Quote from: Blizz on June 13, 2015, 08:31:55 PMThis isn't necessarily a bad thing, even if it is "unfair".
I could see if it's like, the size of a raid (Something about a 25 man raid on a brand new colony seems a little unfair).
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#121
General Discussion / Re: New Randy
June 14, 2015, 12:45:52 AM #122
General Discussion / Re: Mechanoid Sappers
June 14, 2015, 12:42:25 AM
That sounds kinda awesome to me. xD
I don't see why they can't bash their way through a mountain. They're war machines that approach(?) glitterworld levels of technology.
I haven't gotten to play A11 just yet, but I would suppose sappers should be weaker than normal raids but stronger than drop-in raids. Is this the case?
I don't see why they can't bash their way through a mountain. They're war machines that approach(?) glitterworld levels of technology.
I haven't gotten to play A11 just yet, but I would suppose sappers should be weaker than normal raids but stronger than drop-in raids. Is this the case?
#123
General Discussion / Re: Any pro tips?
June 13, 2015, 12:35:20 PMQuote from: Dr. Z on June 13, 2015, 05:27:53 AMDid sandbags help protect turrets in previous alphas? It seemed like everyone surrounded turrets with sandbags in the early alphas.Quote from: Blizz on June 12, 2015, 06:08:04 PM
Sandbags are your friends. Put a turret behind them, put your colonists behind them. They'll take a bullet for you (Or 20).
Sandbags have no effect on turrets as turrets are buildings and can't take cover. If a bullet hits a sandbag in front of a turret it's just a random miss wich would've hit that tile anyway.
Also turrets have an exploding range of three tiles.
I haven't been doing it for a long time since it requires a lot of maintenance, but I wasn't aware the hit chance wasn't decreased for turrets.
#124
General Discussion / Re: alpha 11, how to remove ice?
June 13, 2015, 03:38:15 AM #125
Ideas / Re: water as a semi rare resource
June 12, 2015, 04:06:04 AM
Water as a resource could make ice sheets more than a mega-death biome, since even though the temperatures would still be insane, you would have tons of (frozen) water as a mitigating factor.
#126
General Discussion / Re: Early game Evil Ship
June 12, 2015, 03:57:31 AM
Ships that appear earlier spawn fewer mechanoids and/or tend to have more scythers, which are (or at least, I find) easier to deal with.
Ideas:
>Attack from afar (if you have rifles or sniper rifles).
>Attack right on top of them (use the ship itself as cover).
>Use nearby cover to pop in and out of their field of fire.
Ideas:
>Attack from afar (if you have rifles or sniper rifles).
>Attack right on top of them (use the ship itself as cover).
>Use nearby cover to pop in and out of their field of fire.
#127
Ideas / Re: Clothing Overhaul Suggestion Thread
June 12, 2015, 03:43:56 AM
Bump.
Is this still desired by others? I would still really like to see these changes in the game.
Is this still desired by others? I would still really like to see these changes in the game.
#128
Ideas / Expanding Visiting/Wandering Faction Events
June 11, 2015, 05:01:36 PM
I've seen a lot of suggestions regarding faction-based events, but I think I may have a workable idea.
First, sending colonists away without controlling them is bad imo, and it would take a buttload of work to generate a new map with specific objectives or w/e whilst still keeping the original. It's not a very practical option unless we start having faction bases on the same map, (again, imo) but that too could prove difficult.
That being said, I think faction events could work if the wandering/visiting faction events were expanded on. Basically, once you have a colony gathering spot (visitors already tend to gather at these), give visitors a chance of triggering an event upon reaching the gathering spot. Maybe they'll ask for temporary refuge (be it just staying for a few days, or shelter from attackers), maybe they need supplies (e.g. their base is running low on food due to a particularly harsh winter), maybe they want to offer you something (just treat them like a trader in the comms console while they're present), or maybe they want to bury their dead or hunt a herd of animals on the map. Maybe they're actually raiders in disguise. There are many possibilities. Of course, they might truly just be visiting too. (Maybe interacting with other factions could give a unique joy boost if they're pleasure visiting?) I suppose the type of event could be predetermined when they first enter the map rather than at the gathering spot, but the idea is that it shouldn't be revealed what kind of visit it is until they reach your colony. (This could also promote protecting friendlies on the map rather than using them as fodder for any hostiles around, depending on your needs.)
I do want to say that I don't like the idea of losing reputation for not helping a faction, though, since that basically forces you to help them unless you want them to become enemies (or want to keep bribing them with silver). Gaining rep or some other reward for helping is fine, but not helping shouldn't lead to any change unless the faction system is expanded on. (e.g. Benefits for being super friendly with certain factions, which would make losing rep for not reciprocating by helping them make sense.)
First, sending colonists away without controlling them is bad imo, and it would take a buttload of work to generate a new map with specific objectives or w/e whilst still keeping the original. It's not a very practical option unless we start having faction bases on the same map, (again, imo) but that too could prove difficult.
