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Messages - ProFF7

#1
Quote from: Keychan on January 17, 2017, 02:49:30 PM
I was gonna make a suggestion to add pikes and halberds in vanilla just now, then viola, there's this post.  Melee needs a quality of life.  Right now melee is just a place holder for damage, damage type, hit time, and hit chance.  Unlike ranged weapons where they can have properties like range differences, more damage properties (explosive and burning), fire burst, and even AOE, melee weapons all feel the same.

For vanilla

Pros of reach weapons:
- Can hit over friendly pawns to help reduce melee crowding (since pawn melee stacking was removed, for good reason).
- Can hit over certain terrain. (Through trees, over sandbags, chunks, etc.)
- Makes the first hit to a target and makes them have to decide to get closer to fight, or run.

Cons of reach weapons:
- Should be slow in hit speed.
- Being too close to the target should bring disadvantages.

Yeah thats pretty much what I thought. The more reach they have the slower they should be to attack. Damage shouldnt be affected too much, just speed, pikes and spears can be very nasty weapons. In fact a short or regular spear is still a very agile weapon in short range and the pole itself can break a skull if used like a mace against approaching opponent.
maybe a slight hit chance penalty at closer tiles would be appropiate too.

Would mostly be weapons for group fighting, specially pikes, which could be unwieldy on 1v1 situations (A normal spear can still be a superb 1v1 weapon). The tactics could be interesting, maybe highly armored longswords/gladius in the front backed by spears and pikes in the rear, a suitable strategy to defend a corridor.
#2
Quote from: Andy_Dandy on January 17, 2017, 02:33:23 AM
Only death can make me quit playing Rimworld, but if Heaven is perfect I might be able to play Rimworld from there + get all recent updates.

NB! The reason the OP gets bored is his constant cheating, toning down important aspects of the game or save scumming. To me the game is becoming abit too easy even on hardest difficulties, no cheating, no mods, no turning off features, and on hardest biomes like Ice Sheet. I'm extremely experienced now after playing for more then 2 years (since Alpha 8 it has been my favorite game), and has played on the most extreme difficulty with Cassandra from day 1 (and got used to it as the normal). Anyways, I still have alot of fun for sure. Luckily there is loads of things you can do to increase the challenge now, like starting with just one tribal, and perhaps let him start with absolutely nothing.


You dont know anything from me. WTF u mean with "constant cheating", I just changed ONE value of a game mechanic I consider makes no sense, and the game is in alpha after all so it might not be like this on final version. I like difficulty, I dont like having to reload game, I like to play roguelike style, and I will accept death and catastrophe without reloading the game, I just feel the way berserk works right now is insane, annoying and kills inmersion, I dont know how to tone it down so it behaves less stupid, so I just remove the chance to happen.

And no, youre totally wrong, the reason I stopped playing was not because I was bored, but because of ANNOYANCE, I got tired of having to micromanage the constant crippling effects of berserk. Once I reduced the phrequency of it happening Im enjoying the game again, so what you say is flawed.

Also, I play on intense difficulty and I enjoy the challengue, having to face the hardships of hunger, freezing, raiders, beasts, plague etc, I lose colonists to these and I will never load back. Just THAT feature set me off. I just removed it and Im happy, I just posted this to know what else the community would find annoying/boring which Im curious, but there will always be ppl like you that just want to be right about everything and will not respect different opinions or views.
#3
Its not like I already went VERY out of my way to avoid mental breaks. Build flower gardens in dinner room, placed lots of art even on individual rooms, extensive use of beer (and smokeleaf on A16), cook always fine/lavish meal, tried to solve all things that were causing negative effect on mood...

It doesnt matter, sooner or latter tiny or large things would snowball a crisis of non-stop berserk zombies that would cripple my colony and ruin my experience.

Maybe its not game breaking for you, but for me it was and it is, and so I decided to mostly remove berserk, and Im having fun with the game again.
#4
Mostly for modding, since some of us want to make melee weapons with longer reach (Mainly spears with 2 tile range, and pikes with 3 or more range) to use in melee formations and add some variety to melee types. Maybe add it to the core game?

Ideal would be to just be able to modify the range verb to add reach.
#5
General Discussion / Re: Taming of insectoids
January 16, 2017, 01:11:46 PM
You cannot tame them yet, but still, you can use them against your enemies. If possible, you can dig a tunnel entrance to your base, and when an infestation appears, you just forbid access to that area to your colonists and animals. With some luck raids will try to assault thru that area and... you know what will happen ;)
#6
I wonder, what are the most annoying/nonsense things that could actually make you stop playing this wonderful game?

Myself, since I discovered in in A14, got quite addicted to it for some months.

But after some time, I got really tired of mental breaks, specially psychotic wandering with colonist dropping all their stuff (seems to be fixed in A16) and specially BERSERK which is the most fun breaker for me currently.

I like to play with no saves, which gives the game this survival/roguelike feeling, but when something I consider unfair/unrealistic happens, which cripples my game, I feel I have the right to just crash the game and load a previous save, but this also makes me feel like a cheater and kills the immersion.

I found myself re-loading too much after mass berserk outbreaks which would cripple the colony, kill colonists, amputate people etc, that would happen every 5 min which would make me hate the game. I found it not fun and rather frustrating so in the end, I stopped playing at all.

I came back when I heard A16 would introduce world map and with the hope the mental breaks would have been re-worked, which obviosly has not happened. They would still cripple my colony and if it wasnt because I wanted to see how caravans worked, I would have stopped playing again.

In the end, I modified the game so now I only get 5% as many berserk as in the core game and reduced the duration of these to just a few hours. Now with almost no berserk I feel Im enjoying the game again! Its hard to survive and many dire things happen but at least I dont find Im being raped by some bad designed game mechanic!

Other thing I find unfair and will make me reload the game are doctors with 18 skill failing many surgery in a row, with hospital beds, vitals monitor, glitterworld medicine..................while destroying expensive prosthethics and killing colonist even on ridiculously plain operations like amputating the pinky finger of the foot. And even minor failures will still always destroy the implants which doesnt make sense!

Most other things can be harsh, but avoidable with preparation, and the ones are not avoidable, will at least make sense (Dieing from starvation in nuclear fallout, losing colonist to raid or bug hives etc)
What about you, what features of the game would annoy you to the point of quitting?


#7
Have you considered trying to implement reach to melee weapons? Thats what I have been trying to do with spears, for those close supportive spear blocks, because now spears are not more than a weaker version of a sword..

but for some reason when adding verb "range" to a melee weapon, it seems the game considers it a ranged weapon, but anyway, it will not make any kind of attacks. Anyways, I am not very good with scripting, maybe you could figure a way to do it?
#8
Ok for now what Im gonna do is try to give a spear a basic melee attack, and a ranged one with extremely beefed accuracy... not the best solution, but its better than nothing..

Hope Tynan could add some way to add reach to melee weapons directly.
#9
What did you try exactly and what was the problem?

just added <range>3</range> or something like that?

I tried that and the game identifies it as a ranged weapon (brawler was unhappy) but doesnt do any kind of ranged or melee attacks

Wonder if someone figured a way to make it work
#10
I was thinking to modify spears to give them more reach, so they would have potential for defensive group fighting (the thing spears are most useful at!). Spears have little use as they are now.
Perhaps create pikes that have even more reach and could be used in pike block formations.

The question is, is it possible to do that? add reach to a melee weapon?