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Messages - Locklave

#46
Does no one have anything to say on the matter, not even on the glaring examples I presented?

So everyone that's read this so far is perfectly fine with the current numbers and doesn't think an overhaul is needed.
#47
Ideas / Mood effect need re balancing/re working
June 22, 2016, 01:57:46 PM
I need to question why many these even exist and more so question the scale of negative as compared to other negative mood effects.

Ate off the ground -4
Observed corpse -4

... Why are these things equal, better yet why is eating off the ground even on the mood effects chart? They both stack too and have the same duration. In fact seeing a many dead bodies has a half stacking multiplier.

Wearing tattered apparel -5
Wearing frayed apparel -3
Naked -3

Explain this. This makes me think these negatives were made in a total vacuum. The clothing quality thing is newer then the naked thing.

A little bit crowded -5
Imprisoned -5

Are you kidding me? Nothing about these things is equal.

Mood effects need a major overhaul. I think quite a few have no place in the game in it's current state and others have overblown effect. Many don't make any logical sense. I also think ones like deaths shouldn't have stacking effects, like if you sister is a part of the colony and dies why are you getting both My brother/sister died and Witnessed ally's death.

The entire Mood system needs re balancing/re working. Please do this before Steam launch.

Edit:
Here's the chart for people interested.
http://rimworldwiki.com/wiki/Thoughts
#48
General Discussion / Re: Prioritize this!
May 21, 2016, 02:31:11 PM
Quote from: Sicdoc on May 21, 2016, 08:41:34 AM
When I tell a pawn to prioritize the building of something he only prioritizes it for one stage of the build process. Does anyone know why? I have to keep an eye on him and continually tell him until the object is actually built.

Ya, I really hate this problem. I manually tell them "BUILD THIS NOW" and they are like I'll drop off one shipment of materials then go back to what I was doing before without finishing the work.

They need to see it till it's finished building, shouldn't have to re order the build 3 times.
#49
General Discussion / Re: Scaring
May 09, 2016, 02:22:13 PM
I gotta agree with the OP, stuff can happen in fights but I don't recall blinding anyone in a fight irl or causing permanent damage. There are rarely serious injuries in real life from hand to hand fighting. If anything the rates of injury should be greatly reduced with hand to hand.

Hand to hand combat should be what you use when you want to capture people alive without serious damage. Currently it seems to be just as dangerous as a machine gun.
#50
General Discussion / Re: Components shortage
April 24, 2016, 03:02:11 PM
Quote from: Limdood on April 23, 2016, 03:32:34 PM
Locklave, your assumption that turret-less play isn't possible without save scumming is blatantly false. 

Personal shields stop fluke shots.  Also, fluke shots happen sometimes...you deal with them...deal with the injured colonist, fix them, or bury them.

Traps solve many no-turret issues, and boston is correct - avoiding turrets cuts down a lot on colony wealth (additionally, he didn't say just turrets, he said removing all electricity and electricity using items vastly cuts down. which is irrevocably true). 

I've played on everything except extreme desert so far on at LEAST robby challenge.  I've played them all with no turrets too.  Knowing how combat works (the minutiae of things like how the enemy chooses targets, how to stack cover, how to force pathing and raid splitting) helps to reduce the need for turrets.  BTW, i was playing no turrets in A12 too, due to resource cost (power and steel), so the components just encourage me to avoid them even more.

I didn't say it's not possible, I said not viable. Very different things, don't twist my words.

Personal shields are usable for melee only and you need to get them and have people that can effectively melee. All that is rather clutch, melee is something generally you do later game when you have shields/high end melee weapon(s) and characters that are suited for melee. I guess you could fluke out early game and get what you need.

I find it annoying that you overlook the fact that aside for electric tables the things I listed are needed in harsher environments. Hydroponics/Coolers/Heaters, of which you are likely to have many in those environments and since you'd need electricity you'd need generation and power storage. So your stances holds no water looking at the full picture. He also cuts down on those items because he plays with mods and in easy bioms. How do you overlook that when posting this reply? Traps also increase wealth and you'd need far more of them to compensate for the lack of turrets, so how are you solving the problem?

So you play no turrets, how do you deal with the first melee shield rush? The rest of your explanation sounds like the AI path exploiting.

edit: Furthermore the point is that more components are needed in harsher environments which is the entire point. I do not care the least bit about raid sizes and that is not the problem. It's component shortages in environments where you can't cake walk it with all year growing times, abundant animals for hunting, tons of trees for wooden traps/wood furnace. 

