Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - FMJ Penguin

#181
Ideas / Re: Suggesties for windows
August 25, 2015, 09:53:31 AM
Just get the base code in there and one simple window. Let the modders have at it. It really is mod territory cuzz not everyone is going to even bother using them so we'd have an entire UI full of windows collecting dust in many cases and all that work creating them just "poof"...

But this topic does come up often enough to warrant some effort imo. (I'm no programmer so have no clue how trying it would be to get it done)
For what it's worth...
#182
Ideas / Re: The problem with Rimworld
August 25, 2015, 09:21:25 AM
Quote from: Elixiar on August 25, 2015, 08:05:47 AM
Lastly, those who use a kill box are falling on their own sword in a way.
In 2 years of constant playing I have never used a kill box, I have also never got bored, and only very recently tried mods (no total conversions or packs though).

If your game formula is
1. Build hitbox.
2. Build colony to max.
3. Get bored from lack of threat.

Very good point there. But that's just a built in tendency of people. What with all the tower defense games we're used to. Kinda hard to shake that off. Open ended colony builder, manager...... yeah, peeps will always abuse anything at their disposal as they should in survival games.

But yes I completely agree that not going all out with kill boxes and turrets in general and relying on colonists to defend is a lot more interesting and strategic for that matter. Then again, you can't rebuild your colonists in preparation for the next assault which will come eventually(excluding bionics of course).

Soooooo, what's the answer to that dilemma? Limit actual defensive measures? You can only build this many turrets, sandbags, etc......  I can hear the riots already lolz

Edit: Also I think you have a really good point with what you said here. " I think maybe people are beginning to expect too much."  I mean most of us aren't just playing the game for the first time. Gonna be rough to keep some of us interesting at all anymore... I know I've already been playing more than I care to admit sense early alpha days(granted on and off with couple month breaks here and there but still). 
#183
Some other fairly pop youtubers to watch for those that are interested. Think I originally learned about it from Quill18. Don't worry, nether of them invest all their time into SUB mining their audience(pet peeve of mine).
Quill
https://www.youtube.com/watch?v=qsZHKyBK51Q&list=PLs3acGYgI1-vXHbq80_1656G4OaHOKUWm

Then later ran across Blitzkriegsler
https://www.youtube.com/watch?v=_5qu86bwLs8&list=PL4D232HeetQO_tR-RPNuXh4RAqlRhjmZV

Latest RW vids I could find on both.  Enjoy
#184
Yet another idea although it should prolly go in a diff forum haha.

Coms traffic watch. Leave a pawn actively sitting at coms "listening" and they have a chance to intercept incoming raider chatter and mech ships(justify it however). Maybe some forewarning would be enough to ease the difficulty spikes? "Eye captain, I hear raider chatter approx. eta 5 minutes give or take". "Eye Scotty, stfu and get off the coms we need to get ready".  I'm not a treky freak I swear   ;D
#185
The damaged idea would be kinda cool. Just thought of something else while reading the last couple posts....,

Most of the time the toughest enemies are found by going after them and exploring or found on your own time in nearly every game(actually can't even think of one where the player doesn't have to take some kind of action to run into the toughest baddies). Well I guess that doesn't happen here. Everything just rolls your way regardless.... prolly be different if we had to go looking for the big nasty kinda troubles.  Dunno, that may get old too. Just throwing stuff out there I guess haha

Also, I've never tried Phoebe. Is there much difference between her and Cass?
#186
Ideas / Re: The problem with Rimworld
August 24, 2015, 11:34:10 PM
Quote from: The13thRonin on August 24, 2015, 07:34:35 PM
The problem with RimWorld is that it lacks variety...

In Dwarf Fortress there are over 100 different types of rock, minerals and gemstones. In RimWorld you have a little over 6 mine-able materials. Dwarf Fortress has over 50 different types of wood. RimWorld has one type of wood. RimWorld has less 'stuff' than Dwarf Fortress. It needs a huge fleshing out as far as materials are concerned... Copper isn't even in the game yet... You are building power-lines out of steel, also apparently solar panels don't need glass... They just capture the power of the sun using their magical steel properties ???.

When every story is the same story the story gets boring pretty quickly. And the story at the moment is:

1. Get steel.
2. Make killbox.
3. ????
4. Quit due to boredom.

I like peeps that don't pull punches  8)

Long as the foundation is good enough to make those additions easy through mods I don't think most of that is gonna be an issue in the long run honestly though. And Tynan has def put alot of effort into making the game mod friendly that's for sure.

But can't disagree with anyone in here really. Still have quite some time yet before it goes gold so guess we'll see.

