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Topics - wbonxx

#1
I'm having troubles with my constructor trying to repair everything before building. I don't see why in the new release repairing is not a job by itself anymore (now is aggregated with building).
#2
Ideas / EVENT: LOW Oxygen atmosphere.
February 22, 2017, 11:02:06 AM
You could use the scripts you already have for the heating. But considering the heating as oxygene. After a certain treshold colonists start getting health issues.
If they go out of the base they die. If a door get's broken the oxygen (like the heat) get's lower over time. Eventually colonist die if the door is not rebuilt.

It is kind of a strongest version of the toxic fallout (that now looks kind of nerfed, quite easy to cope with).
Thus you are enforced to stay in the base, produce oxygene, produce resources inside.

The best would be to have a machine to produce oxygen and rooms with different oxygen level.

The idea is intriguing I think.
#3
I have two bills, one to produce meals from easy spoiling food, other is normal, both until 15 meals are reached.
The math shown is i.e. 10/15 .. thus 5 to produce. but the 15  is in truth counting for the single meals produced from the single bill, while the number shown represents instead the total number of meals.
At least I suppose so since with Bill1 : 20/15 - Bill2 20/15 - the cooker is still cooking.

Not a big problem but misleading.
#4
Since it is not possible to prioritise  anymore between repairing and building, the only colonist with good building skills I have is looping spending days trying to repair the whole base - quite slow process - instead of building the new structures I need.
I would consider this critical.
#5
Received a ransom request, money asked was 971, I had 972 but the accept button was greyed out. I could only reject.
#6
Would be interesting if there would be a second value associated to an object. A sort of HP baseline that get degraded after receiving damages. In this way you can't just keep 5 colonist behind 5 doors and survive to any raid.
This would make the whole think more real, over time the baseline would degrade and the top HP of a door would became lower (i.e. after reaching 100hp a steal door would lower its hp baseline from 250hp  to 150hp, thus after being damaged it would last less).

To increase again the baseline the colonists would require resources.
#7
Left scroll doesn't work on the full length of the left part of the screen while rotating the globe to select the starting spot, if the terrain infos menu is up.
#8
I came back to play after a month or so, the first thing I noticed is how replayability is strongly affected by redundant commands (harvest single plant, temporary change of priority/ hours restrictions, drawing forbidden areas).
While this isn't true the first 10-20 hours of game (because you are super exited about the game), it gets exponentially annoying later over time.

I think there are 4 things missing that could help making the flow of the game smoother and avoid having to pause and NANOmanage the single actions and temporary changes of the colonist etc..

1- Like in other games would help to be able to use shift to chain commands.
2- Would greatly help to have a button to give a break of 2h to a stressed/deprived colonist (temporary, not pause, go make the change, then forget for 2 months..).
3- Would help to be able to give an area command, draw a square with the right button to harvest or to haul or whatever command is associated with the objects in the area.
4- We really need a better way to manage areas, like 1 button click to add area to a zone and vice versa. It is crazy frustrating 1-2 years after starting playing the game, to have to navigate 2 submenu, create an animal area, dig again in the menu, draw the area, then invert the area from another menu, just to prevent my dog to eat the meat just butchered.

Sorry if I'm missing something that came out in the last weeks.
#9
I'm not sure if this was already mentioned.

An Arctic wolf attacks and kills one of my "dogs", then starts feeding on it while my colonist arrive and easily kill him because he is not reacting (4-5 hit).

I will try to reproduce what happened, the bug could be eventually exploited to kill bigger animals.
#10
Since the game is on steam and things are rolling, I have the feeling would be great to understand where things are going. Balance is getting tighter and if the developers are still considering introducing major changes, this would end up to force a rebalance of half the game.

--- What about child?
This was discussed many times, being the aging the major issue. What about a rough implementation with aging 5x times the one on earth for reasons related to the planet.
  Or an "Aging room"/school class, where students grow up faster and get the skill set of the teacher?
  I suppose child could be handled like really fragile animals, reaching young adult at 2y and adult (being able to reproduce) at 3y.