Not building 1-2 turrets or skipping building an electric table or two isn't gonna resolve the shortage issue.

Quote from: Boston on April 23, 2016, 10:35:24 PM
I love you, in an entirely professional and platonic fashion.

What you love is someone ignoring the giant holes in your thinking and agreeing with you.
#51
General Discussion / Re: Components shortage
April 22, 2016, 12:25:15 PM
Quote from: Boston on April 21, 2016, 07:58:15 PM
I did play "no electric" in vanilla Rimworld, and asides from the inability to preserve food, my gameplay wasn't all that different. If anything, it was less difficult than "standard" electric colonies, as the various things that use electricity (turrets, etc) add a LOT of colony wealth. Not using those things keeps my wealth down, and raids are less severe as a result.

What, exactly, is "non-viable play"?  Most of my mods add furniture. My mod with the largest change to the game allows the ability to freaken smoke meat.

I am starting to think you are little more than a troll, or lack the critical thinking ability to actually adapt to the changing game conditions.

Non-electric and non-component colonies are eminently possible in vanilla rimworld, just hard as hell. But, playable.

Yep, if you play in the easiest biome you can skip hydroponics and heating/cooling. Then mod in cheating smoked meat that the game isn't balanced around.

Turrets add 0.4 colonists of value, so they add nearly nothing to attack values while providing the enemy with targets that can't get arms/legs blown/torn/cut off and 1 shot killed by fluke. Of course not using them would mean save scumming battle results to avoid being wiped out in every second battle. Hard cover and choke points don't prevent the fluke shots.

Given the number of things you failed to list that use components makes 1 thing clear. You haven't played this version of vanilla for any length of time and I suspect you have nearly no experience with vanilla anything till back in the days of land mines if even then, so your information is just that and not experience.

A troll would be someone that has nearly no experience with something telling others who deal with the problem directly that there is no problem while talking about his damn mods which allow him to ignore the problem and aren't the topics at hand since it's a balance issue with vanilla. The thread isn't "what do people who mod to avoid vanilla problems think about our vanilla problems?".

So keep playing your easy mode mods, easy mode biome and I bet easy difficulty setting too. We'll play the vanilla game and talk about it's balance in all biomes and not just in your perfect easy mode settlement locations.
#52
General Discussion / Re: Components shortage
April 21, 2016, 07:36:25 PM
Quote from: b0rsuk on April 20, 2016, 08:41:39 AM
Quote from: Locklave on April 19, 2016, 09:30:09 PM
RNG x RNG = BAD GAME MECHANIC. The player has nearly no control of it.
It's only RNG x RNG if you refuse to adapt. Don't build unnecessary objects, and use cheaper alternatives. Deadfall traps use zero components. Devilstrand apparel uses zero components, unlike body armour. Before late game you only have a small income of components. The answer is to make good use of it, not bang your head against the wall.

I think you missed the point, you could literally not get components for huge time frames meanwhile your stuff randomly breaks down eating up your limited supply of components. The RNG could flat out deny you more components for 6 seasons, meanwhile everything is breaking.

So it's not just good use of them, it's RNG getting some (via merchants or limited mining nodes) vs RNG of tech randomly breaking.

Usage of components is a secondary issue.
#53
General Discussion / Re: Components shortage
April 21, 2016, 07:25:35 PM
Quote from: Boston on April 20, 2016, 02:12:42 AM
Don't play in deserts/ice sheets, don't "need" hydroponics

Make clever use of cover, terrain, weapons and militia placement, as well as avoiding pissing off/make friends with other factions, and you don't "need" turrets

You don't "need" electric crafting tables, full stop. Are they handy? Yep, but "necessary"? Not quite.

Again, in the vanilla game, the only thing you actually "NEED" components for is electricity, for preserving food. There are workable, and possibly more important, highly useful alternatives to everything else you state you "need".

