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Messages - Stormfox

#16
Quote from: Headshotkill on June 06, 2017, 05:14:16 AM
This is why games devs need to offer a demo of their game so people can test out before buying.

This. Of course the demo has to be stable and a valid representation of the game, too.
#17
Quote from: O Negative on June 05, 2017, 01:44:39 PM
I'm a fan of the idea!

With the new world systems, we could accomplish this and make it super interesting:
- Enemy faction bases have a chance to spawn with a prisoner room full of prisoners from random factions. Each prisoner belongs to a random faction that is not their own. To release prisoners, you would use a right-click command much like the one used to capture people. Chance or random join on release; pawn's faction relation to your own could influence how likely it is for them to join (Friendly 75%, Neural 50%, Hostile 25%) or something like that. [moderate/difficult to code]

- A small group of people reach out to you for shelter after their home has been destroyed. They are being chased by (raiders, manhunting animals, insects, mechanoids, etc.) Basically a larger refugee chase. [easy to code]

- A small group of people are surrounded by a threat (raiders, manhunting animals, insects, mechanoids, etc.) They are asking for help and vow to join the faction that saves them. [moderately difficult to code]

Those are just a couple of simple ideas I'd like to contribute :D

I really like those. The new quest and location system is perfect for this. Lets hope the code gods think so, too ;)
#18
I think the game would be more interesting and realistic if more extra pawns came to your colony through other means than converting captured opponents. At the same time, captured opponents could have other uses (no, I do not mean the meme-like organ bank).

How about this:
- Drop pod survivor and refugee events happen much more often (say, almost twice as much as right now). Ideally, with extremely useless colonist setups becoming more rare than currently, so accepting refugees is not so much of a liability.
- Very rarely visitors might join you (like the Hospitality mod makes them do, just as a very rare event usually reserved to related or very friendly visitors), perhaps after some kind of quest (Hey, if you help me free my pet from the bad raiders over there, both of us will join you!).
- Most prisoners cannot be converted at all.
- Prisoners can be ransomed to their factions for stuff. Can be done via the quest system again. For example, they send you a message saying "Hey, if you free our three guys, we send you this shiny assault rifle and a tame muffalo". A ransom quest like this can be initiated by the player via the comm console. Ransom worth is higher the more and healthier the prisoners are.


The idea would be that the joiners would be more realistic, as in not 90% your ex-enemies but instead more people that actually liked you or at least sat in the same boat as you. On the other hand, making prisoners and keeping them in good shape is still giving you something besides a few goodwill points. Additionally, it slightly disincentivizes prisoner organ farming.
#19
Btw, I get a harmony.log.txt on my desktop every time I start rimworld. I guess for some reason harmony cannot find the correct directory to place that logfile in? I reinstalled the newest HugsLib, did not help. Its only a minor annoyance, but it would be nifty if this disappeared sometime in the future.
#20
Quote from: Cimanyd on June 03, 2017, 11:08:28 PM
Quote from: Angiel on June 03, 2017, 06:32:29 PM
there shld be a cooldown to them so that after a berserk incident doesn't happen to the same pawn over and over again.

There is; it's called Catharsis.

Keep an eye on your colonists' moods. If they're low enough for your colonists to go berserk, you're doing something wrong. In the case you describe, the problem is your colonists were starving. Starving is a huge hit to mood and running out of food should be avoided at all costs. The game will warn you on the right if a colonist has low enough mood to mental break, and also if you're low on food.

One problem that has been reported for months and still not been fixed with that is the people go on mental breaks for AGES. And during that time, they neglect sleep and eating. This tends to end with the pawn in question collapsing and/or having huge mood debuffs afterwards that re-start the break spiral right again.

This even happens in otherwise well-developed colonies, when the initial mental break happens on someone with some bad mood trait that just got a divorce or something. This can be enough to shoot them into a break once, and after that, they are a case for the couch for the next half year or so.
#21
Ideas / Re: Divide most stuff by 5
June 03, 2017, 07:20:20 PM
Quote from: jamaicancastle on June 03, 2017, 06:50:44 PM
I could sell wood to bulk goods traders just like before. /shrug

Anyway, on topic: part of the reason for having higher quantities in both costs and yields is granularity. While on the one hand having say 1 structural material = 1 wall sounds appealing, it means that nothing can cost anything and also less than a wall (like floors do). It means a wall can only ever return all of its resources or none of them when sold. It means if a constructor fails building a wall, he has to waste all of it... you get the idea.

Granularity is one of the reasons why, when designing a game from scratch, you start with slightly bigger numbers. But now that we have a pretty established ressource cost range, I think it would be pretty safe to deflate the numbers again. Lets say we divided all wood related stuff by 3 (and likely, all stone and steel related stuff, too). That makes walls cost 1-2 ressources, floors 1-2, and most everything else between 10 and 50. I think these are reasonable numbers and the tiny bit of granularity lost on stuff like single wall or floor tiles is not a problem.
#22
Quote from: Fukara on May 31, 2017, 12:43:08 PM
Any update for JTReplaceWalls ???
It's a must have mod  :P

Someone put up an updated version on steam. I have attached it to this post.

[attachment deleted by admin due to age]
#23
Quote from: XenGrimm on June 03, 2017, 06:44:24 PM
Shareware never took off because of people trying to take advantage for a quick buck.


