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Messages - corestandeven

#16
Quote from: Shurp on January 27, 2018, 01:41:17 PM
The last time I raided an outpost in A17 I found plenty of food, medicine, and other stuff in the barracks of the pirates occupying it.  I finally got around to trying raids in B18, and I'm discovering the only stuff they have is the gear they're carrying after two outpost and one base raid.  Is this normal?  What happened to all the supplies (especially medicine) they used to have?

I guess I have to start carting my own medicine in when I do raids now?

In my experience of A17 the pickings for bases and outposts were not that great either. I once destoyed a pirate base, having suffered terrible injuries to my pawns, and all i had to show from it was loads of deadmens apparel, some weapons (all inferior to what i had), some survival meals (but less than what i used to get there) and a small room with unused bowler hats! Medicine was rare, so I always had the cavaran carry meds.

Attacking outposts in A17 was worthwhile as you did get a reward from another faction, and after the successful attack you have a long time to heal, mine the area, or deconstruct items you want to take back. Attacking pirate bases in A17 was pointless beyond presenting late game players with a challenge, as they yield little useful items, no reward from factions, and you get only 24 hours to stay after a successful attack (no idea why it is such a short time compared with outposts).

In my B18 game i havent built my colony up enough to be able to strike outposts or pirate bases, but it is disapponting to hear that not much has changed.
#17
Nothing against this being 1.0, or the project being slowly wound down if Tynan wants to - as he says 5 years is a long time for development - but what i am getting a little peeved at is why this announcement, and others, are always on Reddit? Apart from a regular user finding the post and kindly copying it into this forum what is Tynan's aversion to communicating news on his own forum (or https://ludeon.com/blog/)? Surely his own forum should be the first place to break news and request thoughts from the community, but it seems (or could be interpretted) that the Reddit community is more important. This is also not the first time. If this forum is seen as lesser importance by the developers then fine, it is probably better I just join and follow Reddit.
#18
Mods / Re: Necromorph mod for Rimworld
January 20, 2018, 04:33:30 AM
This would be great as a mod, but even better if it were in vanilla. Given that we now have tech added in vanilla that can bring recent pawns back to life I dont think it is too far fetched to have instances where it goes wrong. Perhaps pawns that are left a little too long come out screwed up? If this happened enough times on an entire world you could have a small faction where they have banded together - an outcast faction who hate the regular 'living'. So i think it would be compatible with the current lore.
But if this is just a mod I look forward to seeing it.
#19
Mods / Re: [Concept] - Religions and Beliefs
December 22, 2017, 11:32:20 AM
I'd be supportive of religions being added, but only if they are completely fictional and so not based on any real life ones (e.g. Christianity). Also I'd not want them to be game changing, but just to add some flavor as traits do now. For example pawns who share the same religion like each other more, and pawns who have religions that are at odds with each other have a dislike. For variety you could have factions that are entirely religion focussed (e.g. cults) who have an active dislike to you unless the majority of your colonists have the same belief.

Religious wars would be neat, but it needs the factions system to be improved, as it is still rather basic in that department. Two tribes with two opposing religions who are at war would be cool.

Not keen on your idea of Divine Consequences. Doesnt fit with the sci-fi setting imo.
#20
Isn't one benefit of a bedroll over nothing that you dont get the 'slept on ground' negative buff?

I agree though they need more benefits over regular beds. If you travel to any map with trees the benefit of making them disappears as you can knock up several wooden beds in minutes. Perhaps a very mild positive buff when sleeping, but the buff only applies when caravaning or out of the colony? I also like mndfreeze's suggestion of temperature bonuses, but then you'd have to be careful as regular beds would also need similar buffs (otherwise it could make bedrolls more valuable than beds).

Back to the OP question, I assume animal beds have quality because they can add some wealth/beauty to the colony, and you dont need that for bedrolls whose main purpose really is to use out of the colony for caravans? I dunno.
#21
Quote from: Mday on December 21, 2017, 03:42:04 AM
I have not done any injured refugee mission yet, so correct me if I am wrong. I assume you can build a 2x1 room, arrest the refugee, then take him with you? In that case I suppose 2~3 days will be enough to take the refugee plus mine out the map.

Well, I've only had the one occurance to go on, but in my situation my pawns arrived, there were no enemies, I rescued the pawn (not captured), healed her on the floor, built a small structure around her using wood, and she joined my group one day later. The map was plains so there was nothing of value to mine, and she recovered from all her wounds by about day 3. 

I suppose if you captured her instead she may not join you in 14 days, but you dont need to anyway as you can take prisoners with you in caravans. So it doesnt explain why the devs have given 14 days to this event.
#22
My personal preference is just for the devs to increase the time for all maps to a reasonable figure that allows players to heal and gather resources, but is not exploitable (e.g. no time limit). 24 hours for a ex-pirate base is mad, especially when an outpost attack gives much more time.

