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Messages - Sola

#76
General Discussion / Re: Introduce yourself!
June 14, 2017, 05:39:49 PM
I figure now that I've been here for almost a year, it's time I post in this thread, right? :p

-What introduced you to RimWorld? Or to this style of game in general?
I've always been hooked on hard games.  The more effort you have to put into something, the more rewarding it is when you actually succeed at it.  Even games like Ninja Gaiden for the NES were fun, as I could never beat it as a child (finally did it for the first time at 28 or so?). 
Very early on, maybe 1995, I was turned on to Strategy games.  Warcraft, Starcraft, Chess, and Master of Orion 2 were my gold standard.  Every other RTS game that comes out I immediately compare to Warcraft/Starcraft, and almost all come up lacking.  I was on the Chess Team in high school, and was far and away the best among them.  As such, all of my favorite games today have an element of strategy to them.
After a while, I was turned on to Roguelike games, with my first introduction being Chocobo's Dungeon 2 for the playstation in.... 1999-ish.  Procedurally generated games that have very real consequences for failure (but lacking certain aspects that make them true roguelikes, such as unidentified potions etc.) were more popular, and close enough that I could enjoy them.  Izuna, One Way Heroics, Crypt of the Necrodancer, Diablo 2's Hardcore mode, and FTL scratched my itch for this, and for the most part, are still fun to play today.  Games like Binding of Isaac are not my cup of tea at all.
During Warcraft III's high point (2004ish), it was popular to make Survival style maps.  You get pitted against an infinite wave of baddies, each one stronger than the last, and your goal is to make it as far as you can before dying (Good maps), or stabilize and build the ultimate tower and never lose (Most maps).
One day on Steam, Rimworld is recommended to me by the system.  A Procedurally generated, strategy, survival, permadeath game with a balls-steep learning curve.  I put it on the wish list and wait for it to go on sale.  After a few months of no-sale, the conversation of Rimworld begins in the chat room for Anti-Idle: The Game on Kongregate.  "Oh man!  I've been eyeballing that game for a while!  Is it worth the price tag?".  When it was shown to me that I could scale the difficulty to where I liked it, turn on permadeath, and was guaranteed to die over and over again as I learned the game, I bought it within the hour.

Presently, 348 hours logged in the game.  No regrets yet.

-What's your favorite other game?
It's a tossup.  Fire Emblem and Disgaea are both strategy based, but it's too easy to game the system and steamroll.  At that point, it's less SRPG and more JRPG-with-your-favorite-units.  Master of Orion 2 and Warcraft 3 are amazing, but dated.  In the end, I'm gonna go with Crypt of the Necrodancer.  The music is amazing, and it's a rhythm roguelike with simple rules that you always lose and think "I could have done that better" almost instantly.

-Most embarrassing gaming-related story?
I put over a thousand hours into League of Legends.

-What kind of breakfast cereal is the best?
Cinnamon Toast Crunch is the only right answer here.

And/or put up ridiculous pictures, as you see fit.
I like to draw.  Girls, specifically.
#77
Ideas / craftable advanced materials
June 13, 2017, 07:44:08 PM
Sure, being able to "plant hyperweave" is just bad from both a balance and storytelling standpoint, but what about being able to craft it?  As it stands, the quantities you can acquire hyperweave from are so scant (cargo pod drops, certain traders, both in small amounts) that it's rarely ever used to make anything.

Synthread: Required 60 cotton - result 15 synthread : Requires eletric tailor bench, research tech (Advanced textiles?), 9 crafting skill
Hyperweave: Required 75 cotton - result 15 hyperweave : Requires electric tailor bench, research tech (Advanced textiles?), 12 crafting skill

--
Sure, by the time you're at the end of the game, plasteel is hardly an issue due to all the mechanoid invasions and crashed ships, but it's gotta come from somewhere, right?

Plasteel: Required 60 steel - result 30 plasteel : Requires machining table, research tech (Advanced metallurgy?), 9 crafting skill.
#78
General Discussion / Re: Slapping the Sappers
June 13, 2017, 07:47:22 AM
Sappers treat turret range the same way normal raiders treat walls.  If you want to lure them into your sandbag/wall area, place turret effective firing ranges where the sappers are coming from.  They will path away from the turrets into your fighting area.
#79
Stories / Re: The Sappers
June 13, 2017, 07:01:45 AM
That's nifty.  Storing pawns in ancient cryptosleep instead of bleeding out?

An alternative is making sleeping spots on the ground and field-medicing on the spot.
#80
Stories / Re: Kicking the addiction is tough.
June 13, 2017, 06:46:16 AM
Can't tell if serious.  Do lights actually have an effect on doctoring?  How about other manipulation based skills (cooking, constructing, crafting)?  I thought it was just a mood thing.
#81
I suppose this would fit here, too.  I swear my normal art is much better than this :p





#82
Yeah.  TWO people got smacked around by a single rabbit.  At least self-tend is a thing now, for the rich explorer scenario.

