Quote from: Limdood on May 15, 2019, 08:58:19 AMI kind of agree on this. The game is already among the best I've played but also has a ton of unrealized potential. If it were up to me, I'd probably keep adding events, including complex ones, because the way it is now, dealing with "cold snap -> raid -> heat wave -> raid -> blight -> poison ship -> etc" does get repetitive over time. It would be cool to have something more complex, maybe mini stories even. E.g. some relative of local tribe's chieftain has heart issue and they are asking you to save their life. Or the tribe is starting to have plague epidemic. Area-wide effects so that toxic fallout can't be avoided by temporarily going camping a few tiles away. World being influenced by your reaction to events (tribe was raided by pirates and called you for help, you ignored and now it's a pirate base). May be if I keep screwing up responding to events and global conditions deteriorate past a certain tipping point, that would finally give me motivation to build ship. Abandoned ancient military base you can explore. Ideally I want to play this game and have so many events that I barely notice repetitiveness! (and I personally would be more than happy to keep purchasing these as DLCs or something).
Oh, this i HAVE to hear....please, do tell.
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#61
General Discussion / Re: Next Update
May 15, 2019, 11:20:14 AM #62
General Discussion / Re: New colony challenge?
May 05, 2019, 11:06:33 PMQuote from: tsmt1001 on May 05, 2019, 09:54:28 PMIf you butcher your prisoners for body parts but no one is around to see, does it count as violation of Geneva Convention?
Kinda thought of another challenge. Play without violating Geneva convention. This basically means you can't mistreat your prisoners and butcher them for body parts.

#63
General Discussion / Re: New colony challenge?
May 04, 2019, 01:35:47 AM
I've played both cold and hot biomes and for a challenge I usually go with hot, usually extreme desert: few animals (you have a real chance of starving), it's difficult to keep food, very little building material, heat waves. While cold can be challenging too, I usually play those biomes for aesthetics because I love snow IRL. I think the largest thing that makes cold easy is because, while getting food is hard, keeping it is super easy because entire map is one big freezer. Also enemies are slowed by snow and you have more time to shoot them on approach. Also you get healroot growing in the wild. I am not talking about things like ice sheet of course, that is the whole different level of challenge.
My current playthrough on naked brutality in extreme desert has been the most intense so far: it's the first time I had to resolve to cannibalism and for more that a year I was kept on my toes because an infection from any random scratch would kill me. Now that I have a couple allies, it's slightly better and I managed to purchase some medicine but it's still very much a challenge and I have to carefully ration it. In cold biome, you can just go out and gather some wild healroot. There is also no emergency fallback plan for temperature events. On cold map, you can try to hide around geyser. On hot map, you'll be scavenging the map for every single cactus and disassembling doors and pre-made bridges to get enough material for a primitive cooler to survive that early heatwave.
My current playthrough on naked brutality in extreme desert has been the most intense so far: it's the first time I had to resolve to cannibalism and for more that a year I was kept on my toes because an infection from any random scratch would kill me. Now that I have a couple allies, it's slightly better and I managed to purchase some medicine but it's still very much a challenge and I have to carefully ration it. In cold biome, you can just go out and gather some wild healroot. There is also no emergency fallback plan for temperature events. On cold map, you can try to hide around geyser. On hot map, you'll be scavenging the map for every single cactus and disassembling doors and pre-made bridges to get enough material for a primitive cooler to survive that early heatwave.
#64
General Discussion / Re: Encouraging romance
April 24, 2019, 11:11:08 PM
I think you just need to get them spend time together. Possibly also make sure they are in good mood, I am not sure. Just have them do something romantic together, like craft stone blocks or plant potatoes. They'll have deep talk about cannibalism and stuff and fall in love in no time!
#65
General Discussion / Re: Should i buy this game?
April 04, 2019, 11:15:03 AMQuote from: Bozobub on April 04, 2019, 12:22:10 AMI don't entirely agree on this one. Yes, Rimworld doesn't have a directed plot like let's say Witcher but it's also not completely free form do whatever game. It somehow strikes this perfect balance between being a free form game while you still usually have goals until very late in the game. Goals like "find any medicine to survive next infection", "get money to buy fancy medicine to survive a potential plague", "find heart donor for an old colonist", etc. That keeps it pretty captivating and focused even without game-enforced plot.
Buy RimWorld if you like Fun™, a la Dwarf Fortress. If you, however, find you like more structured, directed gameplay (i.e., like most other games), RimWorld may not be for you. I like RimWorld a lot, myself, and so do a lot of other people, BUT its general lack of clear-cut, enforced goals (beyond escaping the planet, although even that is fully optional) isn't everyone's cup a' tea.
And yes, I'd definitely buy this game, it has tons of fun and tons of replayability. And I wouldn't necessarily count this game as done and abandoned. Tynan hasn't indicated what he'll do next but later in dev cycle (last couple years), it was normal to have many months between updates due to game complexity and the blog would sit silent for months.
