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Messages - Polder

#46
Quote from: Tynan on June 26, 2018, 02:24:55 AM
Serious question: Should I write on the scenario description "this scenario is unfair"? Because it is, and it must remain so. Especially if you're choosing biomes without healroot.

I didn't understand how infection worked and that healroot is basically required unless the treating medic has very high skills. I also didn't know healroot doesn't spawn in all biomes. I kept ending up in what seemed like death due to almost solely RNG due to a preference for arid biome.

(I haven't played Rimworld seriously in years)
#47
Lost yet another NB attempt due to the mad animal event (which always triggers within a few days), followed by infection that progresses faster than immunity even when resting the entire time in a clean room and bed. There is no healroot on the map and no time to cultivate it.
#48
The cannibal trait might be too common now.
#49
I always get a mad animal event very early on. Since infections are often deadly, the colonist must avoid being wounded. Unfortunately traps aren't triggered by (small than human?) animals. Staying indoors also works since the mad animal will calm down when it falls asleep. Traps are good in the beginning to deal with raids.
#50
My colonist fought a rat bare handed, and several times during the fight had abnormally slow recovery time after performing an attack (looking at the log, this could be "kicking sand in the target's eyes"). It seemed to be about 2-3x slower than normal.
#51
I tried the Naked Brutality start several times and infections are often a death sentence. There is very little that can be done to avoid death from infection. The barrier to managable infections is high: either skill 8 in growing and a lot of time, or lots of silver and a lucky trade.

The way I'm adjusting to this is to start only with a super-immune colonist. Decent combat skills are also required or they will die to the first pirate raid. Which then leads to a lot of rerolling colonists until a suitable candidate is found.
#52
Is it considered a bug that one can build floors over swamp tiles and then walls on the same tiles?


Moderator's edit (Calahan) - Moved here from the A18 feedback thread.
#53
I preferred spring/summer/etc over aprimay/gugust/etc.
#54
Agreed about infections generally not being dangerous. On the other hand if they hit a colonist that has a mental break then they can be very dangerous.

There's a problem with mental breaks and caravan ambushes. It seems that a colonist that can have a mental break is likely to have one the instant they are ambushed, which means they might just wander around in a daze while being attacked.

#55
I end up wasting way too much time rerolling colonists because so many colonists are just bad. The advantage gained from rerolling until one gets good starting colonists is just too large to ignore. I don't get excited about colonists wanting to join either because often they're just bad. And a colonist with sanguine, hard worker, careful shooter, plus good skills with the right passions make things too easy! The problem here is that the usefulness of colonists varies too much.

I think what should be done is something like this:

1. Disabled skills are gone. There are now 4 levels of passion that determine the maximum skill level and experience gain. They are: "Dislike" caps skill at 5, learns at half speed. "None" caps skill at 10, learns normal speed. "Interested" caps skill at 15, learns at double speed. "Burning" caps skill at 20, learns at triple speed.

This should mean fewer terrible colonists but also fewer excellent ones.

2. Traits can also make or break a colonist which I dislike. I think that there are two possibilities here: either give colonists with a negative trait some positive trait, or make all traits have both good and bad effects. The intent is the same: prevent colonists from being too bad or too good.

An alternative might be some normal distribution inspired system that doesn't eliminate extremes but makes them far less common. That might be ideal but is also more complex to implement (in a nutshell: create a points based character creation system, then make sure the amount of points to spend is normally distributed).

Moderator's edit (Calahan) - I have moved these posts out of the A17 feedback thread and split them into a new suggestion thread. As Tynan has repeatedly asked, please keep the A17 feedback thread for feedback on the unstable A17 builds only. If what you are posting is any sort of suggesting for changes aspects of the game then please post it in the suggestion forum instead. And please don't respond to other peoples suggestions either as that just makes things worse. Thank you.
#56
The game says the newly built room is "indoors". The doors are closed. A heater and campfire are providing heat. The room temperature doesn't change at all. It's the same as the outdoor temperature.

Upon reloading the save, it works correctly.
#57
Ideas / Re: A hate of Infestations as is
January 12, 2017, 02:31:03 PM
Infestations are necessary, or it would be far too easy to defend the colony.
#58
Ideas / "Incapable of" should become "incompetent"
January 06, 2017, 08:38:46 AM
Rimworld is about survival. A survivor would never refuse to harvest crops or butcher an animal if they were hungry, or refuse to bandage their friend that is bleeding out, allow their home to burn down, etc. Yet a large proportion of people in Rimworld will do exactly that because they are incapable of doing the required task, no matter the circumstances. It makes no sense, as they are survivors after all, and it results in a large number of colonists that are of questionable value, which again doesn't make sense because in a survival game I should be happy about every man and woman joining my colony.

So I propose that "incapable of" becomes "incompetent". The person is willing but hopelessly incompetent, and should only assigned to the relevant task when absolutely necessary.
#59
Ideas / Caravan issues
December 30, 2016, 01:49:57 PM
I usually send my caravans to the same places, but the game doesn't (consistently) remember which exit point I used the last time. It would be nice if it did.

It would be nice if food currently carried by colonists were accounted for on the caravan screen. Right now colonists carrying a meal are shown as not having any food.

It would be nice if we could set the destination in advance for several reasons: being able to see how long the trip will last, how many rations will be required, and having the process of sending a caravan being a single step, rather than waiting for it to leave the map and then having to tell them where they will actually go. The game could also tell me what temperatures my colonists will encounter. Then there could also be a button that adds the required number of rations to the caravan. Also it would be nice if we could see on the map where we are actually sending a caravan without having to exit the caravan screen.

In other words: the way caravans are created is backwards. First there should be a trip planner menu where we select the destination on the map and the closest exit point is automatically determined (with manual override). Then we should click "Next" and be able to assign colonists, muffalos, items, rations. After clicking "Finish" everything would proceed without further player input until the destination is reached or something bad happens.

There also seems to be a bug that causes the time required for the return trip to be exaggerated. If a caravan is sent to a destination that is reachable in a few hours, upon returning home, the time required for returning will be about double of what it actually is (but apparently only if the return trip begins in late afternoon, or maybe for some other obscure reason, I didn't really try to test this).

It would be nice if the game didn't remove ownership from a shared double bed for the colonist that is sent on a caravan trip.






#60
Quote from: Tynan on December 18, 2016, 04:01:09 PM
Don't try to build a colony on sea ice. It's absolutely not intended or designed for that.

Players will assume that it's designed as challenge since it's possible to start a colony there.