#83
General Discussion / Re: Flooding on coastal maps
June 12, 2017, 05:38:28 PM
Quote from: Sirportalez on June 10, 2017, 05:48:35 PM
I don't understand why you hate it how people play their singleplayer game?

This.

They find it easy, and they like easy biomes, so they do it.

Do you also hate that people can select their landing spots?  Should those be random?
Do you also hate people rolling their first pawns like a virtual eugenics project?  Should those also be random?
How about people winning?  Why allow basebuilder?  Extreme Cassandra Permadeath only.
#84
Best run I had in a while, but Cassandra decided to be a butt.

I harvest a prisoner's organs, causing a sizable mood debuff.  No big deal, right?  I have extremely impressive everythings and a huge supply of fine meals.
-
wave of psychic nonsense drives muffalos mad, I take some damage.
-
While I'm recovering from that, huge tribal invasion kills one.  The wife of the dead pawn goes berserk and dies.  Now I'm suffering from -22 organ harvesting and dead colonist/friend debuffs.  2 extreme break risks, 3 severe break risks.
-
Then a poison ship drops.  I've got a healthy collection of superior-excellent guns.  I don't need to build up a defensive perimeter and poke 'em down, right?
Two centipedes and four scythers have a different opinion on the subject.  Two more die before I clear the ship.

At this point I just give up on the colony.  I've got a 20 researcher and the resources to build the ship, but it'd just be "going through the motions" at that point.  This was the best run I've had in a while.  Never used any longswords or anything, as the wood maces were strong enough to handle everything.  I also definitely felt the increased survivability given by the devilstrand.

#85
It's going well so far.  Day 105 now.
Devilstrand was SUPER slow to come, due to the fact that my only 10 grower was suffering from alcohol withdrawal, setting his manipulation to 20% for quite some time.
Got four armor vests, three simple helmets, and two advanced helmets.  Steel is a much greater commodity in melee builds, due to the importance of early armor.  I've stuck with excellent/master wood maces, and they're working wonderfully.
Because of the decreased lethality, I've had a much greater pool of pawns to choose from.  Ten usable pawns and a handful of prisoners that have turned into lungs, hearts, and hats.

Took out a siege with four melee/four shooter.  It was a bit messy, but I took no permanent damage, and it would have gone easier if I had just given all eight of 'em maces.  The crafter's been working on clothes, maces, and armor nonstop, so he's already at 18 crafting.

Sadly, no luck with any war beasts.  Closest thing I could do was try to tame some muffalos, but decided against it.

Is cotton REALLY a good idea?  I thought the multipliers on cotton clothing was less than good.
#86
Stories / Re: Kicking the addiction is tough.
June 11, 2017, 06:18:20 PM
Turns out this guy may have been an a-hole long before alcohol helped.  He picked a fight with a guy at his own wedding.



..and because girls are into bad boys, she heals the guy that punched her husband on their wedding day.

#87
Stories / Kicking the addiction is tough.
June 11, 2017, 05:47:49 PM
Sometimes, when you're trying to kick an addiction, you'll find yourself in a miserable mood.  You'll think of nothing but getting that next bottle of budweiser.

But you've been at it for a while!  You've managed to deal with the shakes and you're nearly free of the alcohol-devil!  I'm stoked my grower won't be operating at 20% manipulation!

...Then he has a mental break, going on an ambrosia binge.  "Sure" I think.  "1% addiction chance isn't THAT high.  How bad could it be?"

He eats friggin' twenty five ambrosia fruits and gets addicted.  At 98% alcohol withdrawal.  I kinda wanna turn him into a hat.

#88
Ideas / Re: Vehicle Suggestion Thread
June 11, 2017, 12:19:33 PM
Miiight wanna check the stickies.

https://ludeon.com/forums/index.php?board=6.0
#89
General Discussion / Re: Alpha 18 release date
June 11, 2017, 10:42:37 AM
It was something like 8 months between A16 and A17.  A17 also didn't change much of the game, in terms of changing the learning curve.  You'll have plenty of time to learn A17 before a new major update comes along.
#90
It looks like maces are the best blunts, and longswords are the best sharps.

Blunts can damage multiple levels at once, and are more likely to incapacitate for purposes of capturing without cutting off body parts, but the slower cooldown and decreased lethality (One headshot from a longsword can kill?) can increase the danger of raids.

Wood is 92% as effective as steel on blunts, so wood mace > silver/plasteel/jade mace in the late game?

Wood is only 35% as effective as steel on sharps, so steel > plasteel on sharps, with no in between?

Also, how do you take care of mechanoids?  If I don't have EMP grenades, what do I do?  Scythers are super lethal.  Is it even possible to take them out with melee without EMPs?