See "Shovelware" or "The Current Early Access turdpile of half-assed games" (AKA Shovelware v2)

Back when shareware was a thing, shovelware was kinda rare. Early access (or any kind of crowd-funding really) is kinda a good concept - it's just that there are people that intentionally abuse the system and even more people that massively underestimate the workload of the stuff they actually want to do. I have become pretty jaded, myself, but I am very glad to finally see an age where indie studios have a chance to bloom.
#24
Ideas / Re: Divide most stuff by 5
June 02, 2017, 12:24:19 PM
Quote from: AngleWyrm on June 02, 2017, 12:02:30 PM
Try playing the single colonist on a tiny map: Does the reduction in production change how the game plays out? My guess is that it merely pushes the point at which not enough becomes too much further out.

Absolutely. You cannot really break that pattern. But you can tune it so the game stays interesting for a longer period of time without being ridiculous at the start.
#25
Outdated / Re: [A17] SeveralPuffins mods for A17
June 02, 2017, 11:04:53 AM
Quote from: Several Puffins on June 01, 2017, 09:20:09 PM
Your OCD colonist does recover from time to time, yes? If so, I might up the guaranteed refractory period to a day (it's currently half a day). If not, it's an old bug that I thought I'd finally killed.

Sakura does not. She is currently at severe and it never gets better - the colony is about 18 months old and she was one of my starters. She is basically worthless and has been for quite some time now.

Quote
Hmm.... You shouldn't get more than -14, and that should only be for level 3 ASD. Is this what you had? The next release, though, does put that down to 1 day from 2, and to a mere -12!

That disorder got healed by now, but it was on medium strength and it gave a -15 whenever I drafted him for two or more days. I am very sure of that because it took me quite some time to figure out where that debuff even came from, so I checked almost everything.


Edit after playing a few more ingame days:

Sakura finally got her OCD controlled just now - after 18 months of counselling. Eridani, my guy with level 2 autism, just got -14 from being told to refuel a generator. And now he got it from equipping a different weapon. That one is really not well implemented, sorry.
#26
Outdated / Re: [A17] SeveralPuffins mods for A17
June 01, 2017, 05:33:40 PM
After playing with Disorders for a while I have some concrete feedback:

The general principle is good, although the frequency and severeness of the disorders as well as their breaks are a bit much. I tuned it down to 0.3 times likelyness and double counselling effectiveness and its still extremely annoying, especially on top of the already existing base game stuff. One of my gals is on a cleaning spree about half her life for months now. Also, the mood debuff for being drafted/prioritized is a bit too harsh. Its -15 and lasts for days, which is both very unreasonable.
#27
Ideas / Divide most stuff by 5
June 01, 2017, 05:10:55 PM
Two of the bigger problem spots in Rimworld are storage space handling and the ease of accumulating big loads of money by offloading bulk goods.

I have a partial solution to those two:
Divide most material costs and gains by 3 or even 5. Most notable change would be with wood. Currently, one often has a few thousand wood logs lying around after clearing some space when playing on forested biomes, which easily translate to multiple thousand silver and renew themselves almost on accident. But there are almost no things built from wood that use so little ressources that dividing by 5 would make a difference. The overhead, though, would be 20% as much, reducing accidental high cash inflows a bit.

Similar arguments can be made for most other building ressources. As an additional benefit, the numbers shrink a bit and look cleaner. Of course some prices and therefore prices of furniture and stuff need to be re-evaluated, but imho this step would be helpful in combatting the exploding economy problem.

In theory, something similar would help with cash cropping, too, but its slightly more complicated to divide the numbers there (most easily by not cooking single meals but instead make them in 5s, which also would solve the "cooking for 5 people is a full time job" issue).

#28
Outdated / Re: [A17] SeveralPuffins mods for A17
May 31, 2017, 06:13:56 PM
I have to say, these are some of the most creative and well thought out mods out there. The way your psychology mod works is much more interesting and less arbitrary than the base mood system of the game.
#29
General Discussion / Re: Blockmaking in Alpha 17
May 28, 2017, 06:51:10 AM
Quote from: O Negative on May 27, 2017, 07:27:43 PM
I'm personally entirely against this newfound A17 philosophy, with respect to crafting jobs giving experience to other categories.
- Having a job's category not give the experience to that same category is entirely unintuitive to any player (new or veteran). In the long run, you're just going to keep ending up with threads like this one due to confusion from newer players. "Why is a(n) X job giving Y experience? This makes no sense."
- Pawns that are capable of crafting, but are incapable of the skill the experience is actually going to become stagnant (with respect to skill). Having a potential experience sink like this in the game is absolutely frustrating. I have never been in a situation where I needed my crafter and constructor to be the same person, and the last thing I need is for my lower-skill crafter to miss out on any potential crafting experience by wasting his time gaining experience in a job he's never going to do.
- There's nothing wrong with allowing workbenches to allow for bills assigned to other jobs. Construction/intellectual jobs at a work bench wouldn't hurt. We already have a workbench for intellectual, actually; the research bench.

That's my two cents on the topic :/

This pretty much sums up the problem (and the solution).
#30
General Discussion / Re: Blockmaking in Alpha 17
May 27, 2017, 07:15:33 PM
Quote from: ShadowTani on May 27, 2017, 09:58:32 AM
Personally, I really wish stonecrafting and drug crafting got placed in their own job categories (i.e. masonry and chemistry). It's not very intuitive the way it's now. Particularly with stonecrafting as a separate job you'll be able to have them skill up construction before you'll let them work on furniture projects that depend on skill for their quality.

A few of us suggested simply dividing "crafting" in "crafting" and "simple crafts" or something to that effect before. Simple crafts involves stonecutting, woodcutting and similar, relatively unskilled tasks, while crafting itself stays for building equipment.