframe and RW having an actual end game if we were to choose it. Banished is basically never-ending.

The timeframe is what actually differentiates the gameplay as well as content level of both Banished and RW. Time passes very quickly in Banished and we get the sense of having to juggle population birth/death cycles. This is something that RW doesn't have (though technically the recruiting of prisoners is somewhat similar perhaps). RW has other things going for it in combat, factions, and individual peon character skills/traits.

That said, Banished is considered a finished game and RW is still in development. Also, vanilla RW is fun and playable but definitely, in order to have an even more enjoyable experience, playing with mods is the way to go. So much so that I find that without mods now, I don't really want to dive into a new build till some mods have been updated. However, despite the rather steep pricing of RW, I definitely don't regret buying it.

And as for steam integration itself, I would definitely welcome it as it allows the game to be updated automatically. However, it would be good if we are also given the option of rolling back to previous builds (similar to how 7 Days to Die does it). This would allow us to play stable builds with workable mods while waiting for any hotfixes or major mods to be thrown in.
#115
Ideas / Re: Prisoner food vs Colonist food
July 01, 2015, 04:06:28 AM
Quote from: TLHeart on July 01, 2015, 02:48:58 AM
and do your prisoners starve if you don't have that type of food? even though you have many other types of food?

There are ways now to limit what food your prisoners get.

Not exactly as it all depends on what kind of food you have available set up in priority. I always have a stash of simple meals along with fine meals in a ratio of 1:2. And by and large, one would always have simple meals available once they have a farm up and running.

The ways and means now of limiting what food prisoners get is not a streamlined option. I for one, don't intend to feed them nutrient paste so no point for me to stick the machine in their room. Someone suggested putting a stockpile there to put the meals but in the event there is no prisoners, the meal will spoil eventually since we can't possible refrigerate the prisoner room if we want to keep them alive. Forbidding and then enabling the fine meals to make sure the warden does not feed them that is too much of a hassle and our own pawns would end up eating the simple meals instead. Therefore, having an option to feed them certain types of food is better. It can follow the priority system if necessary but its not an issue if its simply included as a checkbox option.
#116
Ideas / Re: Farmers should haul the harvest
July 01, 2015, 02:30:16 AM
Actually its one of the sticking points in the game in that because of the priority levels, pawns would ignore certain tasks even though they are possibly passing by. Quite often, my growers would just harvest all the crops, replant, and then just head off inside the base to rest or do something else and leave the produce there. Despite the fact that they will pass by my food store.... I end up having to manually click the colonists one by one to haul the produce just to make sure they don't leave it sitting there.
#117
Ideas / Re: Prisoner food vs Colonist food
July 01, 2015, 02:26:36 AM
+1 to this.

I only wish to feed prisoners' simple meals and save the fine meals for my own colonists. Probably just include the option of the "Gets Food" checkbox to include what kind of food.
#118
Regretfully nope, but it would have been epic if I had actually named them so :p
#119
Ideas / Re: Guest areas
July 01, 2015, 12:42:42 AM
+1 to this. Would definitely love this as I do find it silly that visitors would drop by, and just sleep all over the place... They do eat meals from my colony's own tables but I'd much rather build a table just for them.

The only trouble now is that our pawns don't seem to differentiate what zone it is and just eat from any table.. I've constantly had pawns go into prisoner rooms to eat from their tables when their own dining table was just across the hallway...
#120
Ideas / Re: New Ways to Store Food
July 01, 2015, 12:40:03 AM
Hmm. Food racks come to mind. I'm ok with the way raw vegetables is stored right now but if it comes to raw meat and cooked meals, a food rack to place them would be nice rather than dumping them on the ground. The food rack too should be able to hold more units of those foods since we're talking layered racks.

Also, this is more for those who play with the Finer Things mods and such but it can work for beer too I guess. But a wine rack or cellar would be nice :)