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Messages - makkenhoff

#106
Your idea sounds a bit like SS13 style gameplay - admittedly I can't say that I don't like the idea... but the idea has been done wrong a lot with multiplayer games in general, so I'm always a little leery when suggestions are made towards the effect of multiplayer. The gameplay of single player games (in general, exceptions exist) many times just doesn't translate well when you add more people with different ideas of how to play into it.
#107
What I use typically is concrete floors with steel traps and steel (barrier) walls; if you do have a gun, maybe 2 or 3 sandbags spots to shoot from. NPC's should take the easiest path, over the concrete. The only "stone" walls I end up using anymore are just the ones I disassemble. I rarely even get the opportunity to get into research, because for some reason, with A15, I can't seem to keep my colony going much past the first (year 2) spring.
#108
Well, with regards to constructing with trees in the way.. often I end up with one person who is assigned plant cutter at 2, and builder at 3. So, I designate the area I want to clear of trees and brush before I actual start building. Admittedly, this would be easier with a plan function. I just build the corners and then forbid them from working on them when the game is paused.
#109
General Discussion / Re: What events have you disabled?
November 18, 2016, 11:32:34 AM
I don't always, but when I do, I disable wanderer, and I only do it because I don't have a choice to accept them, and I usually get given pawns that are more interested in art and non-violence, than actually contributing to my tribe's survival. But, that's because every faction hates me, because my tribe gets hungry.
#110
Quote from: carbon on October 24, 2016, 10:51:50 AM
Anything is possible, but if you're asking for a fully functional AI-controlled colony, that would require months if not years worth of development time. Don't hold your breath.
While I agree it would be difficult, I would point to Firefly Studios game, Stronghold. That title, with it's AI could generate a functional city using blueprints that they would follow. If something didn't fit on that particular map, the AI would respond by deleting certain parts of its blueprint, to make it fit. While some might not call it a "fully functional AI controlled colony" I would suggest that it was passable to provide hours of enjoyment. The larger question is: would it be successful in RimWorld? I don't honestly think it would be, but I could be wrong.
#111
Quote from: AtomicRavioli on October 24, 2016, 07:27:50 PM
Just not worth sending them in... Either they die too fast or get permanently and irreversibly crippled and your training investment is completely ruined... Or if you have something like a thrumbo... It soaks up a million small wounds that a doctor will spend ages patching up and might even die of blood loss or a nasty infection because tending the wounds is too slow.

This. Colony emotional penalties, training investment (the same can be said of pawns), excessive cost for pet medicine versus colonist - all of this adds up to not wanting to risk the pet, because they aren't very adept at combat, even when trained. I'd take a colonist with a wooden spear or club over a "release the warg" anytime. It helps that I can control the colonist, I can tell the colonist not to do something that I deem stupid.

I'd rather like to think smaller animals should be harder to hit both in melee and ranged combat. Anytime smaller than man sized should have a hit chance penalty with aimed weapons. Grenades and other explosives of course, shouldn't be affected.

But, I've got to admit, that personally I don't highly value the animal tamer/trainer. I'll find them more useful things to do. I rarely have any colonist assigned to it, because I don't value it as a skill. Though, I'd be remiss to suggest I'd like it removed. It does add flavor to the game, just not my kind of fun.
#112
Ideas / Re: A Robust Research System
October 06, 2016, 03:09:09 PM
I like parts of the OP's idea.

I like the idea of enhancing the research system to be more dynamic - it doesn't have to go as extreme as injuries, I think just adding a few "specialized" tree branches for certain areas would be good for me. (As a rather bland idea: Improvised Turret has a future choice between Improved Firing Speed, Improved Tracking Speed, Manned Turrents, and Improved Turret Durability) Ideally, you could research all the branches, but with each improvement it should cost additional time, because your not just factoring in one more upgrade, your factoring in the complexity of all those working components.

I don't particularly like the idea of adding more "resources" in order to research anything, be it research materials or additional buildings.
#113
Now, if you have it set to default to speakers and then try switching it to USB headset, does it also give the same result? I'm surprised that it works at all doing that, given my experience with windows 7. It leads me to wonder if it isn't something windows 10 is doing for you, and failing to do it for RimWorld.

Since TF2 uses Source, and RimWorld uses Unity, they both handle audio differently. It might be a good test to try a different game that uses Unity, and post your results.
#115
Quote from: ChildishJack on September 05, 2016, 07:37:05 PM
As mentioned in the original post, I've tested it with other games, and they do not exhibit this behavior. Nor do web browsers or any other application I have found. If it is my OS, its weird that it works correctly for everything I use but this one program.

Well, that's the way my setup works, if I start RimWorld with my speakers as default under playback devices (which is managed by Windows, not logitech in my case), if I switch my headset to default under playback devices, it doesn't change RimWorld's audio, nor my brower's.

Are you by chance unplugging the headset, and then your audio manager intercepts it? I apologize for the back and forth, but trying to troubleshoot and thus replicate a bug without all the information you may need is always troublesome.
#116
Just a couple of comments - I can't test most of what you've described. (I'm not using steam)

First, it may not be a bug that the storyteller your using won't send an overwhelming force against your starting colony, despite the wealth. It may be a fail safe in case randy dumps high value cargo, so that normal colonies aren't getting murdered on their first wave, OR it may be that your trying to launch it too soon, perhaps the factions aren't completely ready in the startup sequence.

Either way, I agree it is a very odd error.
#117
Bugs / Re: Pawns in the tribes scenario start hunger
September 05, 2016, 07:29:29 PM
Now, with this scenario, your surviving tribe members ran away from their home, after being attacked by something they did not understand. Now, scared out of their damn minds, they run as far as they can, carrying whatever they could. The few quickly gathered supplies aren't going to last much longer, so the decision is made to stop, and finally I would assume some wood is then gathered from the area before your given control. They are tired, hungry, and demoralized. The default tribal scenario is a tough one for all the right reasons. 

Pemmican requires you to heat the fats to a liquid, which you then add to the crushed and ground pre-dried meats and berries. And then sealed with fats usually in a rawhide sack, traditionally. (It actually created a bit of a vacuum seal, so it helped preserve it.)

On the flip side, I do think more ways of food preservation should be included, either by mod or default. I certainly think smoked and dried foods would be things tribals could do easily. Personally, keep in mind you are free to make your own less traumatic tribal scenario, which is what it sounds like your actually wanting - you could easily craft a "migrating tribe" start, and give them additional food and supplies. I've done that on the rich explorer, made it more customized to how I would prepare myself if I were doing it, if I had buckets full of silver, even tried to keep it somewhat balanced by lowering my starting silver.


*edit* I went ahead and made one, to just kind of show you what I meant.

[attachment deleted by admin - too old]
#118
If I'm understanding you correctly, that would be an issue with your OS; not RimWorld specifically. Any program will do this behavior, even your browser.
#119
Bugs / Re: Pawns not using nutrient dispensers
September 05, 2016, 07:12:31 PM
A lot of variables to this report; pawns with aesthetic trait will eat raw food over cooked. Some foods are "better" raw than nutrient paste, such as strawberry and corn. If you've got your paste dispenser in a prison zone, colonists will not use it (though I'm thinking they may continue to use tables, but I could be mistaken.)

Best you can do is post your save, or at minimum a screenshot, so it is easier to check.
#120
To add to BlackSmokeDMax's comments, you can also zip up most save games (on maximum compression) in order to post your save game, but if for some reason it still is too big, you can use a service like filebin to post your save games.