We will be happy to see experienced C# programmer in RA team. If you are interested PM me on forum, or slack.
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.
Pages1 2
#2
General Discussion / Re: Question about new A15 hunters weapon restriction.
August 18, 2016, 03:47:46 AMQuote from: Tynan on August 18, 2016, 02:12:39 AM
I'm just going to copy my reply from reddit.
-----
It's very easy to end up with a melee hunter by accident.
-10 colonists
-1 hunter with rifle
-raid
-5 guys downed, weapons are dropped and reshuffled in combat
-days later, hunter heals
-silently goes and punches a megatherium offscreen while player lays mining designations elsewhere
-dead
I've seen this happen over and over. It's not just for new players; this can happen to anyone. In a game with permadeath and long plays this matters.
IMO, if melee hunting had never been in the game you'd probably never even think of it. I think people are a bit bothered now because of loss aversion, but over the long term, looked at from a neutral POV (instead of a "we just had something taken from us" POV), the game is better now.
Could be wrong, of course - we'll see how it plays out
----
That's pretty much it. This failure case is so bad and so common that it's not worth the option. I see no way to mitigate this failure case that would be worth the downsides in UI noise and player learning burden. So it's removed.
This doesn't mean the game is getting simpler. The game is always deepening and complexifying, because other, better-design options that don't create design failures are being added at the same time. Like, in this update, an entire system of drug use.
It's not about trying to hold onto every little possible option in the game like they're rare. They're not. There are millions of options of things to add. It's really about concentrating the best ones into your game, and throwing away those few that don't work is part of that.
Don't come at it from a scarcity mindset where you're losing something irreplaceable. Come at it from an abundance mindset: removing this creates room for something new, non-broken and awesome!
Well, as i said, its totally players fault. RW is not filled with micro-managment. Level on which you control you pawns is just right(for me atleast). So u cant rly blame game for overloading you with small tasks, so you forgot to equip pawn with proper weapon. Moreover, when you place hunt tag on megatherum you should think if your hunters are actually capable to beat him on their own. It not casual game on facebook, in which you play without thinking. And that made so you dont have to think, just bring in some money for that awesome hat, or to renew energy bar.
And i cant call myself bothered with RW, since last time i have time to play full colony run was A12. And i dont think that this decision will make game "not hardcore enough" for me or someone else. So its not the case of my incomprehension or protest, or whatever you can call it.
#3
General Discussion / Question about new A15 hunters weapon restriction.
August 18, 2016, 12:43:53 AM
When i first read line about new restriction on hunters weapon, i didnt make account of it. But then i realised, that i cant understand any reasons behind this new restriction. Moreover, its bad for gameplay. I list down my thoughts on it.
1. Why its pointless:
Players choice and its consequences. Every game, is about choices player made to reach goals he or developer set. Its even more expressed in rouge-like games. And Rimworld has alot of rogue-like elements in it, and you can call it rouge-like colony sim. When we focus on players chooice we must give player ability to make meaningfull chooices. Hunting is one of them. Now player has full control of Hunting. He chooce colonist who can hunt, he equip them with weapons that he think suits for that kind of activity. And there is absolutely nothing bad, in using melee weapon in hunting. Moreover it can be much more efficent in bunch of situations. And then, he choose targets for hunt. Thats important, colonist dont choose targets for themselfs, player do it. So only player decisions may lead to situation when guy with shiv hunt thrumbo. Its not game fault at any point. Its not some high-skill stuff. Understanding, that hunting cougar with knife may lead to wounds is sometink basic all people know outside of gameworld and its rules. So player that chooce to do so understand possible consequences he will have to deal with.
2. Why its bad for the game:
Rimworld relays heavily on storytelling, or you can say story creating. Player can use default scenario and try to build ship to escape this hostile planet asap. He may play like cannibal tribe, and eat all humanlikes who dared to come. Thousand stories may be created using Rimworld. But you need instruments to create story. So as developer, you gave us alot of opportuninties to specify every run we do in RW. Huge roleplay stuff happen if player want it. And now you want to restrict hunting. If take into account first paragraph, how will it support Rimworld ability to stoy creating ? roleplay? Or settlement of Norbal(hi shinzy) berserkers, that despise armor and ranged weapon is "bad" scenarion and should not be played in Rimworld? By implementing this restriction you mostly put restriction on roleplay capabilities of Rimworld and i think that its bad. Its not something crucial, but such small things is something that differs masterpieces from medicores.
tl;dr. This restriction add nothing to game, and solve none of game mechanic problems. It only take away its roleplaying capabilities
It there is something i miss, i would like to hear it so i understand where im wrong.
