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Topics - 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 / 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.
#3
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.
#4
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?
#5
General Discussion / Relations
October 31, 2016, 01:39:52 PM
They are pretty broken, as all the males try to start a relation with the only beautiful, and happily married woman. They rarely even talk to the other females. So, 90% of the colonists sleep alone. Pretty unrealistic, if you ask me.

I wouldn't mind as much, when the penalties were less severe.
#6
I spend half an hour, trying everything I could think of, without success.

The previous and next ones were easy.
#7
Ideas / Rename "Component" to "Microcontroller"
October 30, 2016, 03:03:35 PM
That would make sense.
#8
Bugs / Colonists don't defend themselves
October 28, 2016, 08:20:20 AM
When attacked by, for example, a bear, they try to flee, but when in melee that doesn't work. They keep standing where they stand, or move very, very slowly, and get beaten to a pulp. You have to draft them, and repeatedly tell them to shoot for each shot. "Looking for targets" doesn't seem to include the big bear shredding them.
#9
Bugs / Roofs and clothes
October 27, 2016, 09:44:03 AM
Colonists only build roofs at the start of the game, because when they have a lot of different jobs to choose from, there is always something with higher priority. Potentially I could remove all tasks from all workbenches and turn off every job but construction, but even then they tend to find more important things to do, like socializing.

Also, I have a toxic fallout for about a week now. And at the start, one of my colonists was wandering around in a daze and dropped all her gear. So, she dropped from toxic buildup and had to be rescued. Now, every time she can stand again, she refuses to do anything else but eat (forced, when not full) and go to the other side of the map to don some armor that is lying around there. So, she drops again and needs to be rescued. This happens every few hours.

I can lock her into her room and only let her go out for food, but after that there is nothing stopping her from trying to don that armor. And drop again, and having to get rescued, etc. Limiting her to the home zone doesn't work at all. What might work is having someone else grabbing the nearest armor outside, dropping that in a stockpile in the base, and forcing her wear that.

But I think it's a bug that you cannot prevent this behavior in any way.

Well, I could shoot her, I guess...