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Messages - TheMeInTeam

#661
Ideas / Re: Possible multiplayer ideas
February 11, 2017, 01:40:30 PM
Quote from: PiggyBacon on February 08, 2017, 09:42:23 PM
While the idea of multiplayer is awesome I just can't see it working in Rimworld.

I can picture co-op or "both people controlling the same pawns" type scenarios to be plausible to include in the game.  You're adding networking to the programming (which is non-trivial!  Sync is no joke by itself.) but the inputs and game mechanics/balance/tuning can otherwise be 100% identical.  If someone is being a troll just don't play with them and restore previous save.  I have no estimation of whether including this has enough demand to be viable.

PvP or even just "different sets of pawns on same world with different events checked etc" would be a different can of worms and an enormous step up in design issues, to the point it could easily cripple the tuning of the SP experience.
#662
Ideas / Re: Neutroamine
February 11, 2017, 01:31:58 PM
Quote from: FisherEx on October 30, 2016, 10:40:28 PM
Quote from: Lizardo on October 22, 2016, 06:01:46 PM
It would  be good to be able to produce Neutroamine on the drug workbench.

Anything that is manufactured should be able to be reproduced if you have the materials and energy.

Tynan said no to this to make trading essentially needed. But you can have mods.

In principle, if you make something "essentially needed", the needed aspect of that something needs to be consistently attainable if the player invests in it.

In the very early game, the reliance on trade for this causes some broken mechanical interactions.  However, there are other ways to fix that than making neutro an option for manufacture.  For example Luci isn't resulting in broken early-mid game interactions because it isn't mandatory to offset RNG death.  If neutro/penoxy is also not mandatory to offset super early RNG death, the dependence on trade/trade being delayed not being lethal makes it more reasonable.

So there are a few ways Tynan can handle this (including ones not mentioned yet) but leaving as is wouldn't be ideal.
#663
General Discussion / Re: Tired of useless colonists
February 09, 2017, 01:27:36 PM
Yeah most cases they can do something useful, so they're in.  Extreme ice sheet challenges and such where you must cannibalize to survive, yes you reject people (rather you convert them to food and leather which you desperately need more than their skills, to be specific).  Otherwise, people are way too picky about colonists and value added.

I have a colony where I'm stuck with triple artists.  It's 'kay.

http://i.imgur.com/mlWiXuc.jpg

Three of these are incapable of hauling.  Yet another is a pyro.  The dedicated cook started with 2 skill in it and only "interested" passion (now obviously high since it's year 2).

With all the complaints about other stuff here, the multiple "incapables" are not a serious problem in this colony.  The most annoying trait is actually my two "greedy" colonists.  These snowflakes get a -8 on being in the barracks, though one of them is constantly getting lovin' so I'm leaving them there for the moment.  The other one got kicked into an external placeholder. 

Despite all this, I don't have a separate room only for one "greedy" and no mental break risk, not even minor, on extreme.  Triple artist --> wood statues is putting up enough money to clean out exotic goods traders (can cycle those for money --> call in a bulk alongside 2 exotic).

The only major stopping points for bringing in another colonist is 1) desperation in extreme environments or 2) if they're so limited that you're going to make them idle, and you don't want to send them off raiding to try to steal supplies.
#664
General Discussion / Re: Thermodynamics 101
February 09, 2017, 01:04:02 PM
The wattage is obviously not to scale.  It's not even proportionate within the scale used.

You might as well just look at the W as "power units", and try not to think about the relative usage of a single indoor light vs a machining or hydroponic table too much.
#665
General Discussion / Re: Diagonal combat defense?
February 08, 2017, 03:05:41 PM
In an enclosed space:

WDW
CCC

W is wall, D is door, C is colonist.  Middle colonist has a personal shield.  His job is to walk into and out of the door so you get free shots on raiders.

If raiders are beating on a corner, pop out of a door further away and take a free pot shot, then duck back in.  They'll probably move.  If they don't move, them eating the bullets tends to work out also.
#666
Quote from: Miridor on February 08, 2017, 11:26:27 AM
What I also dislike is it always seems to take out at least half your colony. On Random Randy or other story tellers (I chose Iron Dan), you can have more than 10-ish colonists. My main colony is about 50 in size. Even while I have 2 hospitals of 6 medical beds each, with monitors and, currently, 3 15+  and 3 10+ doctors I get into trouble when 26 colonists attract the plague - at the same time. I rotate through the patients, getting everyone at least patched up (normal medicine) and let the old ones eat penoxy (else they will not survive even if I perma-put them into bed) and fatigue out my doctors (of whom some are infected themselves) and everyone not sick (because my main cooks of course are) to keep the colony from not starving. Medicine reserves get low ... enough neutroamine in store but a volcanic winter and blight were not kind on the herbals grown that year...
And then get hit with a 30+ pirate raid of course. Knowing most of the plague victims must keep bed rest to survive the darned disease, that makes for some diabolical choices. I do have good IED and turret defences ('natural' defences, not AI optimized kill boxes) but I know much of it will be blown away by the doomsday rockets those raiders will carry... So I HAVE to draw from the sick and essentially pass a death sentence, unless I micromanage-savescum-saveedit the hell (and fun) out of my game...

In that situation, diseases do become annoying. Verily so.


At my current save game I survived the raid who tried to tunnel my outer walls and so bypass my second line of defence. Fielding 20 man. Miraculously I lost only one colonist from enemy fire and only a few had serious wounds. However, 3 more will die for they are now more than 5% behind in immunity with disease progression at 70+%. Most other colonists are a few % ahead. The elderly who ate penoxy are maybe 10% ahead but if I take them out of bed I know I still risk losing them. Oh, and I'm now officially out of medicine (and herbals ofc.)... no merchant or trade ship has arrived and I'll need one last round for most of the colonists to get them in the clear.