That being said, I think faction events could work if the wandering/visiting faction events were expanded on. Basically, once you have a colony gathering spot (visitors already tend to gather at these), give visitors a chance of triggering an event upon reaching the gathering spot. Maybe they'll ask for temporary refuge (be it just staying for a few days, or shelter from attackers), maybe they need supplies (e.g. their base is running low on food due to a particularly harsh winter), maybe they want to offer you something (just treat them like a trader in the comms console while they're present), or maybe they want to bury their dead or hunt a herd of animals on the map. Maybe they're actually raiders in disguise. There are many possibilities. Of course, they might truly just be visiting too. (Maybe interacting with other factions could give a unique joy boost if they're pleasure visiting?) I suppose the type of event could be predetermined when they first enter the map rather than at the gathering spot, but the idea is that it shouldn't be revealed what kind of visit it is until they reach your colony. (This could also promote protecting friendlies on the map rather than using them as fodder for any hostiles around, depending on your needs.)
I do want to say that I don't like the idea of losing reputation for not helping a faction, though, since that basically forces you to help them unless you want them to become enemies (or want to keep bribing them with silver). Gaining rep or some other reward for helping is fine, but not helping shouldn't lead to any change unless the faction system is expanded on. (e.g. Benefits for being super friendly with certain factions, which would make losing rep for not reciprocating by helping them make sense.)
#129
General Discussion / Re: Mid Game Boredom
June 07, 2015, 08:42:14 PMQuote from: jaeden25 on June 07, 2015, 07:49:09 PMQuote from: SSS on June 07, 2015, 07:06:28 PMQuote from: jaeden25 on June 04, 2015, 07:34:12 PM
Don't use a killbox, if you exploit the AI then the game will be easy and boring.
Tynan has acknowledged killboxes as a legitimate strategy, hence the sappers in the upcoming update.
It can be legit and still exploit the limited AI. By building the killbox you are taking advantage of the fact the AI chooses the path of least resistance instead of finding ways to bypass it, building inside mountains is also legit but I think that also makes things really dull especially combined with the killboxes because what do you have to worry about ever? Not much really.
There is almost no point in even having raids in the game the way most people like to play imo, and if people enjoy it then no problem but I don't understand complaints about the game being dull when the same people negate everything that is a threat to your colony i.e sieges, raids, enemies dropping in the base etc. and build the same base design over and over again. It's up to the player to make the game interesting for himself and try new things.
No, it cannot. In terms of gaming, an exploit is an unusual method of play that results in game behavior unintended by the developer, making it the opposite of "legitimate". A legitimate strategy is different from an abuse of mechanics. Since Tynan has acknowledged killboxes, they can't be considered an exploit any longer (whereas it was a grey area before). Not finding a style of play fun doesn't make it illegitimate, though I do agree that people shouldn't complain as much about the game being dull if they pick all the safest, most efficient strategies every time.
An exploit would be (making this up) somehow forcing a centipede onto a tile that can't be traversed (like water or rock), therefore making it immobile. An actual one that existed in an earlier alpha was building walls around an AI ship part and removing them so the falling thin roof would kill it.
Knowing how the AI behaves and making counter-strategies with that in mind isn't exploitative unless the AI isn't doing what it's supposed to do. Raiders are meant to go the path of least resistance, so using that trait against them is a strategy rather than an exploit. Tynan is just adding more strategies now so killboxes won't be one solution that fixes everything.
#130
General Discussion / Re: Rimworld lore -- how much is there, can it be expanded?
June 07, 2015, 08:24:07 PM
Nice bump. I had almost forgotten about this topic. It's hard to believe we were only around Alpha 5 this time last year!
Quote from: Devon_v on June 07, 2015, 12:16:39 PMThat was already posted in the OP.
https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
They are in the creative rewards subforum.
#131
General Discussion / Re: Mid Game Boredom
June 07, 2015, 07:06:28 PMQuote from: jaeden25 on June 04, 2015, 07:34:12 PM
Don't use a killbox, if you exploit the AI then the game will be easy and boring.
Tynan has acknowledged killboxes as a legitimate strategy, hence the sappers in the upcoming update.
#132
General Discussion / Re: Make money without an artist?
June 07, 2015, 06:36:01 PM
Craft parkas. They raise a higher premium for the materials put into it than other pieces of clothing; the time it takes to make them is higher, but it's worth it unless you're getting traders constantly. Try to make them out of devilstrand if you can. A sufficiently large plantation will give you enough to clothe your colony and make some extra parkas for a profit.
Next, craft weapons, preferably longswords. This is a double benefit in that longswords are the most expensive craftable weapons, and they are one of the best (if not the best) melee weapons for any brawlers or melee specialists you have.
Of course, you should sell excess weapons and clothing if you don't need it; make sure you have haulers collecting the spoils of war, or it'll all degrade in the rain/snow. Strip corpses before burning or burying them. Sometimes you'll get something really good, like armor, hyperweave clothing, etc. (You might even want to keep some of it!)