I find it pretty amazing that with all these numerous companies with huge budgets, the game that I ended up being addicted the most throughout decades of gaming, was made by a tiny team of several people.
#66
General Discussion / Re: I think Tynan should make a city builder sim next!
April 03, 2019, 02:59:05 PM
I hope she is at least a vatgrown veterinarian then. Aside from that, I am also interested to know more about the "little hearts you get from saving little bunnies" part...
(Yes I played Rimworld way beyond healthy levels)
(Yes I played Rimworld way beyond healthy levels)
#67
General Discussion / Re: I think Tynan should make a city builder sim next!
April 02, 2019, 11:39:17 AM
Wait I thought Rimworld already is war crime simulator? 
One of my earliest Rimworkd memories is how shockingly easy and logical war crimes are. That was back when I was young and innocent of course. Like even if you are trying to role play a regular normal person, you probably won't be patching up and releasing pirates that came to kill you. Anyway you probably know how this story goes: how one thing leads to another and you need money for glitterworkd med or bionic eye and your prisoners volunteer to become organ donors while their remains get recycled as husky food.

One of my earliest Rimworkd memories is how shockingly easy and logical war crimes are. That was back when I was young and innocent of course. Like even if you are trying to role play a regular normal person, you probably won't be patching up and releasing pirates that came to kill you. Anyway you probably know how this story goes: how one thing leads to another and you need money for glitterworkd med or bionic eye and your prisoners volunteer to become organ donors while their remains get recycled as husky food.
#68
General Discussion / I think Tynan should make a city builder sim next!
April 02, 2019, 12:25:30 AM
So many city builders out there with new ones coming out every now and then but all are the same thing: mine/plant resource A + build houses; nap while money comes in; convert resource A into B, build more houses, basic school, basic hospital; nap again; repeat this pattern. It's tempting to just skip naps, enter some cheat code for infinite money and just play with laying out your perfect city.
I've always been dreaming about a city builder built around Rimworld formula. You know, the one with challenges and an actual game underneath it all, rather than repeating the "build houses and farms" grind. Where you are forced to adapt to your environment, where game is throwing challenges at you and you have to learn from mistakes to overcome these challenges. E.g. one such challenge could be a simulated economy and simulated other cities that are going for the same sources of income you would want to go. Perhaps changing or degrading environment. Or something else. Something you can play with and feel good about figuring it out and beating it the same way you feel good about beating cold snap followed by bug infestation followed by psychic ship and then toxic fallout. Just on the larger, city level, rather than personal level like in Rimworld.
I've always been dreaming about a city builder built around Rimworld formula. You know, the one with challenges and an actual game underneath it all, rather than repeating the "build houses and farms" grind. Where you are forced to adapt to your environment, where game is throwing challenges at you and you have to learn from mistakes to overcome these challenges. E.g. one such challenge could be a simulated economy and simulated other cities that are going for the same sources of income you would want to go. Perhaps changing or degrading environment. Or something else. Something you can play with and feel good about figuring it out and beating it the same way you feel good about beating cold snap followed by bug infestation followed by psychic ship and then toxic fallout. Just on the larger, city level, rather than personal level like in Rimworld.
#69
Bugs / Re: Desert map without a single agave
March 17, 2019, 09:26:55 PM
Breaking news: finally after about a year on that map one agave plant decided to grow up.
#70
General Discussion / Re: Has "wanderer joins" been significantly tweaked or eliminated in 1.0?
March 17, 2019, 12:29:20 PM
Lol I didn't notice that one of the people who replied here has wanderer joins name 
It's all good with me, I just wanted to confirm this experience is expected. I am actually liking it better so far compared to my previous naked brutality runs with an automatic wanderer joins event. Although I've been a little bit on the edge about disease since with my medical skill 3, nearly anything is going to kill me. So far I haven't had any realistic chance to recruit anyone - all prisoners didn't make it and the only free colonist event I had (stranded on map and unguarded) was a pawn with wake up addiction. I had to abandon them because they had no chance to make it in my minimalist base. Very curious who is going to be my first friend eventually. Also IMO this way that colonist will feel much more valuable, compared to when storyteller is automatically throwing people at you.

It's all good with me, I just wanted to confirm this experience is expected. I am actually liking it better so far compared to my previous naked brutality runs with an automatic wanderer joins event. Although I've been a little bit on the edge about disease since with my medical skill 3, nearly anything is going to kill me. So far I haven't had any realistic chance to recruit anyone - all prisoners didn't make it and the only free colonist event I had (stranded on map and unguarded) was a pawn with wake up addiction. I had to abandon them because they had no chance to make it in my minimalist base. Very curious who is going to be my first friend eventually. Also IMO this way that colonist will feel much more valuable, compared to when storyteller is automatically throwing people at you.
