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Messages - Ser Kitteh

#151
General Discussion / Re: after 1.0
July 16, 2018, 07:29:05 AM
Tynan takes a three month break on Hawaii or something. He and the team deserve it!

But alas, I am no mind reader, and can't say what will happen to RW. Even if they aren't any major updates (i.e not patches), I consider Rimworld a complete game.
#152
You know, it only occurred to me, that after trying to fend off a psychic ship with 11 scythers/lancers + 4 centipedes do I now comprehend how difficult mechanoids have truly become.

Wealth is 189k.
348 days in (so nearly 6 years).
Cassandra Rough. Swamp.

I have 5 dedicated melee fighters in a colony of 16, the rest being shooters (all with ARs). However, I find out considering that 4 of the shooters have decent melee skill, I equipped them with steel spears and old charge belts so the number of attackers for the ship are 9 melee fighters and 5 shooters, and 2 emp grenadiers.

It was a lot easier than just standing back to shoot. Charging with spearmen seems the superior way with shooters as backup. I think a big part of the problem is that, despite having 3 additional EMP weapons, only 1 is viable: the grenades.

You can't build too closely a ship because it spawns the mechanoids. So EMP IEDs are useless. You can't use EMP mortars because mortars are very inaccurate. So what's the reason of giving us two additional EMP weapons but only one works? I guess I could rely on those fancy autocannons ... if they were close enough to the base.

Idk how long the spear meta will be because it's extremely powerful, it's gonna get nerfed at some points. But until that day comes they get the nerf, I fear for the colonists of the Rim.
#153
Early game - anything I can get my hands on.
Mid game - Flak gear/devil duster for shooters, plasteel plate for melee fighters and shield belt.
Late game - Power armor/shield belt for melee fighters, flak stuff for shooters with maybe a power helmet.

Pacificsts - shield belt, maybe a devil/bear duster
#154
Quote from: dritter on July 14, 2018, 11:25:59 PM
Hey, are manhunter animals supposed to attack closed doors when colonists get close to them now?

They've always done that. If they see you going through the door, they'll try to break it down.
#155
General thoughts and issues:

1. We can see the amount of leather in crafting bill, why not the same when selecting material for armchairs and the like?

2. There are bionic kidneys or lungs, is this intended?

3. I'm still waiting for that reply on that whole animal combat thing. No rush!

4. Probably a stretch but I hope we can make bulk foods/drugs instead of using the stool micro meta.

5. Animals should default to not follow/owned because some animals are far too valuable to go out in the wild.

6. A deep drill that has no more resources to gather should not auto-forbid. Also, you CAN'T reinstall them if they forbid, which can really waste power if players are forgetful as goldfish like me.

7. When doing an operation, I usually micromanage my best doctor to do it. However, if you choose a doctor to do it, while ANOTHER doctor is holding the prosthesis, it doesn't tell you. The player gets confused and seconds later noticed the medic with 7 Medicine already hauling the prosthesis and doing surgery. In short, the doctor holding the prosthesis should drop it if you force-order your best doctor to do it. It gives you a "required material missing" message while in actually the 7 Medicine medic is holding it in the first place.

8. Armor for head/body should be a seperate tab. Not a big deal now, but it will be when mods update.

9. Is it possible to make more microtabs for crafting? Even in vanilla 1.0, the large amount of bills shown after everything is research is still a lot. I'd rather have stuff like flak>flak pants/flak vest/flak jacket. Same goes for "longblades" for the smithy and "torso/pants/headwear" for the tailoring bench, for example. Just look at any modded game in B18 for ludicrousness.
#156
+1

Also, advanced helmet needs new artwork because it's too similar to the simple helmet.
#157
Quote from: zizard on July 14, 2018, 06:30:08 PM
Btw RNG gating doesn't count as story telling

This is such a broad statement that it loses any and all meaning it has.

The requirement for adv. components are fine as it is in 1.0.
#158
^+

It's very much true. I had no passionate researching pawns for a year and a half but I put my Intellect 4 colonists on the job anyway. He pretty much got us electricity and AC and all the fancy doodads before a proper researcher came. Same goes for my combat medics. Two have no passion for it but they got up to level 8 all the same and more or less maintain it.
#159
It's probably way too late to go into it IMO. This would require looking at all the backstories and number crunching it so that you can have a good crafter/tailor/smith.

Maybe in RW2? Who knows.
#160
I too have banished many a useless colonist. Making a debuff be real bad and last a long time however, will not solve the issue. It will make players go "our colonists barely know the pyromaniac, drug addicted, convent child/sheriff, why would they care?!"

I agree with the above post of carrot over beatings. If my village decided to care for a kid or an old person, we'd probably feel very good of ourselves. That won't stop players shoving them in the nearest cryptopod though.
#161
One hour before work (0600-0700) and maybe two hours after work (1900-2100) with periodic Anything in the afternoon.
#162
Quickie: Tynan, once upon a time, you made a thread regarding animals in combat. Will there be any features implemented to make them more useful?

On the whole, treating pawns:

I sympathise with Tynan's position of wanting to players to care for pawns instead of expandable statblocks. Much of it has to do with violence being such an integral part of Rimworld (and really, games in general). I don't pretend to have solutions to this issue, but here are some random ideas I've had in mind since forever:

1. Raids are the biggest threats to colonies, this is a given. So, why not be able to bribe them to go away? It's TECHNICALLY in the game in regards to "leave valuables outside and hope the raiders take them and go away". But even something as "give X silver to go away" would be enough, IMO. At least a once in a while thing. Maybe even before every single raid.

2. How many a post has r/rimworld made about being able to capture an enemy leader but not being able to do anything about it? If killed, there could be a "reset" in which raids stop appearing. Maybe a month or two. If captured, the raiders will agree to stop attacking for X amount of time. If trying to rescue, raiders may decide to save the leader again or decide to elect a new one.

3. On world maps: give a chance for pawns to sneak by a possible encounter. This should be impossible with a train of 10 muffalos but a single runner or maybe two should be able to avoid them. How about threatening them to back off? Maybe a combination of player weapons and/or shooting/melee skill?

4. The destruction of a pirate faction base should probably also "reset" or "freeze" this raid timer. Perhaps even an equivalent for mechanoids.

5. We have an artefact that if activated, makes animals go crazy. Why not an equivalent for calming them? This would create a non-violent solution to the manhunter event. Maybe an ability to calm them via Animal skill? Surely my level 15 handler should have the skill to calm down a raging bear after all.

This has probably crossed into the realm of "move this to the suggestion thread" but it's quite clear that veteran players do in fact treat pawns as expandable. It's not a problem for most, but as this clashes with Tynan's vision, it's a handful of ideas that I can offer. Not a dev, not a programmer, just one guy's opinion on the matter.
#163
Buy them from traders or destroy psychic ships.
#164
Use melee fighters.
#165
@ashafee

You can also just use the soil part of vegetable garden and just does that.

Though like most soil mods, it's still very much unbalanced because you can place dirt anywhere.