Also, crops and cooking. Cooking is the mainstay money-maker in my colonies aside from spoils because it's easy to mass-produce with a dedicated cook and a time-efficient setup (i.e. keep the freezer as close as possible). Go for simple meals. Fine meals and luxury meals sell for more, but you have to put so much more in them that it's more economical to just sell the simple ones. Leave the fine/luxury meals for your colonists.
Finally, if it doesn't bother you, you can sell prisoners or organs. Depending on the situation, sometimes it's more profitable to harvest a lung and a kidney to sell and just let the prisoner free than it is to sell the prisoner outright.
Lastly, if you ever incapacitate any scythers without killing them, make sure you go to the operations tab and set up knife protrusion removal surgeries. If you're getting a lot of mechanoid attacks, this is an easy way to get some quick cash. Keep in mind that (strangely) mechanoid modification is considered a repairing-type job even though it uses medical skills; you might want to micro to make sure an unskilled colonist doesn't kill the scyther before you can get both knife protrusions. (Of course, you can sell AI Persona Cores too if you aren't interested in building a ship.)
That should definitely get you started. I personally almost never sell resources that the colony can't produce or acquire without a trader, such as steel or stone (art being the exception, but even that can be made out of wood and turn a decent profit). You might not need said resources now, but if you plan on expanding your base further and dominating the map, you'll definitely need them later.
This too. Having an artist really does pay in the long run. Just find someone with a passion for it, even if they're only at level 2-3. Train them with wood and they'll be producing the better qualities soon enough.
Next, craft weapons, preferably longswords. This is a double benefit in that longswords are the most expensive craftable weapons, and they are one of the best (if not the best) melee weapons for any brawlers or melee specialists you have.
Of course, you should sell excess weapons and clothing if you don't need it; make sure you have haulers collecting the spoils of war, or it'll all degrade in the rain/snow. Strip corpses before burning or burying them. Sometimes you'll get something really good, like armor, hyperweave clothing, etc. (You might even want to keep some of it!)
Also, crops and cooking. Cooking is the mainstay money-maker in my colonies aside from spoils because it's easy to mass-produce with a dedicated cook and a time-efficient setup (i.e. keep the freezer as close as possible). Go for simple meals. Fine meals and luxury meals sell for more, but you have to put so much more in them that it's more economical to just sell the simple ones. Leave the fine/luxury meals for your colonists.
Finally, if it doesn't bother you, you can sell prisoners or organs. Depending on the situation, sometimes it's more profitable to harvest a lung and a kidney to sell and just let the prisoner free than it is to sell the prisoner outright.
Lastly, if you ever incapacitate any scythers without killing them, make sure you go to the operations tab and set up knife protrusion removal surgeries. If you're getting a lot of mechanoid attacks, this is an easy way to get some quick cash. Keep in mind that (strangely) mechanoid modification is considered a repairing-type job even though it uses medical skills; you might want to micro to make sure an unskilled colonist doesn't kill the scyther before you can get both knife protrusions. (Of course, you can sell AI Persona Cores too if you aren't interested in building a ship.)
That should definitely get you started. I personally almost never sell resources that the colony can't produce or acquire without a trader, such as steel or stone (art being the exception, but even that can be made out of wood and turn a decent profit). You might not need said resources now, but if you plan on expanding your base further and dominating the map, you'll definitely need them later.
Quote from: Skissor on June 07, 2015, 06:18:36 PM
Even if you don't have a good artist yet, find a colonist who permanently makes art and train him, it will pay out really fast. A good tailer can't hold up with an artist.
This too. Having an artist really does pay in the long run. Just find someone with a passion for it, even if they're only at level 2-3. Train them with wood and they'll be producing the better qualities soon enough.
#133
General Discussion / Re: RimWorld change log
June 06, 2015, 10:19:05 PMQuote from: nmid on June 06, 2015, 11:11:16 AM
3 main things in the changeover to a11..
1. zones
2. sappers
3. The misc tuning and bug fixes will make the game more enjoyable to play, I hope!
Are we forgetting the toxic fallout and volcanic winter incidents so easily? They sounded really cool to me. o.o
#134
General Discussion / Re: Bad will
June 03, 2015, 11:24:26 AMQuote from: Kubouch on June 03, 2015, 09:08:32 AMYou can't improve relations with pirates no matter what you do, be it releasing their prisoners or attempting to bribe them. Any non-pirate human faction can be won over if you're nice to their people, though.
Well I don't want to turn my turrets off when half of the raiders is running straight into my base. Also I'm always short of silver :-D. Anyway, can you bribe them enough to eliminate hostility? I thought that you can raise their opinion towards you but can not remove hostility, though I might be wrong.
#135
General Discussion / Re: RimWorld change log
May 31, 2015, 01:17:12 PMQuote from: keylocke on May 31, 2015, 05:56:19 AMQuote from: SSS on May 29, 2015, 05:23:23 PM
It sounds like the toxic fallout scenario is taking steps toward becoming a death world.QuoteVery few people would ever choose to live there, but since anyone who does is almost always a Badass, expect any populated Death World to be a World of Badass by default.
Exactly.