--- Water. I still think should be a feature to consider. Could be extracted by a container to put on the border of a pound. Let's say a filter container. Or by tubing from a pond to then filter a bit closer to the base.
  Given the psychological weight of water... would give interesting feelings to the player having to deal with it. And I think could be not this complicate to implement.

All of this without considering this could be features of Rimworld 2.
But would be more fun if we could through in more money in just to get multiplayer in a  later addon :D



Subject edited by milon for clarity
#11
General Discussion / Larger map size, is it possible?
August 15, 2016, 05:33:02 AM
I'm running the game on a macbook pro 2011, 8gb - old I7.
The game is really smooth, played games lasting few years without problems.

I'm wondering, would be possible to have larger maps? A grown up base accounts easily for a 25% of the map in just 2years. This makes some of the events happen not this far away from the main base and in general gives a feeling of missing space.

Just for testing would be possible to have a map double the size of the actual one?
If the problem is the number of objects, this could be compensated by canceling dropping pods, some other elements and increasing deterioration.

I have also a gaming machine, quite powerful, like many others, would be interesting to be able to use more processing power to have a better "experience".

#12
While hovering with the pointer on the growing skill in the work menu, you get a tooltip where it says the this is the skill used to harvest.
But to harvest from bushes it is instead used the plant cut skill... and I'm not sure if this is true also while harvesting from planted crops, if this is the case the tooltip is wrong.
#13
Ideas / Arcade vibe - the FTL theory - Opinion
July 15, 2016, 08:50:49 AM
Amazing that the steam release is so close, I wanted to spend few words about something I have in mind since a while.

After playing the standard rimworld scenario (crashed pods) the tribe scenario and bullshitting with the editor, I had the feeling all of them could be connected together.

What I always loved about video games and what i think still creates a log of drag, is the feeling of playing following structured rules and against a common objective. What is called "play against the computer" or "arcade playing", were video games can be seen as a competition an you have to unlock contents and be proud of being doing better then others.

I thought that there could be in the main menu something like "NEW GAME" on the top of "Play custom scenario".
New game could have at the beginning only a NORMAL difficulty level... with permadeath always on. Normal mode is the normal rimworld, with a  defined target, like send 3 rockets to space and game is over.
This unlocks level HARD, that could be the tribe mode. Also here permamode is on all the time. Tribe mode is by default a bit harder, you need more experience and balance were to spend research, is a new experience perfect after finishing the normal mode.
Finishing the Hard mode unlocks the insane scenario. That would be only one man without technology. With some back story. Almost impossible to beat but would give players a never ending mode, where you have to survive the starting winter in a cave in a mountain cooking meat over a fire ;)

All the experiences would provide a different vibe, would be sequential and avoid confusion.
They could all be connected by  a common story...

The game has a lot of replayability, is beautiful to die just to have the chance to design a new colony from scratch.
I think for a new comer having too many options and scenarios is only confusing and is hard to figure out what one likes the most to play.

Ending the game lowers a lot the replayability, is more boring to play again, this is more true if you start with tribes.
People have more fun to perma-die and having to retry without reaching the end.
Tribe mode makes more sense after the standard game, because it some how adds content, but the other way around things don't work.

Difficulty could be tuned by choosing the location spot, some are way harder.
My suggestion would be to randomize it and skip completely the world generation in the "arcade" "Start new game" mode.
Then the starting conditions could be balanced, with finding better objects in tundra starting spots and less objects in easier starting spots.

Sorry if I used too many words, I truly believe it is critical the way the game gets presented and in my opinion this could make the new players life easier and the game lasting longer.
#14
Looking at my previous games I tend to reproduce the same architecture; this because of the simplistic implementation of the characteristic associated with the purpose of a room.

I suggest would be much more fun for players, to have to deal with a larger number of room associated situations.
For example: Building the whole colony around a single room is possible. Putting there all the production tables and optimizing beauty and cleaningness of a single room.

