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Messages - Lightzy

#466
Also,
allow to set biome as mandatory.

So you can have a scenario that is an ice sheet scenario, etc etc.
#467
You can easily be killed by 1 good punch. Never mind 3-4. Though I suppose for gameplay balance reasons....


but don't you have a "attempt arrest" ability with drafted pawns? where you can try to arrest the berzerker?  I never tried it, but perhaps if you get 3 ppl on 1 guy you can restrain him to a bed or something without taking/doing too much damage.
#468
Mortars are freakin annoying. When you can't build some of your own to fire at them, they'll usually leave you trying to put out fires indefinitely.
Happened to me in one of my first games. It was like a week of just putting out fires until finally I went fuckit and suicided my 5 guys on a riflemen team with mortars raining down on them.

Won somehow, but obviously the whole colony home was a big smouldering pile by then, because the firefighters had to go fight.


It was fun though.
Not sure mortar teams need much more help, cuz unless you get them before they build the mortars, they'll cause you more than enough damage to justify their "crisis" classification.
#469
What?
Just unassign and don't reassign. Why would you ever assign your pet cat or yorkshire to join combat?
Well, I suppose in some situation where you've raised a meatshield army of poodles or... whatever.

In any case, it's better than having to train them only for them to suicide next raid, or to train them only for them to give mood penalties because of bond/master issues.

#470
Easily the best: "This War of Mine"


Like some others here, I just couldn't get into dwarf fortress through I tried once or twice. Graphics killed it for me. If it had rimworld graphics I'd prolly be playing it
#471
Ideas / Suggestion: Fix random scenario settings
July 24, 2016, 01:41:30 PM
A bit too random.
For a guy like me who likes to play ironman and random everything so to make sure I don't "cheat".... well, I have to cheat kinda.

Because the current random scenario generator can give you a start where you got:
"planetkiller weapon in 96 days,
constant effect: solar flare"
etc.

Also..
Start with 36 golden mortars and 51 jade royal beds..


Random's random, but this random there's just no point in it.
Please set some sensible boundaries on the random scenario generator so one can play a sensible random scenario

thanks :)

#472
To stop animals from suiciding, leading to depression, loss of haulers, and colony destruction.

The most elegant solution, I think, is to add a check-button in the "animals" tab, to allow/disallow certain animals to join combat when the master is drafted.


(And no, it's not a serious solution to make your pacifist the master of all animals during combat and then switch back after. There has to be a way to leave animals out of combat)
#473
So suppose my colony are a cannibal tribe. For role playing reasons.
They're not colonists from space. They probably shouldn't be treated the same, with the same ethical system etc (also probably shouldn't start with buildable lightbulbs, that should come with electricity research)

Instead I suggest a "colony reputation" system.
If your colony/tribe are cannibals, they should get a "cannibal colony" reputation, affecting.. I dunno, trade, relationships with other factions (of which there should probably be a bit more).
Perhaps it'd be more difficult to recruit, i dunno.

I suppose this can be expanded, but I'm too tired to think of it more now.
#474
Ideas / Re: Dynamic Traits
July 24, 2016, 11:52:34 AM
Entering this thread I thought you'd be suggesting traits which change according to major events in the character's life.

Like, if someone survived a double-extreme-infection he can get some trait.
If he killed more than 10 people with a ranged weapon he can get a certain trait, or a reputation that others respond to..
#475
So something cool must be done with colonies that grow over 10-15 pawns. There should be special crisis situations for them which reflect the endgame status, and which are a bit more involved than "psyshic drone -15 happiness".
This is a post suggesting endgame (probably) content.

I also want to suggest a new storytelling approach to these crisis situations:
The aforementioned "psychic drone, -15 happiness"... It's good, I'm not saying to change it, but just to add some crisis situations which are more involved.

In the psychic drone crisis, the player is told upfront, "listen dude. There's a psychic drone on right now so your females get -15 happiness for 3 days". That's one way of approaching it which is fine, and should stay, because the player is involved when he gets this information. If the game stopped informing the player completely of what's going on it'd be frustrating.