1. Why its pointless:
Players choice and its consequences. Every game, is about choices player made to reach goals he or developer set. Its even more expressed in rouge-like games. And Rimworld has alot of rogue-like elements in it, and you can call it rouge-like colony sim. When we focus on players chooice we must give player ability to make meaningfull chooices. Hunting is one of them. Now player has full control of Hunting. He chooce colonist who can hunt, he equip them with weapons that he think suits for that kind of activity. And there is absolutely nothing bad, in using melee weapon in hunting. Moreover it can be much more efficent in bunch of situations. And then, he choose targets for hunt. Thats important, colonist dont choose targets for themselfs, player do it. So only player decisions may lead to situation when guy with shiv hunt thrumbo. Its not game fault at any point. Its not some high-skill stuff. Understanding, that hunting cougar with knife may lead to wounds is sometink basic all people know outside of gameworld and its rules. So player that chooce to do so understand possible consequences he will have to deal with.
2. Why its bad for the game:
Rimworld relays heavily on storytelling, or you can say story creating. Player can use default scenario and try to build ship to escape this hostile planet asap. He may play like cannibal tribe, and eat all humanlikes who dared to come. Thousand stories may be created using Rimworld. But you need instruments to create story. So as developer, you gave us alot of opportuninties to specify every run we do in RW. Huge roleplay stuff happen if player want it. And now you want to restrict hunting. If take into account first paragraph, how will it support Rimworld ability to stoy creating ? roleplay? Or settlement of Norbal(hi shinzy) berserkers, that despise armor and ranged weapon is "bad" scenarion and should not be played in Rimworld? By implementing this restriction you mostly put restriction on roleplay capabilities of Rimworld and i think that its bad. Its not something crucial, but such small things is something that differs masterpieces from medicores.
tl;dr. This restriction add nothing to game, and solve none of game mechanic problems. It only take away its roleplaying capabilities
It there is something i miss, i would like to hear it so i understand where im wrong.
#4
General Discussion / Re: What happened to the pacing in this game?
August 17, 2016, 11:51:29 PM #5
Mods / Re: Create unique faction and have chance to see it in upcoming overhaul mod !
August 14, 2016, 08:27:42 AM
Sorry for not responding for that long, after some time i didnt expect anyone to answer here, and forum got no personal messages about answers in my theme.
Axel
We have similar medival faction, but they got some interesting hidden quest, that need to be made in order to hire them. Can u think about something interesting for your guys ?
Craig1020
Problem here is that your colonists wont rly grow much throught your gameplay. Even 10-20 years old colonies is not that much. How you think we can calculate their hostility then?
robotguy4
Thats look like another big mod, or player faction for specific scenario. Mb will make them, as other infestation type, but im not sure.
TREH
As some "another pirate faction" mb. But nothing unique about them.
Reolos
I love dwarves ! What you think about making them steam-punk race ? Some good old dwarvs bear that give + 20 happines and + 10 to melee skill?
Axel
We have similar medival faction, but they got some interesting hidden quest, that need to be made in order to hire them. Can u think about something interesting for your guys ?
Craig1020
Problem here is that your colonists wont rly grow much throught your gameplay. Even 10-20 years old colonies is not that much. How you think we can calculate their hostility then?
robotguy4
Thats look like another big mod, or player faction for specific scenario. Mb will make them, as other infestation type, but im not sure.
TREH
As some "another pirate faction" mb. But nothing unique about them.
Reolos
I love dwarves ! What you think about making them steam-punk race ? Some good old dwarvs bear that give + 20 happines and + 10 to melee skill?
#6
Mods / Re: [Request] controll raid size and frequency
August 14, 2016, 08:12:39 AM
You will need to create new event system then. Cuz current is tottaly chance based and you can not rly predict,if not on long run, when bad or good thing may happen. There were caravan sheldue mod, mb you can do same for raid, but....
Overall game will lose part of her charm, cuz this unpredictables is something we love RW for.
Overall game will lose part of her charm, cuz this unpredictables is something we love RW for.
#7
Mods / Re: [Request]VATS-like mod
August 14, 2016, 08:10:31 AM
I'll go through most of your suggestions:
1. Melee weapon hits have a higher percentage of hitting and cutting/destroying body parts than ranged weapons.
They already have 100% hit chance, only thing that matters is your colonist melee skill lvl and his health condition. While with ranged weapon you need to take into account distance, trees, rocks etc. And some top-tier melee weapon,like platsteel sword, can easily cut hand or leg in 1 hit.
2.Weapon spread should be taken into account unless it is a launcher type weapon
By having different accuracies you have different spread of weapon on different distances. Now it works a little dull, but anyway it is in game now.