In terms of taking over pirate bases permanently, I would like that but I do not think it works over well if you were to get to events at the same time. Having raids in both your main base and the one you just conquered would be too hard to micromanage. If there was some setting that meant that if you have an event at one base you couldnt have any at the other (until the other event has passed) then that would be a good compromise.
#23
Hmmm, 14 days to fully heal a injured refugee, even as tribal? In terms of regular injuries it will take 2 game days with herbal meds, maybe 3, for all the wounds to heal assuming no infections. If the refugee is missing a leg it might take some time to fashion a wooden leg I guess, but I doubt 14 days are needed. Compare that with 24 hours to heal all your pawns and sort out any infections after a Pirate Base attack. That vast difference makes zero sense to me.
#24
General Discussion / Re: [B18] New Mental Breaks
December 20, 2017, 06:56:41 AM
Quote from: BoogieMan on December 19, 2017, 04:52:26 PM
That does seem a bit overkill.. Not looking forward to that one.

I take issue with the current system as well. People can go downhill way too fast, just off of little things. I don't like my room. It's hot. I had a bad dream. I ate without a table. Better go murder some chickens! It would be nice if the more severe breaks only triggered off of real trauma, not just having a bad day or two.

I could see someone freaking out when a loved one died or something significant, but a series of minor negatives should really only have such consequences after a longer period of time dealing with them.

Pawns are too much of delicate little snowflakes. Horrible penalties for bad moods, and other than less a chance of someone going on a murderous rampage, very little in the way of reward for having happy people.

Agree. Also it makes some pawns worthless.

In my recent game I had a pawn who was my best constructer. He had the 'depressive' trait, and despite me giving him the best food i have, the best and largest bedroom I have given, assigning loads of time for joy, all of which is hard to achieve when your trying to start your new colony and prepare for the first winter he broke every couple of days. In the end when a raid happened I deliberatly put him in harms way and didnt save him when downed as he was way too hard to manage. I then managed to recruit a pirate who had modest construction skills, but at least he doesnt break ever few days. So the morale of that story, in this game anyway, is that people who are depressed have little value to society - not really the message games should be saying about those facing mental health issues nowadays.

If mental breaks were fewer, took less time to happen when they do, or could be better mitigated then fine, but not in B18.
#25
General Discussion / Re: [B18] New Mental Breaks
December 19, 2017, 10:37:42 AM
As mentioned above, I agree that they are game breaking, especially early game. They are also rather illogical in the game setting, in that you have crash landed, struggling just to build a shelter over your head, get enough food for your first winter, and fend of any savages at your door, and you having pawns breaking (sometimes for 2 game days at a time) for stress because their room is 'ugly'.  To be honest in year one the negative buffs for what are creature comforts should be halved or something. Eating at a table, having an ugly room, little joy, etc, should be things that kick in and ramp up once your colony wealth level goes up. It is logically for humans to want better things once they are out of danger.

Bozobub, the good news is that once your colony is established, and you have enough resources for fine meals, good rooms, etc the breaks frequency does go down. When they do break it doesnt cripple your entire colony. Doesn't solve travelling though, because when you leave to go on missions you still get breaks at a much higher frequency than earlier versions of the game. Nothing is more frustrating than travelling 10 days to attack a pirate base and one of your lead fighters breaks before the battle because he is in an 'ugly environment'. Bad guys attacking your base don't suffer from such penalties (they have joy meters for starters), but it is madness that when you are on attack missions you have to cater for this.   
#26
Currently the time players get to remain on a map after completing a mission or attacking a enemy base has little logic (as far as I can see).

For example, if you destroy an enemy base you get 24 hours before you have to leave, but you get much longer if you destroy a small outpost. Why? You will more than likely have injured pawns that need to be healed after a big base attack, and the bases are typically on large maps with a load of resources. So why is a base 24 hours and an outpost much longer? Makes no sense.

In addition I've just done an Incapacitated Refugee mission, rescued the pawn who joined me, but I'm given a whopping 14 days before I can leave! What possible reason do I need 14 days on a small map?

The only example where the time seems right is for Lump of Resource missions, where you are given a long time to dig up the resources and travel back and forth.

In my view the times you can spend at a site after a mission or event should be reviewed by the devs. My suggestion to easily solve it is to up all map missions or encounters should have the same time. The devs can choose a number, 7 days, 10 days, whatever, but longer than 48 hours. The exception perhaps should be if attacked/ambushed whilst traveling, where 48 hours seems reasonable to gather up supplies and move on. If the devs think the times chosen are logical, and I'd like to hear the rationale if so, then at the very minimum the 24 hour window to leave after attacking a pirate base (not an outpost) should be raised much higher than it is currently - it just isnt enough.

