Everything seems stable, except for plants. Not sure if it's just me, but plants seem to take forever to grow.
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#107
General Discussion / Re: How do you Celebrate colonist's birthdays?
March 20, 2015, 01:41:53 PM
I try to get a feast set up, lavish meals for all. The new update will add a lot more diversity though.
#108
Ideas / Re: Uncertainty Veil (Fog of War)
February 21, 2015, 10:57:48 AM
Agree with above, it should be a toggle and it would actually add to the story to me if I didn't know what happened to the raider party, but was given evidence as to how it happened.
#109
Ideas / Re: Different alien species?
February 21, 2015, 10:41:29 AM
The description of most of the animals in the game state that they're evolved versions of earthly animals, implying that the terraforming bots sent normal animals at first, but the animals adapted to the new rimworld planets. They're not non-sentient aliens.
#110
General Discussion / Re: Endless play thoughts?
February 06, 2015, 12:38:31 PMQuote from: TheSilencedScream on February 02, 2015, 01:07:47 PMQuote from: Klitri on February 02, 2015, 12:26:20 PM
I would love to play endlessly, but the AI scale just makes it too hard. It eventually sends a wave of terror and death, and unless you have a killbox you're pretty much screwed. It'd be nice if corpses degraded automatically, so much corpses become scattered about the world.
The game currently isn't tuned for endless play. You CAN try, but - yes - like you said, it eventually becomes absurd. I believe the topic is about whether or not it'd be worth fine-tuning, and the original poster believes it is.
I have to agree - I rarely have trouble, even on the higher difficulties, of escaping the colony within about 6-8 months (in-game, of course). I've "finished" the game enough times that I no longer care about finishing. It's more or less, "We're here to stay, and we'll defend with our lives."
I don't mind eventually being wiped out (as long as there's SOME kind of chance of me surviving, if I play smart/strategically), but the game also isn't tuned for long-term play. Eventually, even without mods, you get the colony set up where it's mostly self-sufficient, and - once you've mined the map of resources and researched all that you need - there's not much more reason to play that particular colony.
THAT is what needs work the most, in my opinion. Right now, with the content available, everything can be done/explored on the map in less than two years, even on mountainous regions where a lot needs to be mined.
No.. The topic asked for thoughts on endless play, not whether it was worth fine tuning or not..
Anyway, yes, the main issues happen to be
A: Resources running out
B: AI scale wipes you out
C: Too many items/colonists lag game
For A, perhaps more common trader ships could resolve that issue, as you can purchase a lot of steel from them.
For B, all that needs to be done is more ways to defend your base, really.
And C, the game is in alpha, so it's not surprise that it's not optimized. I'm sure Tynan is planning to optimize it after he is done adding in the main parts of the game.
#111
General Discussion / Re: Endless play thoughts?
February 02, 2015, 12:26:20 PM
I would love to play endlessly, but the AI scale just makes it too hard. It eventually sends a wave of terror and death, and unless you have a killbox you're pretty much screwed. It'd be nice if corpses degraded automatically, so much corpses become scattered about the world.
#112
General Discussion / Re: The Demands for Human Breeding (Discussions)(Poll)
January 24, 2015, 09:36:47 PM
I am a programmer, and to be honest, from the looks of what Rimworld already has, programming a children system would be less code than, say, the temperature model. So don't say that it's too much work, because it's not.
#113
General Discussion / Re: Why do most of the females have shaved heads?
January 22, 2015, 08:47:30 PM
Maybe the females do it to be more mobile in the wild?
No but it's random.
No but it's random.
#114
General Discussion / Re: The Demands for Human Breeding (Discussions)(Poll)
January 22, 2015, 08:32:15 PM
I think everyone against the idea is missing the point- The game is meant to be a storyteller game, while you should be able to win, it is not a huge priority to add action packed features and ensure that players always win.
Children add a new aspect to the game, how does this child affect your colony's story? How can it add to the story, perhaps the child is loved by everyone and given all the care? Maybe your colony is barbaric, and sends them to fend for themselves in the wild. Personally, I'd love to have children in the game, and for those who don't, maybe make it an option so it's not required. It's just not fair to say no to children because you think it'd make the game harder/annoying/etc.
Children add a new aspect to the game, how does this child affect your colony's story? How can it add to the story, perhaps the child is loved by everyone and given all the care? Maybe your colony is barbaric, and sends them to fend for themselves in the wild. Personally, I'd love to have children in the game, and for those who don't, maybe make it an option so it's not required. It's just not fair to say no to children because you think it'd make the game harder/annoying/etc.
#115
General Discussion / Re: Multiplayer - how?
January 04, 2015, 09:38:47 PM
Just because you don't like PVP or that PVP is like starcraft doesn't mean it shouldn't be added. It can still be a part of the game. I'm sure if we could cooperate and fight, we'd usually cooperate until something happens that makes the other person stop the alliance. It'd only expand the story this game offers.
#116
Ideas / Re: Alarm Bell and rallying point
January 02, 2015, 04:30:39 PM
Perhaps an overview job, "Militia" or something, those would respond to the bell. Also, anyone incapable of violence cannot be a "Militia", obviously.
#117
Ideas / Re: Story Popups
January 02, 2015, 04:26:40 PM
Be better if it just disappeared from your stockpile, so you don't need to build trade beacons everywhere just to send Muziuul the tribesman some medicine. I love this idea though!
#118
General Discussion / Re: Can uranium be found naturally?
December 28, 2014, 03:39:45 PM
I agree with Nuschler. There's a time and a place for "jokes," and Nuschler was looking for an answer quickly. It doesn't matter what your intentions were, he didn't like it and you should just apologize instead of picking at him for being upset.
On topic, If I remember correctly uranium is not a naturally occurring material, but I may just never had the chance to encounter it.
On topic, If I remember correctly uranium is not a naturally occurring material, but I may just never had the chance to encounter it.
#119
General Discussion / Re: Cold/heat Trap
December 19, 2014, 11:57:31 AM
There's been multiple topics on this already. Please use the "search" feature before you make new ones.
It's a good idea, but it's probably impossible.
It's a good idea, but it's probably impossible.
#120
Ideas / Re: Oxygen and Rebreathers
December 17, 2014, 07:09:49 PM
Remember that the rimworlds we land on were at some point terraformed by terraforming drones.
EDIT: Forgot to mention my opinions
I think it's a great idea, and I've personally wanted something like this for quite some time.
EDIT: Forgot to mention my opinions
I think it's a great idea, and I've personally wanted something like this for quite some time.