3.All this stuff about targeting.
It actually already in game, but realisation is not straight forward. When you hit your opponent game roll a dice and decide where you will hit. so chancec to hit different part of body calculated on hit. With percent of body surface in mind. you get same system you want to implement.
Here is an example. You have rifle with 100% accuracy and enemy. You tell him to aim at hand. What chance to hit a hand will be ? If you want it to be realistic, then i would say near 20% max. So in ideal situation you will hit only one of 5 bullets. That means that you technicaly lose dmg of 4 bullets you shot. Seems like useless feature. If you take into account, that major reason enemy pawns lie down or die (exept mechas) is pain you inflict on them. And pain got straight correlation with dmg done to pawn. So in the end we will have system that dosent add anything. You can raise chance but almost always it will be better to shot using vanila targeting system. If you keep current health system.
4.Headshots already almost gurantee kill or down now, unless you fire some small arms.
5.About crits. Hittin heart of enemy with random bullet is analog of crit hit. You got 2 points of interest that will leave to death almost certanly. Its heart and brain. If you hit them you can say that you got crit hit. Any other implementation of crit hit will be pointless, considering dmg weapon doing and health colonists parts have.
1. Melee weapon hits have a higher percentage of hitting and cutting/destroying body parts than ranged weapons.
They already have 100% hit chance, only thing that matters is your colonist melee skill lvl and his health condition. While with ranged weapon you need to take into account distance, trees, rocks etc. And some top-tier melee weapon,like platsteel sword, can easily cut hand or leg in 1 hit.
2.Weapon spread should be taken into account unless it is a launcher type weapon
By having different accuracies you have different spread of weapon on different distances. Now it works a little dull, but anyway it is in game now.
3.All this stuff about targeting.
It actually already in game, but realisation is not straight forward. When you hit your opponent game roll a dice and decide where you will hit. so chancec to hit different part of body calculated on hit. With percent of body surface in mind. you get same system you want to implement.
Here is an example. You have rifle with 100% accuracy and enemy. You tell him to aim at hand. What chance to hit a hand will be ? If you want it to be realistic, then i would say near 20% max. So in ideal situation you will hit only one of 5 bullets. That means that you technicaly lose dmg of 4 bullets you shot. Seems like useless feature. If you take into account, that major reason enemy pawns lie down or die (exept mechas) is pain you inflict on them. And pain got straight correlation with dmg done to pawn. So in the end we will have system that dosent add anything. You can raise chance but almost always it will be better to shot using vanila targeting system. If you keep current health system.
4.Headshots already almost gurantee kill or down now, unless you fire some small arms.
5.About crits. Hittin heart of enemy with random bullet is analog of crit hit. You got 2 points of interest that will leave to death almost certanly. Its heart and brain. If you hit them you can say that you got crit hit. Any other implementation of crit hit will be pointless, considering dmg weapon doing and health colonists parts have.
#8
Bugs / Not actually a bug with PawnDef and ThingDef
August 11, 2016, 04:06:29 AM
Hi. In process of development of our mod we find out, that if you make pawn with name "Muffalo" and then you make Thing with same name, you will not have this Thing in game.
Thats kinda fine, but we got no error message about it in log. This may cause problems for you and mod developers when they accidentaly use same def Name for Pawn and Thing and then try to firgue out what the problem.
So it would be good if you add erro message for such cases.
Thats kinda fine, but we got no error message about it in log. This may cause problems for you and mod developers when they accidentaly use same def Name for Pawn and Thing and then try to firgue out what the problem.
So it would be good if you add erro message for such cases.
#9
Mods / Re: What would make the game easier to mod?
August 09, 2016, 02:58:48 PM
I've got some, its about how slaver create slaves for trade. Now it just pick any race that have intelegence = Humanlike and put them in his stock. They problem i have, is that i cant strictly define what race\faction slave will belong to. I need it mostly becouse i want to use mechanics of game to support lore of races and factions i have ingame. So situations, when slavers race sell member of their own spicies do not happen ingame.
So i suggest, to change criteria slaver use, or add additional, so we can specify what race\faction slaves he can acquire during stock generation.
So i suggest, to change criteria slaver use, or add additional, so we can specify what race\faction slaves he can acquire during stock generation.
#10
Mods / Re: Create unique faction and have chance to see it in upcoming overhaul mod !
July 29, 2016, 11:25:02 AMQuote from: Near on July 29, 2016, 09:43:55 AM
I think you should move this topic to the mod section because it will get more attention there.
Ye i think you are right.