Also is there a config file where players can easily adjust these figures by themselves?
#27
Ideas / Re: Your Cheapest Ideas
November 26, 2017, 08:39:12 AM
A 'sell all deadman apparel' one-click button in the trade menu. Clicking it moves all deadmens clothes to sell (assuming the trader accepts clothes). I hate having to select each bit of deadmens clothing seperately, especially for the low amount of money you get.
#28
General Discussion / Re: [B18] New Mental Breaks
November 25, 2017, 04:32:31 PM
The issue is that I am paying attention to pawns and not ignoring warning messages, but at the start of the game you have other challenges to focus on. Getting enough food for your first winter, a sturdy enough base to withstand raids and other events, having enough time and resources to make some decent rooms, well lit rooms, some comfortable chairs, a table etc. If you have starving pawns, not giving them rest, not giving them any joy, then I agree players deserve to have mental breaks. But to have pawns fully fed, well rested and full of joy, in ok surroundings considering we have just crashlanded on a planet, and they still break is just frustrating. Having your only cook, only constructor, or only farmer break several times a year, meaning they cant do anything, is overly punishing players imo.

Granted, late game the likelihood of breaks will decrease, as players can afford to make rooms nice, get fine/lavish meals, get heaters in rooms for the cold, make decent art, clothes, items, get other creature comforts, but early game is challenging enough without pawns breaking almost constantly.   To compound this, and as my original post says, you just have little options at the start to prevent breaks, and little good options if a pawn does break. Imo either the game needs to reduce the frequency of breaks, the length of time certain breaks last, and/or have more options to mitigate if a pawn breaks besides arresting them or waiting till they stop/collapse.
#29
General Discussion / Re: [B18] New Mental Breaks
November 25, 2017, 11:21:19 AM
Quote from: FrenziedPhoenix on November 23, 2017, 12:09:46 AM
So far I have not played very much of this new version. I have seen the video explaining the new features, mental breaks, mental buffs and such.

I might argue that the new mental breaks are a little TOO game changing in a bad way.

There is another post relating to the counterplay ability of an animal slaughtering spree. I completely understand this as the time it takes to put down that spree is much longer than the insta-slaughter that the pawn performs. While not as bad in sparse cases, you can easily lose an entire animal farm in the blink of an eye.

On that same note. This actually happened to me just now -- On day 3 a pawn went on an item destruction spree. After gathering most of the maps resources lying around and before I even had beds, a single pawn destroyed all 45 components I had stockpiled within 3 seconds. This literally killed the entire run since components are so important.

I've always enjoyed the annoyance of the other sprees (looking at you pyromaniac) and the interesting situations it creates, but these two in particular (and I'm sure some others) just create too much damage within too short of a time frame. Most of the other breaks can be designed around or prepared for, but these ones depend on being lucky to minimize the damage.

This is just personal opinion, but I'd welcome some more feedback. Constructive is always appreciated.

For me mental breaks are the most annoying and least fun parts of the game. Mental breaks are so commonplace and there is little you can do to prevent them, and little you can do once they begin. In my first game year with my new B18 colony i have had one colonist mentally break at least 10 times, and two others several times. The one who broke 10 times does have the Depressive trait true, but even when giving him the best room available, best clothes, and filling his joy to max daily (which is hard when your starting a new colony) he still breaks with often punishing results. Losing all your food to a binge when the colony is just starting, or having items wrecked, or having your cook in a daze and unsable for two game days, is not fun.

As said you have little options (especially in a new colony) to prevent breaks for pawns like these, but when a pawn breaks you also only have two rubbish options to resolve it: 1) you let the broken pawn just go through the break cycle until they either stop by themselves or collapse in exhaustion or starvation, or 2) you arrest them. Option 1 is ridiculous, especially when some mental breaks can last a couple of game days. Option 2 means the risk of combat, injuries and a long negative buff. Worse, in my A17 colony (so not sure if this has changed in B18) I once had a 99% difficulty pirate who i convinced by chance to join, but he later broke. So I arrested him and he went back to being a prisoner who i had to convince to join me again, again at 99% difficulty! The better option in that case seemed to allow him to wander around until he collapsed of exhaustion...  it is bonkers and ruins the game experience.

Why cant we have the option of a high social pawn able to try and counsel them to bring them out of the mental state? A failed outcome could be enraging the broken pawn to a frenzy, forcing them into a worse mental state, or causing a big social dislike towards the would be counselor. Also rather than just arrest (which should be saved for berserk) could there not be a softer option for the more minor breaks to escort broken pawns back to their room and bed, thus also ending the break? There could be a negative buff by doing so, and maybe a reduced catharsis bonus as you brought them out of the state early? Seems less extreme than arresting someone just because they are depressed.

I'm certainly not saying mental breaks shouldnt be in the game, and I'm not against all the different types either (though corpse fascination seems out of place for most 'normal' pawns), but they are too frequent and too game wrecking, especially when there are little options to prevent or mitigate.
#30
Mods / Re: [Mod request B18] - Rock formation scanner
November 25, 2017, 09:35:58 AM
Looks great, thanks. Plus the other associated mods look interesting.