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Messages - dearmad

#16
I can see that point. Perhaps giving up a passion should be rare, at the least. But yes, I really think it should be changed in the base game. Eventually I may look into modding this and see if it's doable as xml, but probably would require skills over my head. :(
#17
General Discussion / Re: Why Royalty?
March 03, 2020, 11:07:04 PM
Quote from: ProfZelonka on March 03, 2020, 01:01:14 PM
Quote from: ShadowKatt on March 03, 2020, 10:51:55 AM
And Rimworld has a multi-planetary system, perhaps even pan-galactic civilization. That doesn't just happen on its own. So we have an empire, and we have a good reason for it to exist.

[snip]

And if Royalty is a platform that new updates will expand on, why expand on an empire rather than further building & exploration?

[snip]


They won't that was Tynan's entire design mandate for his DLC, don't you read his own postings? And can't you see it in how it integrates into the game anyway?

That clean in or out of it makes it staggeringly obvious.
#18
General Discussion / Re: Why Royalty?
March 03, 2020, 11:04:28 PM
Quote from: Canaris on March 03, 2020, 05:59:15 AM
Quote from: dearmad on March 02, 2020, 10:07:21 PM
So, your alternative more obvious idea is what?


Native Combat Extended mode with ammo, supression, equipment system, sidearms, much more lethal guns with autopatcher so there arent any compatibiliyy problems with mods.
Native RJW with pregnancy, fetishes and rest of that shit.
Native hygiene/water needs.
Native alternative for endgame by integrating Empire mod or something like that.
Native terraforming options.
Native mining/crafting extension.
Native agriculture extension with seeds, irrigation, toiling soil, soil erosion etc.

Just few ideas.
And the list goes on.

So... take away from the modders' creativity and control of their mods *and* introduce more work into farming and keeping bodily functions in check, anmd a new population idea that extends the game time past the built-in endgame... what!?!? Yeah, perfect. UGH!  :o

I run the hygiene mod myself but could see many players hating it, for example.
I personally detest CE and am glad for the simpler, yet still deadly, combat.

I'm continually surprised by how people perceive this game as being flawed because it isn't packed with every flippin idea out there. It is clearly designed to be satisfying, but never complete. And that openness lends itself to the magnificent modding world we have. If Tynan went down the road so many of you propose he would kill the community. But you can't see it, can you?

He must have endless patience to put up with the narrow mindedness of his "fans."
#19
Releases / Re: [1.0] Ammunition (2019-11-26)
March 03, 2020, 09:19:08 PM
How is it used? Your description isn't entirely clear or revealing. I have a guy pick up ammo and he can't fire his weapon.

Also there seems to be no options that you mention in the option menu other than excluding or not a weapon.

Ok so looks like i need a pack, AND ammo before I can load a weapon?? I don't get it... Why cant I carry it in my inventory and then load it? AGH! I hate confusion like this. Hence probably why there's not much draw to t he mod. Document the basics for us, amn, it looks promising, but....?

Also my initial spawning pawns don't have pakcs or ammo with their guns dropping in the basic 3 person scenario, is this right?
#20
General Discussion / Re: Why Royalty?
March 02, 2020, 10:56:04 PM
You also don't get paid for a lot of other things. Wow, ideas are cheap dude, execution is where it's at. \

1. Great idea.
2. Uh... wow. this one staggers me as way too difficult to get thematically interesting results without it being repetitive and not truly intriguing. A lot of buck with minimal bang the hand of a human designer is what makes a faction interesting.
3. a graphic overhaul or all new rules? all new rules would basically be all new game. that seems like overkill.
4. so have Tynan waste time doing what is already done?
5. Many are already done in mods a few already in the game- I encounter trade caravans on the go all the time. Or maybe that's a mod? Whatever it happens a lot.
6. Save our ship2?
#21
General Discussion / Re: Why Royalty?
March 02, 2020, 10:07:21 PM
So, your alternative more obvious idea is what?

And the Royalty Faction can be ignored completely in your game if you like. Even with the DLC loaded. They are still mostly optional in the game. You don't "have to abide" by any of their guff.
#22
General Discussion / Re: Performance @ 1.1
March 02, 2020, 10:02:40 PM
Almost none of the mods in the shitlist since about three months ago impacted my system at all. Like at all. Running on a 1070, Intel i7 8700
#24
Help / Re: RimWorld core art source
March 01, 2020, 09:57:51 PM
I replaced some of the texture\ui\commands\ files in a mod. And they aren't working while my designators directory IS working. Anyone have an idea why. I sued the same psd size, everything, etc.

Help?
#25
The tornado analogy is apt... agreed!!!
#26
General Discussion / Re: Mechanoid Heavy Auto Turrets
February 29, 2020, 11:27:36 PM
Quote from: zizard on February 29, 2020, 03:00:31 PM
Just wait for a caravan. One of the main goals of 1.1 is apparently to reduce player engagement with the combat system.

"reduce?"

i have no understanding. I have been more involved in combat than ever since 1.1. It's very engaging and requires serious tactics now.

#27
General Discussion / Re: Killing killboxes.
February 29, 2020, 08:16:44 PM
Quote from: Pangaea on February 29, 2020, 04:21:37 PM
This is actually the one thing I'm really upset about in the 1.1 update. It's not just a tuning either -- turrets are nerfed into the ground (and I wasn't even aware of the huge drop in HP, which makes it even worse). It quite effectively have removed turrets from the game, as they are pretty much pointless to build now.

As a player that doesn't use wealth control and like to play long games with (eventually) many colonists, this is a death sentence. In the mid or at least late game, it was necessary to have some type of turret and/or killbox defense to survive. Not to automate combat. To survive.

These changes may mean that playing how I prefer is no longer possible. I always detested using heavy wealth control to ensure more manageable raids, and prefered an active (but later on, turret-assisted) defence instead. It was more fun.

If Tynan really wanted to kill killboxes, this may have done it. Unless people want to use 100 traps in there or something.

But believe you me, taking on 40+ centipedes (and however many other mechs arrive) in the open, effectively without turrets, is not going to be a fun experience. Well, if you survive long enough for such raids to be possible that is.

That is why I asked earlier if this was a balancing trick where they first nerf them to the extreme, and then gradually revert the changes. It's all I can hope.

:'(

Turrets still have a place, but not as the main mechanism (they never did) to manage raids or other dangers. There's more to life than killboxes....

https://rimworldwiki.com/wiki/Defense_structures

Have fun out there on the Rim.
#28
Yeah someone above nailed it fir me. Even if it's wrong,it doesn't aid the immersion I feel for my little rim world. 😒
#29
The real genius Tynan showed was in his RESTRAINT with the game design. While he also left many avenues opened for the LACK of restraint the modders can show.

Thus allowing us to tailor our game to be how we EACH want it to be 😆!

Op, like most people cannot recognize superior behavior when he sees it.

-1 mdude

And feel free to use the letter i. Copies. Multi.
#30
General Discussion / Re: Mechanoid Heavy Auto Turrets
February 29, 2020, 04:36:43 AM
Did you happen to have access to any EMP grenades? Might want to trade for those??