#71
Bugs / Re: Desert map without a single agave
March 17, 2019, 12:03:56 PM
Haha on my way to Las Vegas! I also tried generating the same map and starting again and I got identical map but may be it's ok since it's possible the seed affects the map itself as well, not just the world. No agaves again unless one is hiding somewhere where I am missing it. I tried to pack immediately and move base a few hexes away and that map had one agave so may be it is my luck. Not using any mods and not seeing any bugs in the log.
#72
General Discussion / Has "wanderer joins" been significantly tweaked or eliminated in 1.0?
March 17, 2019, 01:32:33 AM
Hi,
I started on Naked Brutality in desert and managed to survive for 3 seasons now. I don't have a lot of hours in 1.0 under my belt but so far I am having an extremely unusual game and I am curious whether it's normal. Almost a year in I've had 0 "wanderer joins" an 0 "someone is chased and asks for help" events. I am still surviving by myself but don't know how long luck is going to be on my side since any infection is going to be the end of me.
I've had 3 raids so far - first raider got infection and died in prison, second raider happened to be captured during unfortunate times when I was having food shortage so I had to ear her, third raider was shot by visitor and died on spot. I had one stranded person event and I tried to help, saw that the person has crazy injuries and wake-up addiction so I did a 180 turn and left. I had also a couple calls for help from prisoners but the balance of powers was a joke - I am not a Rambo to take on 3 raiders, 2 turrets and 1 mortar with my short bow.
It's not really bothering my game enjoyment and I am really curious how far I can survive and whether I am going to find a friend before I forget how to be human. But I am still kind of curious whether it's normal in the latest version or should I file a bug report or something?
One other unusual thing is that I still haven't received the popup that asks me about what name I want to give to my colony and faction. Does it show only after I have more than one person?
I started on Naked Brutality in desert and managed to survive for 3 seasons now. I don't have a lot of hours in 1.0 under my belt but so far I am having an extremely unusual game and I am curious whether it's normal. Almost a year in I've had 0 "wanderer joins" an 0 "someone is chased and asks for help" events. I am still surviving by myself but don't know how long luck is going to be on my side since any infection is going to be the end of me.
I've had 3 raids so far - first raider got infection and died in prison, second raider happened to be captured during unfortunate times when I was having food shortage so I had to ear her, third raider was shot by visitor and died on spot. I had one stranded person event and I tried to help, saw that the person has crazy injuries and wake-up addiction so I did a 180 turn and left. I had also a couple calls for help from prisoners but the balance of powers was a joke - I am not a Rambo to take on 3 raiders, 2 turrets and 1 mortar with my short bow.
It's not really bothering my game enjoyment and I am really curious how far I can survive and whether I am going to find a friend before I forget how to be human. But I am still kind of curious whether it's normal in the latest version or should I file a bug report or something?
One other unusual thing is that I still haven't received the popup that asks me about what name I want to give to my colony and faction. Does it show only after I have more than one person?
#73
Bugs / Desert map without a single agave
March 16, 2019, 11:44:40 PM
Tried googling and not sure whether it's a bug of intentional. I am playing on a non-extreme desert with small hills and a river and my map does not have a single agave. Is this a bug or does it happen sometimes?
#74
Bugs / Re: [1.0] Stranger in black incapable of doctoring while everyone is downed bleeding
November 04, 2018, 07:56:34 PMQuote from: Canute on November 04, 2018, 03:46:00 AMYeah, that was my line of thinking also and why I thought that it could be a bug. If the intent of stranger in black is to give you a one-time help in a desperate situation (everyone downed), it could be reasonable to hardcode them to be always capable of doctoring because it's probably the most important skill in "everyone downed" situation. It still was pretty funny in an anti-climactic kind of way though
But since the stranger in black got create to help in such a situation, he should be able to help.
So an extra check about this should be added.

#75
Bugs / [1.0] Stranger in black incapable of doctoring while everyone is downed bleeding
November 03, 2018, 07:21:10 PM
Not sure if it's a bug or works as intended (combined with my luck) but will report just in case. I am playing naked brutality and have 3 people: 2 with short bows, one with club. Hostile outlander with a gun shows up and after a fight, my guys win but are badly injured. After a dramatic attempt to patch people up, everyone ends up unconscious, bleeding and certain to die.
But then, sensing trouble, a mysterious stranger in black shows up to help my colonists. Sadly he is incapable of doctoring and just watches everyone die. It was pretty comical, in a way. Now I have a mysterious stranger, 3 bodies and a tribal warrior in prison that I was attempting to recruit earlier.
But then, sensing trouble, a mysterious stranger in black shows up to help my colonists. Sadly he is incapable of doctoring and just watches everyone die. It was pretty comical, in a way. Now I have a mysterious stranger, 3 bodies and a tribal warrior in prison that I was attempting to recruit earlier.