BUT
There is also room for some events which unfold in a storytelling way instead of in a "hear hear! -X to Y for Z days!".

What if, for example, suddenly some of your colonists started gathering in a cave every few days, to "pray together", completely unresponsive to orders? Is this benign or is there something sinister going on? and if so, what? and what can I do about it?

What if, for example, one of your colonists was infected with a biologically engineered fluid lifeform which subverts him to its will, seeking to also infect others and subvert them into accomplishing some goal of its own, and harm those who oppose it?
Also... animals can sense it while humans cannot.....

Is it necessarily better that the player get a postcard about it, or would it be more interesting to play out a mystery/horror story unfolding in the colony as a late-game crisis?
I personally think that the player doesn't ALWAYS need to know what's going on behind the scenes, and that it drives player involvement to see strange unexpected things happening and trying to understand and figure out what they are. Especially in a stage in the game where everything pretty "flows".



So here are a few suggestions which are all ripoffs:
1) "THE THING" (watch the movie, "the thing".
It's practically a rimworld story.

.. It's basically a fluid organizm that can take any shape,  assuming it's a creature it's already taken over once, and when it touches anything organic it infiltrates it and makes it part of "the thing", controlling it as it is or turning it into fluid parts of itself... er... difficult to explain, but watch the movie.
In a game where colonies can sensibly reach 15, even 20+ colonists, it's really no big deal to have a "mass depletion" event which incorporates a lot of drama, horror, suspicion... certain people being quarantined for suspected infection, while others are really infected... etc... And pets might give important clues to what's going on... so long as they aren't infected themselves.
In the movie, the "thing" takes over one of the scientists and has him close himself up in the workshop to build a spaceship so "the thing" can return home... The people all suspicious of each other once they figure out what's going on, and in the end.... well... see the movie :)


2) Dormant Zerganid / Tyrazerg...
If you know about WH40k genestealer cults.. pretty much the same. Kinda similar to the above idea, except probably a lot less awesome.
A cultish type behavior starts happening with some of the colonists... they gather to pray together... maybe all is as it seems (one scenario), but maybe there's something more sinister going on.
Perhaps... if you follow that pawn getting up out of bed at night and walking somewhere far in the dark... you'll see who/what he's meeting in secret...
Or idunno :)

Kind of like psychic drone, but instead of informing the player "oh, you know, there's a psychic drone now, so that explains why you get -15 to happiness for females", tell it in ingame stories.
Some of the pawns start gathering together to pray and will not accept any commands during that time... they get a happiness bonus and become more immune to breakdowns, but... if not dealt with, the colony can tear apart.


Etc.

There are probably a lot more ideas to steal from horror/mystery scifi type fiction.

So.. yeah.
To summarize: Suggest approaching some crisis in a way where a story, instead of information, is being told to the player.
This also allows for certain events which are told over time, starting out slow and with very few hints as to what's going on, and intensify from there
#476
Quote from: Tagasaki on July 23, 2016, 09:44:17 AM
Get a non-violence colonist, assign all the animals to that person. Voila you got all the yorkshires safe and sound with the most cowardly person ever. =P


That can work, but it's a bad roundabout way, also producing a lot of unhappiness.
A simple right-click-draft-without-animal is an elegant way utilizing the menu system as it already is
#477
So that the animals won't always follow into combat and get butchered immediately and give all your people happiness penalties which lead them to berzerk and wipe the colony out?
I know I wouldn't take my pet yorkshire to a gunfight if I had one.. Err.. if I had.. any of them. Yorkshires or gunfights.

I suggest to have a checkbox in the animals tab "allowed in combat yes/no"
#478
Sometimes your whole colony dies.

So you leave it running and wait until a random traveller joins, finds your ghost town and you regain control of the game, with one dude.

Can you make sure the storyteller (well, not randy) takes that into account, starting over from scratch and not giving you end game crisis for the one guy?

Also, to perhaps increase the possibility of a wanderer coming by?