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Messages - SymbolicFrank

#1
Ideas / Email service
November 08, 2016, 07:20:07 PM
Can I get an email when the amount of mid- and endgame content increases significantly?

Let's say an average game now takes three hours, from start to boring (functional base). I would like an email every time the average length of that game roughly doubles.

If it is through mods, I would like a list.
#2
Ideas / Re: Is there no internet in RimWorld?
November 06, 2016, 06:05:42 PM
So, shouldn't the main trade of trade ships be access to their library?

The thing is, when GlitterWorlds do exists, the knowledge is out there. And eight years isn't going to make any difference.

Unless you start with nothing and get no input whatsoever. Like it is now. Which is crazy.
#3
Ideas / Is there no internet in RimWorld?
November 06, 2016, 02:27:41 PM
It seems there are these extremely advanced GlitterWorlds, and you can build a kind of internet connection. Doesn't that make researching stuff into merely looking it up and building a prototype?

I have a bit of a problem with the concept of "researching" in such a context.
#4
Ideas / Is RimWorld a roguelike and/or is that used?
November 04, 2016, 07:05:24 PM
You can run through a game like nethack in just a few hours time, if you aren't too unlucky and don't make any important mistake. That is, if you're very good at it. And even then, you will probably lose about half the time.

And it's not as if there aren't an endless amount of activities that can improve your chances. But then again, spending more time increases the chances of bad luck and/or you making a stupid mistake.

So, you can either try to spend just the right amount of time, doing the things that might improve your chances when you have the opportunity, or just take your time and do whatever you fancy until you get killed. Either way, the amount of things to do that might improve your situation is almost limitless, but depends on random terrain features. No two runs are the same.

I very rarely get to the endgame in nethack. I did ascend one time, just because I felt the need to finish (and "win") the game at least once. I just like exploring, collecting and improving more.

And it changes! Things like your required equipment and genocide list keep getting adjusted each game. And to make that happen, you need certain items. Some of those, you just stumble upon. Some require excessive things, like setting up a pudding farm to collect a lot of random stuff and especially staves of polymorph, which you use to polymorph spellbooks, scrolls, staves, tools and potions in just the right ones to make enough blank scrolls, blank books and magic markers to create Wish and Genocide scrolls and holy water, so you can wish for gray dragon scale armor, make enchant armor scrolls, genocide everything not essential and dangerous, and get all the other equipment and magic you need for ascension.

Most often, I tend to spend many hours doing all those things and then get killed by user error. Which are 99.9% of all your deaths in nethack. Don't rush in. Take it slow. Think it through. Don't take too many risks. Don't become overconfident. Watch your surroundings. It's just like Dark Souls, with much more options but a far worse GUI!

If you never make a mistake, which is totally possible as it is turn-based, you would win about 99% of your games.


RimWorld is much less fair and offers far less options to spend time and improve your chances.

An extended manufacturing base and tech tree would help a lot, more precise and more lethal combat as well. But that would mostly make games longer, not more unique.

It would help a lot if that new, crazy and hostile planet you just landed upon, just had a shitload of interesting, helpful and lethal terrain to explore and use. Which would also require either a larger map or 3D. And less external events that either give you free stuff or try to kill you.
#5
General Discussion / Re: A16 Hype
November 04, 2016, 06:13:05 PM
Any new mid- and endgame content? Does the average game still takes just a few hours from start to finish?
#6
Well, it starts with making melee combat practically usable while guns exist. Enter the magical shield and that every combat in adjacent cells defaults to melee.

Guns should be close range only, to give those melee users a fair chance.

Next up is machine guns being overpowered: make them so inaccurate that they very rarely hit anything. 

Sniper rifles should be peashooters, because you get "free" shots while the enemy is closing the distance, and they should be very inaccurate at short range.

And lastly, explosives and incendiaries, being area weapons, should do about as much total damage to every tile in that area combined, as any other weapon.

For Balance! To make it all just as effective!
#7
Ok, so the only things you can do is build the spaceship (yawn) and spawn raids (yawn). Seen that, done that.

I also made my own mod (it basically adds better geothermal and nuclear power, easily buildable and somewhat better turrets, lethal sniper rifles and auto shotguns for everyone and faster production of power armor). And I use the Prepare Carefully and Refactored Work Priorities mods (as bugfixes, mostly).

And I wanted to make a construction kit, to make it easy to mod just about anything for everyone (and combine mods), but except the things mentioned, I don't really know what you would want to use that for. There isn't that much to add, as it is.

Yes, I have a wishlist: better prosthetics, like individual hands and feet, and if something like a stomach or spine can be destroyed, it should be either lethal or fixable, by transplants or bionics. And much more and better manufacturing. I might add that to the mod, but I probably won't bother, because it won't change much.

I'm at a loss as to what you should actually be able to do with all of that. With or without, it gets boring after a few years. And more or less frustrating and/or sadistic, depending on the mods you use. But that's it.

It's more like FTL than DF, as it is now: you fail or succeed after a few hours and start a new game.

Boring.
#8
General Discussion / What to do if your base is ready?
November 02, 2016, 11:21:37 AM
I get that RimWorld is like Dwarf Fortress with a usable GUI, and I totally dig that. But an old, 2D version of DF at that.

In DF I am never ready. There is always more to do. Crazy contraptions and huge structures are fun as well. But I don't really know what to do in RimWorld when my base is up and running smoothly. Which takes a few years at most.

What do you guys do?
#9
General Discussion / Re: Concrete
November 02, 2016, 11:13:17 AM
I wouldn't mind if you could only make concrete if you had limestone.
#10
General Discussion / Re: Smokeleaf binge prevention
November 02, 2016, 11:06:22 AM
I always make a beer and joints stockpile in the dining room and keep it well stocked. That does wonders for morale.
#11
It seems I'm not sadistic enough to play this game.
#12
Tackling Ancient danger / poison ship / psychic ship without building a turret wall often gets colonists killed in my games. Or get them things like fractured spines / destroyed stomachs and such, which you cannot heal.

I have no idea how I should do that without power armor and only a survival rifle and pistol.

I play on Randy Random / Rough.
#13
Bugs / Re: Roofs and clothes
November 01, 2016, 06:46:01 PM
Also, it is really hard to deconstruct a building with a roof without having some roof collapses. Then again, that might depend on the mod I have installed that prioritizes building roofs. Normally that won't be a problem, as you won't have many roofs. But it will probably still happen with roofs on random structures on the map.
#14
Ideas / Re: Rename "Component" to "Microcontroller"
November 01, 2016, 06:31:10 AM
So, you could build a car from, say, a hundred random components and some sheet metal?

They're Schrödinger Components: whatever they are, they become the exact thing you need as soon as you open the box.

Or, in other words: magic.
#15
Bugs / Re: Roofs and clothes
October 31, 2016, 06:25:31 PM
When you have a roofed space that is 11 wide and you remove a single piece of wall, sometimes a piece of roof will collapse, and even after fixing the wall (by building the door or whatever) there is no way to get it repaired.

Edit: you have to build a pillar near or below it, but as soon as you remove the pillar, it collapses again. It's clearly a bug.