A Friend i'll be waiting
#11
Mods / Create unique faction and have chance to see it in upcoming overhaul mod !
July 28, 2016, 11:09:48 AM
Hi guys, im member of Rimworld Ascension team and i got some request for you. We need unique factions in Rimworld Ascension and i ask you to share any ideas you have in mind. Will be awesome if you can formalize your idea so it can answer this questions:
1. History of faction.
2. Special traits that will make this faction unique.
3. What their equipment should be.
4. Their relations with player.
5.Any special events that include this faction.
We appriciate interesting mechanics and events, some of them my end being impossible to implement, but you never know it before you try. So be creative and give us your craziest and not so crazy ideas. For now we most interesting in Neolithic and Medieval factions, but that dosent mean, that we dont need modern,space, or steampunk factions. After we finish first 2 eras we will diffinetly implement best ideas in future versions of the mod.
You can leave your ideas here, or pm me on forum.
1. History of faction.
2. Special traits that will make this faction unique.
3. What their equipment should be.
4. Their relations with player.
5.Any special events that include this faction.
We appriciate interesting mechanics and events, some of them my end being impossible to implement, but you never know it before you try. So be creative and give us your craziest and not so crazy ideas. For now we most interesting in Neolithic and Medieval factions, but that dosent mean, that we dont need modern,space, or steampunk factions. After we finish first 2 eras we will diffinetly implement best ideas in future versions of the mod.
You can leave your ideas here, or pm me on forum.
#12
Outdated / Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
June 12, 2016, 06:51:24 PMQuote from: BlackSmokeDMax on June 12, 2016, 06:41:41 PMThere is no real point to develope mod for old version of the game, so ye we will immediatly move to A14.
Hopefully A14 doesn't throw too big of a wrench in your program. Are you going to immediately move to A14 or will you try to finish whatever project portion you are working with in A13 first?
#13
Bugs / UI bug. Wrong leather base volume.
June 12, 2016, 10:58:32 AM
Here 2 picks, 1 from game 2nd from defs. Same happens with different animals. Actuall screenshot is taken from muffalo stats.
[attachment deleted by admin - too old]
[attachment deleted by admin - too old]
#14
Outdated / Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
May 27, 2016, 06:35:54 PMQuote from: Fluffy (l2032) on May 27, 2016, 05:10:45 PM
this is why I prefer to live in a civilized manner, enjoying my cozy desk job silentlybrowsing these forumsworking in a climate controlled building whilst sitting in a comfy union approved desk chair, and sleeping on a kingsized boxspring covered under extra thick down blankets...
Its actually not as bad as you think. Try to sleep on a wood planks, almost the same.
#15
Stories / Just my colony 0/
May 27, 2016, 11:45:34 AM
Hi, here is colony i was working on for last several weeks. Its Rimworld alpha 12 with mod Varietypack with some adjustments. difficulty lvl Cassandra Challenge. The idea was to build real shelter with full production circle for 64 colonists.
Bunker use only nuclear power as energy source. Its come up that even if plasma generators give more energy, but they produce too much heat. that parrametr is crucial in my situation. Reddist heat was not rdy for that big and complex system i was trying to build, so it ends up as cooling system for reactors, cuz venttubes f''cks logic so i got free cold air.
After some time i make friends with almost all factions, so my only enemys become mechanoid hive. But after i build artilery it become no problem to defend at all. Sadly, i cant recruit mechs for my colony, so at one moment i reached pop cap. To resolve it i massacured several waves of visitors.
If you got any questions ask.
Here is some pictures:
http://uploads.ru/ZxzeW.png
http://uploads.ru/ulF5B.png
http://uploads.ru/khfIK.png
http://uploads.ru/X7YVf.png
http://uploads.ru/rKHVZ.png
Cant upload them in forum... probably becouse of size.
Bunker use only nuclear power as energy source. Its come up that even if plasma generators give more energy, but they produce too much heat. that parrametr is crucial in my situation. Reddist heat was not rdy for that big and complex system i was trying to build, so it ends up as cooling system for reactors, cuz venttubes f''cks logic so i got free cold air.
After some time i make friends with almost all factions, so my only enemys become mechanoid hive. But after i build artilery it become no problem to defend at all. Sadly, i cant recruit mechs for my colony, so at one moment i reached pop cap. To resolve it i massacured several waves of visitors.
If you got any questions ask.

Here is some pictures:
http://uploads.ru/ZxzeW.png
http://uploads.ru/ulF5B.png
http://uploads.ru/khfIK.png
http://uploads.ru/X7YVf.png
http://uploads.ru/rKHVZ.png
Cant upload them in forum... probably becouse of size.
Pages1 2