I would suggest:
Sculpture table should be noisy and produce lot of dirt (artist sitting at the table shouldn't be affected by this).
Stone cutter table should also produce a lot of dirt and noise.
Cooking stove should produce a lot of heat.
Generator: ugly, heat, noise.
Batteries: heat, a lot just to force smart placement.
Butcher table I think already produces blood around, should also be really hungly and noisy.
Science tables: This should just be really ugly - efficency could be related to noise - can't put them together with the stone cutter.
Tool crafting: should produce dirt and noise - need also a rather concentrated environment.
Smelting table: - tons of heat, some dirt and noise.

And so on... in this way players would be force to think twice where to put a bench and I suppose they would end up having multiple workshops...  maybe putting some distance between the putative "science lab"... "the crafting shop" "the energy room" and where people sleep that has to be quite.

I'm not sure how you deal with noise in the current implementation, I thought was more or less like heat generated over time when people pass by or do something.

At the end 50% of rimworld is a building game, forcing some criteria would introduce a challenge and flatten ugly architectural randomness.  :-*
#15
Would be great if some of the gear produced could influence the hauling capacity.

I understand introducing a vehicle is not possible for multiple reason.

But simply the possibility to craft a backpack or a trolley would solve a lot of hauling related issues.
Could be also a small benefit, like a 30-60 more in carrying capacity.

Could be limited to items of the same type or allow moving objects of 2 different types.

Could be "expensive to craft" / could need specific high crafting skills.
Could be made in a crafting bench (trolley) or sowing bench (backpack).

Think about every pod falling sending far away a lot of colonist to grab everything, or when for other reasons objects are far away.
Often is more convenient to leave there the objects. This this makes the game engine suffer by having to process more and more items.
#16
I have the feeling there is something being skipped at the beginning of each game.

All the plants can already be seeded. Weaponized (rifles/turrets) defence is already there.
The crafting spot on the ground is never used, apart from building up the crafting skill by crafting weapons that are never to be used.

Everything jumps quite fast to crafting rifles and snipers and using advanced weapons found.
Turrets for defence are a must.

I believe would be much more enjoyable to have the beginning of the game with less weapons to use. Less things to build and plants to seed (see the other topic, expand the research tree).
I can imagine defending only with wooden maces and bows at the beginning and for the first year. Eating only potatoes. A lot of body body fights.
Maybe there could be even and earliest face where one has to survive the nature. Eating potatoes. Fighting only against animals and building simple defences made of wood.

I have the same accelerated feeling when it comes to food.
From the beginning I have just to seed as much as possible, harvest and I'm more or less done for the rest of the game.

Would be much more interesting having this early face, where colonist rely mostly on butchered creature cooked on a camp fire. harvested berries. Maybe chickens.

I have almost finished the game at the extreme level with perma death.
So this are more or less some final thoughts. Maybe I will open another topic on the enemy AI... or start another game from scratch :D
#17
Would be fun to have  more researchable items in the research tree.

For example some more objects could have their own research slot. Some advanced weapons. Like granades or machine rifles and so on.

Also some of the seeds could be researchable (research on growing conditions).
Some of the stiff walls, the switches, the small vs large batteries. Automatic doors.

The replayability and length of the game is tightly bound to the research game.

More research would change the pace of the game, would be great also to have the chance to specialize in something range vs close combat or armor vs weapons vs seeds vs defence walls/turrets. Like digging part of the tree makes harder to reach the same tech on the other side. More nested elements would allow this.
#18
We need a simpler solution for deciding what animal of what sex is killed at what age.

Right now the player gets crazy by having to single click, look for sex, look for age and decide to butcher.
While having a large number of animals the situation is not viable.

I.e.: I have a lot of rabbits fast reproducing right now, I have no way to handle them without a boring selection of the single one to butcher.
#19
It would be great to have the possibility to schedule a time for the ON/OFF behavior of lights, switches and zone restrictions (i.e. for animals).

This would allow the usage of electricity in a rationalized way during the day (i.e. no lights in the kitchen during the night). To balance growing crops when not much power is available.
To move the animals through different zone during the day and have them back during the night.
#20
It could be interesting having handlers performing the migration of not trained/low intelligence animals from an area to the other. Even in a simple way - colonist reach zone 1 and then zone 2.

The actual implementation is not this realistic and can be exploited by sending for exempla bumalopes to a newly made area next to the riders to kill them.