Just to add to what you guys said, I'd like to see more events that don't murder you by default lolz.... you know something that adds flavor but not ALWAYS just pew pew. But we got husbandry in a big way so can't argue with that. Lotsa folks wanted that one.
#187
Was gonna ask the same thing cuzz I got lazy and gave up on tryin to salvage it haha.

Although ninefinger pretty much updated it all anyways for his mod UOM so you could always try that mod sense it's part of it if you're hard up. It's a good mod pack but it is a mod "pack". Loads of other mods along with it. Worth a shot. Heck I've been missing alot of great mods that he's got in there so glad I tried it.  :)
https://ludeon.com/forums/index.php?topic=14229.0

#188
Ideas / Re: The problem with Rimworld
August 24, 2015, 06:11:06 PM
Good points.

DF had the luxury of massive populations and endless content that didn't actually need to be rendered. And a huge portion of DF was left to player imaginations which I think helped in no small way.

I'm not sure we'll see another game like df in my lifetime and really wouldn't expect that any current game would even come close in terms of history content. Then again, nobody has really tried as far as I'm aware.

Interesting post btw, makes you go hmmm  :)
#189
Retexture the old Boomrats and throw a lil smiley face on there.... there's your infant.

As for children... well donno but the boomrat thing is money for sure  8)
#190
General Discussion / Re: Randy Random
August 24, 2015, 02:59:27 PM
Ahhh ok, now I'm with you. It's just the difficulty ramp that's the issue with Cass then. Well I can understand that. I always sorta abused that part of her though which let me indirectly choose difficulty on the go sorta thingy.

But yeah, I can def see how that would cause issues with those that enjoyed really large pops. You'd have to build almost entirely focused on defense the entire time which ..... yeah that would get a bit old honestly.

Guess there's always overpowered defense mods to hold you over tell something is changed? haha

I guess there's always Phoebe too. Although I've yet to ever try her. Not sure how pop affects her.
#191
Quote from: The13thRonin on August 24, 2015, 06:01:42 AM
Quote from: GamerGuy on August 24, 2015, 05:48:15 AM
Been suggested before quite a bit. I personaly would find it just annoying.

Some people find feeding their colonists annoying... We still have food.

Rather than dismissing it outright as something annoying why not consider how it could be implemented well?


lolz good point.....

Hell, it would still be nice to have some usefulness for water though. Instead of just getting in the way of constructions. Or let me build over water... or even fill with dirt/concrete or something.

I think in DF water use was just automated and it froze over in winter so provided another layer of challenge all by itself on most maps. Seems reasonable for colonists to need a drink I think .... fishing zones.... wash themselves from time to time..... yeah I can see it. Doesn't need to be too complex or anything.  And if for some reason the zone has no water then I guess there's always beer eh... Although bathing in beer may be awfully stinky  >:(
#192
General Discussion / Re: Slave trader?
August 24, 2015, 12:50:44 PM
?!?!  :o
#193
Couple more difficulty levels?

More brutal sounding difficulty levels so folks feel bad ass even if they do ok on "normal and challenge" difficulty lolz.... Seriously don't forget to stroke your players egos :P

Imo 99% of us shouldn't even be giving the last difficulty a second look when looking for an actual challenge. Supposed to be for masochists who like to loose and can't get any challenge any other way aint it?

Maybe we've all just played the game to much and have accidentally turned into the hardcore crowd without  knowing it? Now we're the worst ones to listen to for game balancing advice haha.

Yall will prolly laugh but I think we need more mechs and enemy  types ..... yep even more enemies that would help ease the difficulty jumps when playing Cass and Phoebe specifically. If you don't like mechs and all you play is Randy Random..... seriously think about that argument for a second.

As long as the enemies all have viable counters then they shouldn't be imbalanced unless of course you decide that balancing the game around Randy RANDOM is somehow a good idea.  :-X
#194
General Discussion / Re: Randy Random
August 24, 2015, 11:23:31 AM
Cass all the way. Although I like the idea of a random storyteller.... Randy can also fall into slumps and not provide much challenge at all for hours on end. And he's obviously not that random or he wouldn't have difficulty levels at all.... oxymoron anyone?

I'm missing something though. Why are folks having such a hard time with populations growing with Cass anyways? Never honestly had that problem myself. But my happy place  is around 15-20 pawns I guess. Is it just that people aren't using the slave traders?
#195
Ideas / Re: Artillery Mechanoid
August 24, 2015, 11:16:27 AM
Well I don't use carpet or wood floors but hasn't that been changed yet? Expected it to have been "fixed" when I saw the "remove flooring" option. You know.... stuffified hahaha.... yeah that's a word....  Or is it still treated like painting flooring on instead of placing an actual item?