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Messages - lowdegger

#31
It gives everyone +15 mood, but with so many options for increasing mood now, and since you're not likely to get one of the devices in the early stages of the game, it feels a little redundant. I get that unlike drugs it has no down-side, but it doesn't seem worth the gold to buy or not to sell if you find one in an Ancient Danger room. Maybe it could have an added effect, or it could last longer? It doesn't feel very useful.
#32
General Discussion / Re: Visitors eating my food
August 26, 2016, 03:08:45 PM
This is still a problem in A15. Playing yesterday, visitors walked into my store-room, picked up survival meals, and ate them.
#33
Ideas / Re: [Alpha 15] Limit what drugs pawns can use
August 22, 2016, 01:54:25 PM
Old enough to kill raiders with a minigun but not old enough to take cocaine, lol.
#34
Have you tried playing the game on easier difficulties? They are designed to allow a more base-building focused game.
#35
Quote from: Wex on August 22, 2016, 12:35:07 PM
A broken terraforming device is changing neighbouring areas into another biome.
Soon it will reach the colony. Enjoy your new desert.

I love this idea.
#36
Ideas / Re: Your Cheapest Ideas
August 22, 2016, 01:31:24 PM
Quote from: codyjriggle on August 22, 2016, 09:16:12 AM
I would like to see the AI updated so that raiders will walk through open doors instead of attacking them.  This would make traps a viable option.  Nothing would be more satisfying than leaving my heating duct "unprotected" and then closing some doors, flipping some switches, and having a viable heat trap.

This. Raiders and hostile animals should be able to walk through an open door, surely?
#37
Ideas / Re: Your Cheapest Ideas
August 22, 2016, 01:28:48 PM
Windows.
#38
Ideas / Re: Your Cheapest Ideas
August 19, 2016, 07:05:30 PM
Quote from: SpaceDorf on August 18, 2016, 09:46:26 PM
Quote from: lowdegger on August 18, 2016, 07:10:33 PM
A few ideas:

Long-term incurable diseases which colonists get/manifest randomly and which slowly and gradually reduce their capacity to do things so that the player has to decide the precise point at which they need to be euthanized because they are too much of a drain on the colony.


You mean like Cataracts, Asthma and brain diseases ? Those are allready in the game :)
But you think of stuff like cancer ?

Exactly. Or like a degenerative muscular disorder which unexpectedly manifests in a colonist. Young people can get it and it affects many abilities or all of them, so that they become incapable of work long before they actually die, but their ability to to work degenerates slowly and steadily, so the player has to decide not only what to do with them but when to do it.
#39
Ideas / Re: Your Cheapest Ideas
August 18, 2016, 07:10:33 PM
A few ideas:

Long-term incurable diseases which colonists get/manifest randomly and which slowly and gradually reduce their capacity to do things so that the player has to decide the precise point at which they need to be euthanized because they are too much of a drain on the colony.

Joining wanderers who turn out to be thieves and who will grab something good and start running within a few days of joining your colony.

A new faction appears, announced by the appearance of two or three wanderers who are fleeing the new faction and who ask to join you: if you say yes, the new faction is hostile and raids you immediately; if you say no, the new faction is friendly and sends a trader immediately.

Pirates could sometimes demand silver as tribute to avoid a raid.
#40
I think the Fallout games are a good example of how drugs like beer and go-juice and crack are a good addition in terms of gameplay and and fiction for a survival game like this. They're part of the psychological tight-rope of survival: take coke to get through the day of fear and pain, but worry about becoming dependent on it. Then a herd of elephants shows up and chases you into your house so you can't get to the coke store. This isn't supposed to be Walden, after all. It's a game about having too many problems. The temptation to buff my pawns' moods at the risk of making them even more unhinged is definitely more fun than playing Rimworld like Banished.
#41
"I'm fine with all the murder and mutilation and forced organ harvesting and slavery and everything, but not DRUGS!" - some people

lololol
#42
I do think melee hunting should be allowed. There may be situations in which it's necessary, and it does limit roleplay - it breaks the Spider King scenario they covered at PC Gamer for a start.
#43
Crack and weed. Brilliant. Just played the tutorial, two comments:

1. The bit where you're taught how to unforbid items makes the lack of a simple, draggable unforbid tool glaring. I think people will just be wondering "why is this such a hassle?" There's a perfect mod which adds this, I think you should implement it.

2. The raid part of the tutorial went a bit wrong for me. The raider spawned with my little house and stockpile between her and my sandbags, so the first thing she did was hit my house a few times, then gave up and went round it towards my dudes - but seeing she was outnumbered, she turned around, grabbed ALL OF MY MACHINE PARTS and ran off the map. This is all perfectly good gameplay, it's what she should do to punish me for not moving my dudes to defend the stockpile, but would have made for a confusing introduction to combat in Rimworld since I was told to let them sit there and have a shoot-out. Also the tutorial told me to pause the game but the game auto-paused, so if I'd pressed space I would have UN-paused it!

That's all. Keep up the good work! Rimworld is one of the best goddam games I ever played. Haven't had this much fun with a new game since FTL came out. (Also please add some kind of futuristic pistol. Surely a few could make it here from the Glitterworlds if the charge rifles have?)