See, the thing is, you guys all got used to playing a certain way. Now that the game is more difficult, all you do is whine. Is the game more difficult? Of course it is. Is it impossible? Not really, if you are willing to limit yourself and your colony, which is basically the whole point of this mechanic, as outlined in the fiction primer for the game

I actually enjoy the component mechanic, but even I think it needs some tweaking, probably just making the components cheaper with regards to steel costs. But I am not going to say the game is "broken" as a result. I downteched in order to survive. No more turrets, made friends with the locals (so I only get pirate and mech raids, which are eminently deal-able, even with just a militia). Use woodstoves and manual tables, instead of the automatic versions. Refuse any and all pawns, unless they can be of actual use to the colony, not just take everyoneUse one windmill to power one battery to power one cooler, and keep an unconnected fueled generator as backup.

I also don't deliberately go into the harshest and most-unsurvivable environments on a planet, because, you know, it would be pretty goddamn hard to survive there. Deep deserts and ice sheets were undersettled for reasons, people! Why can you not understand this?

Of course, you can go there if you want, but it isn't like you are getting dropped there randomly.  Both environments require highly specialized machines and tactics in order to survive, much less thrive, and shlepping into a desert/tundra with bog-standard parts is asking for trouble.

Go back to your cake walk mods that make non viable play viable. You clearly have no experience with the vanilla game, nor do you have experience in dealing with the problems you outright avoid with your cheating mods.

Go play no electric in vanilla, enjoy being slapped down. Stop talking about things you have no experience with.
#54
General Discussion / Re: Components shortage
April 20, 2016, 01:47:13 AM
Quote from: Boston on April 19, 2016, 09:41:29 PM
You don't need components to make "everything of value", actually. The only thing you "need" components for, technically, is a cooler and a wood-powered generator.  And, with the right mods installed, you don't even need that. I am playing a powerless colony right now, and I am having a blast.

Hydroponics, Turrets, all electric tables, solar panels and all power systems including batteries. So please just stop.

So basically you modded the game to avoid the issue entirely and felt the need to tell someone who is dealing with the problem it's not a problem... https://www.youtube.com/watch?v=WQ6SvS-iW30
#55
General Discussion / Re: Components shortage
April 19, 2016, 09:30:09 PM
I think this is a terrible broken poorly thought out game mechanic. You need components to make everything of value, everything is constantly breaking down which requires components to repair and by the time you can craft them you'd have a stockpile of them you bought from merchants. It's a unfun mechanic I'm tripping all over because there is not organic fix, just RNG breakdowns wasting them and RNG Merchants maybe selling them. RNG x RNG = BAD GAME MECHANIC. The player has nearly no control of it.

I'm gutting a mountain atm to find tiny numbers of these stupid components because the damn merchants only sell 5-6 if they sell them at all and ships simply don't have them or don't come in a reasonable time frame. Fridge breaks down, no components. Death via stupid RNG?

It's not a balance issue, it's just a bad idea. If they add more then they are meaningless, if they keep it the same it cripples your ability to grow your colony and there really isn't middle ground. You either have enough or you don't. Why was this added to the game?
#56
Bugs / Re: Colonist stuck behind wall
April 09, 2016, 01:09:31 PM
I had this happen yesterday, I've never seen the AI do this before ever. I watched her move into the corner and wall herself in. Maybe this has always been possible, but this is certainly the first time I've seen it.

Edit:
I kinda wanted to say to her "Fine be like that" and leave her there.
#57
Quote from: ChJees on April 09, 2016, 10:41:19 AM
I guess someone will make a mod later that make mechanites play nicely with your colonists. At least nullify their negative effects.
Could be a bionic which acts like a "hive" for the mechanites which relays orders that are not random. Without orders i guess mechanites try to do their best but fail doing it perfectly thus causing pain and nausea.

I was assuming basically they were directly related, I wonder what would have happened without treatment.
#58
Quote from: brucethemoose on April 09, 2016, 01:39:38 AM
Just don't give her meds, they aren't required to treat infections like that.

Why do they use them then?
#59
Quote from: ChJees on April 09, 2016, 12:36:56 AM
I suppose you could make the best out of it and install a Pain Inhibitor in her and make her melee :P. Use alcohol to improve her mood.

She can't fight it's disabled... I wish I could even make alcohol, I still only have the 3 ppl I started with.
#60
Quote from: Mr.Cross on April 09, 2016, 12:26:39 AM
Hate to break it to your pal, but I hear it takes months in game for it to cure and hundreds of meds. Not sure if it's true, but if it is you might have a long time before it's gone....

If that's true why on Earth was that added to the game, that's not remotely balanced.