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Messages - Serenity

Pages: [1] 2 3 ... 55
1
General Discussion / Re: Please explain me the world...
« on: May 20, 2020, 12:20:22 PM »
You don't have to generate the whole planet. There are settings to have a partial one. That said you can have a semi-nomadic lifestyle where you move around a lot. Check out different biomes maybe.
There is also a victory condition where you have to travel to a crashed ship and start it up. On a full planet that's on the other side of the world.

For attacking other bases see this series:
https://www.youtube.com/watch?v=TgPhYLBaEbA&list=PLS-hAL3jgjOuIcCMt_s-SXmriJNwNH4nD
In the 60s episodes there are are about two base attacks per episode. There is stuff to be had there. Dining chairs are surprisingly profitable. So much that he started to measure the quality and worth of a base in their number of chairs. lol. He then uses the money from that to visit friendly bases to buy supplies

Also keep in mind that you don't have to min/max everything. If you dismiss stuff because it's not the most optimal thing to do then you won't do a lot of things

2
General Discussion / Re: This game is like MYST
« on: May 10, 2020, 10:14:56 AM »
Pawns don't just randomly leave the map for no reason. That's something you have full control over

3
General Discussion / Re: Is this game suppossed to be taken seriously?
« on: April 12, 2020, 08:04:47 PM »
That was always super annoying. I once had a guy cut off his daughter's head during a heart surgery. I don't mind botched surgeries, but they should affect body parts that are being operated on.

There is a mod to fix some of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2018250654
You only get ridiculous failures when the surgeon is impaired and it makes outcomes in general mostly skill based

4
You still get the mood bonuses for impressive rec room, beautiful workshop, impressive barracks, and impressive dining even if they're all the same room.
Or just limit that stacking. Oxygen Not Included also different rooms giving mood bonuses. But you can't combine them

5
General Discussion / Re: cooking stove
« on: March 04, 2020, 08:53:13 AM »
Tynan did include a few QoL mods in 1.1. I think the only bulk production thing missing now is bulk manufacturing for drugs and pemmican + kibble. And that's planned for the future

Other things you don't need mods for anymore:
* having the item icons in the list
* forbidding refueling on things
* fertility overlay
* roof supports

6
Or you could just use Steam instead of reinventing the wheel

7
Ideas / Re: Balacing base defense/mountain bases/turtling and so on
« on: February 28, 2020, 08:01:53 PM »
There are plenty of mods that add various tools. But I think they all just increase the working speed without drastically lowering the baseline. Not sure though. It's a good idea though

8
Do they come too often? This is something that was tuned pretty intensively during pre-release, because I didn't want it taking 5+ years to get to endgame content. But the quests are quite frequent. It's a tricky balance.
I think this is precisely where a setting would be helpful. So people can tune things to what they want. What is appropriate is after all a bit subjective. And such settings in Rimworld are usually story tellers. Storytellers also already regulate some of the event frequency through their difficulty I think. So you could have higher difficulty = more royalty events

Then you'd need something to differentiate "Richard Royal" from the classic storytellers. IMO when royal quests start appearing would be good here. People who want to experience the new content right away can choose him. But if people play Cassandra or Randy they get a more classic experience where the empire only contacts you later on. And they'd get the new mechanoids for example without dealing with all the other stuff right away.

Though an issue I can see right away is that  the other settings for the storyteller would have to be based on one of the classic ones. So Richard Royal would probably be mostly Casssandra, but you can't have Phoebie or Randy + maximum royal content that way. So maybe a separate setting would be better

9
General Discussion / Re: Chefs don't SIT while they work.
« on: February 27, 2020, 06:18:37 PM »
Yeah, some of these things have always bothered me a bit. I usually don't put comfy chairs at things that don't make sense. But there are worse cases like the crematorium

10
A new storyteller would really make a lot of sense given the artwork. Some people already thought there'd be one.

I've read something that you get royal quests very early on. Like your usual first raids and animal attacks it's "protect a noble being chased by a squirrel". And you have nobles demanding fancy stuff when you are scraping by in survival mode.
This doesn't even make sense lore wise. Why would these nobles seek out your help when you are a bunch of primitives, barely being able to survive? It would make more sense to gate these events behind colony development. So you've established yourself, became a bit powerful, and now you become interesting to them.

Of course the thought process was probably "people need to see the new DLC stuff right away to hook them and not spend hours grinding towards it". That makes sense from out of universe perspective, but it's ultimately worse.
This is also where a storyteller or some scenario setting would really help. Maybe have Richard Royal spam you with royal quests right away, but delay them for the classic storytellers.

11
General Discussion / Re: Am I the only one who's dissapointed?
« on: February 26, 2020, 06:50:27 AM »
It should certainly have included more content that's suitable for every playstyle. But it appears that with the exception of the mechanoids and stealing tech you have play a royal to get access to the new stuff. That's bad. New quests and such should be there for everyone to enjoy.
I understand why it was implemented that way. Lots of DLCs do that. They implement separate systems because that it makes the game easier to maintain. The developers don't have to support two systems that do the same thing. And while that's not bad for one or even three DLCs, in the long run it makes the game very disjointed because the systems don't interact.

So we get some very specific endgame content, but nothing that enhances the early game or a game where you don't want to play a royal. Medieval factions and tech would have been interesting, but that's actually something that I feel can be left to mods. Better faction interaction, more general quests, more events would have been obvious choices. Include stuff that's not so easy to mod and not as ubiquitous (as opposed to just more items without any special mechanics)

I'd have preferred if Hospitality for example would have been included on a more basic level. Apparently there is a quest where you have to host a noble, but again that's gated behind the royal stuff in general. Here I don't agree with the silly "You shouldn't just rip off mods" crowd. Hospitality is a great example of how vanilla could improve a lot on the mod, as that mod can be quite hacky to do what it does. And guests can cause weird issues because the game wasn't really designed with them in mind.

Please don't misunderstand me here. I do not agree with the general premise here that the DLC is bad because it didn't incorporate a certain mod. But I think there were better choices about what to implement in the base game and how.
And Quality of Life mods do not belong in a DLC anyways

12
General Discussion / Re: Royalty Expansion
« on: February 24, 2020, 07:17:01 AM »
I don't know. It seems pretty pricey for content that's somewhat niche. The new mechanoid content seem available to every playstyle, so that's nice to make end game combat more interesting.

But if I read this right you have to play a royal to get access to the new quest stuff. If that's true that's bad. This should be available no matter what you do. Like needing to host guests. Or I've always wanted you to be able to rent out medical services and basically run a for profit hospital.
I'm not saying the new things by themselves is bad, but I'd prefer it you weren't forced to do certain things to experience it.

13
Ideas / Re: [1.1] Update Unity for multithreading
« on: February 22, 2020, 01:30:56 PM »
Just because you enable support for something doesn't mean it's used. Generally when people ask that games make more use of multi-threading they have no idea what they are talking about it. It's not that simple and in some situations makes things actually worse.

14
General Discussion / Re: RimWorld 1.1 available on unstable Steam branch
« on: February 17, 2020, 08:43:01 AM »
This is a surprise :)
I assumed that the major development of the game was done and we wouldn't get any more substantial changes.

Some old mods probably won't be updated at all. On the other hand there are also ones that obsolete now. Like toggling allowing to refuel certain things

15
Ideas / Re: More Sensible Ages
« on: January 23, 2019, 03:05:35 PM »
That's not how averages work. Especially since the game doesn't have children

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