Most raids don't bother me. But diseases are the main killers in end-game... Oh. I play a mountainous area, temperate forest environment with 3 seasons/year of growing capabilities. However, that volcanic winter did some amazing work on stunting growth, especially herbals. Is there a specific reason why it's so hard to grow herbals? Most of the years I only get one harvest in, while I have three harvests easily on food crops...

For the time being, my policy is to carry 1/2 total pop in penoxycillin or more, and take it instantly as disease shows on every colonist.  Trying to fight it with meds is terribly inefficient and prone to still losing people, as you've discovered.

Put luciferium on the doctor and your top producer once you're kind of rich.  I guess if you're really rich you can afford to put everyone on a 5 penoxy/year schedule (1/12 days) and have little risk of down time from disease, and no chance of death from it.

The main issue is early game you can contract disease where doing so isn't possible, on starts where you don't get lucky of carefully choose starting loc to guarantee you can send out a caravan easily.
#667
If you are close to beta or release, I would recommend a faster bug-fix prioritization.  Those things have a habit of causing unforeseen outcomes or to bring the planning fallacy to the fore, which could then stack on even more from new content and pressure the quality of a later/release build.

However, if that kind of milestone is still a decent ways off, it would make more sense to hold off and do the update later.  Two patches gives more iterative feedback/ability to correct than one, but it's less efficient in pure developing.

Absent that being known I'd lean towards a bigger release later.  I'd love to try to break some new systems, but I want to see this game grow as much as it can long term.
#668
Quote from: Limdood on February 07, 2017, 02:44:37 PM
at least 3 seasons in without penoxycyline is asking to die.  Its like being in season 3 with nonviolent pawns and no turrets...i suppose you might figure out some way to survive, but you're skipping a basic survival tool.

first 10 days plagues?  yeah, those suck - legitimately feels like the game is just making you lose or cheat.  45 day plague?  well, at that point there's really no complaining?  if disease isn't deadly, its a nonissue.  if any medicine can treat it on any halfway competent doctor, its a nonissue.

Slamming half of your colony into forced bedrest on pain of insufficient immunity gain --> death is not "non-issue".

By 45 days new arrivals can at least manufacture penoxy.  For tribes even 15-30 days in these disease are identical in practice to pre-cooler heat waves.  You plant your colony near someone else (trade for penoxy or at least raid spam a pirate for medicine/glitterworld meds) or you will die at random.

Penoxy production costs 3000 research for tribes, and that's only if you're willing to first skip stone-cutting (600).  3600 research by 30-45 days is not consistently realistic, meaning you can easily die to this nonsense even if you sell out on investment to get it, delaying electricity, complex clothing, and more. 

If someone is willing to cut out large benefits just to get the counter to an RNG death, you expect that the counter to RNG death is viable.  Right now it is not viable, and thus the mechanic is inconsistent/broken compared against the game's standard mechanical implementations.
#669
Quote from: hwfanatic on February 08, 2017, 04:12:00 AM
What about reasons to capture pirates in the first place? They are just bad news waiting to happen. Much better to just strip them and shoot them on the spot. Kind of merciful as well.

The bionic parts mentioned above or medical skill training are the primary reasons.  You strip them first regardless, after that it's a matter of whether a delay in human leather exports yields decent benefits.
#670
Quote from: b0rsuk on February 06, 2017, 11:37:59 AM
I played a few temperate and ice sheet colonies in A16 and got a flu at worst. It sounds like you're paying your price for a year-round growing zone. Tropical rainforest ?

?

Temperate forest, arid shrubland, desert, and extreme desert can all have year-round growing seasons just like tropical rainforest, and without the extra mechanical-cancer proc that is disease in 1.16.  They still get them, but less often.

Tropical rainforest has basically no upside right now.  You get nothing in terms of experience or incidence that you don't get elsewhere, except sleeping sickness.  So like many other regions, you either get penoxy ASAP or you take RNG death, except in jungle it's magnified in frequency.
#671
Checkerboard maze of steel or plasteel deadfalls will do the same job as turrets in a killbox.

However you can also just make a compound like this

http://i.imgur.com/vbsnOSE.jpg

And dive out with 4-6 people to melee raiders that get separated to death.  A good shooter with a fast weapon (pistol, machine pistol, even AR) can also pop out of a door, shoot, and get back behind it before return fire.  Hold interior door open so you can move.

One variant I want to try out is to leave extra space on either side of the interior door, so that I can have a personal shielded pawn open the door, causing up to 4-5 pawns to auto-target a raider, then after shots go off move personal shield pawn back inside.  This completely negates the cooldown period for moving after firing, meaning weapons like AR/pistol/shotgun would be borderline untouchable, as only these weapons on enemy raiders could hit you, and only if they defeat hard cover + don't hit personal shield.
#672
Quote from: eadras on February 06, 2017, 08:12:23 AM
Quote from: peeqa on February 06, 2017, 07:28:33 AM
Actually, the Rimworld boreal forest is too warm for my opinion. It should has at least -40*C in winter. I often see boreal forest bioms have -30 or even -20.

You are propably speaking about "coniferous forest". It's like temperate, but with spruces, pines and firs instead of oak, elm and birk.

I concur, boreal forest should have a lower winter minimum temperature.  This is true of tundra as well.

Not consistently, no.  There are plenty of areas for boreal where -20C to -30 can be appropriate.

Most tundra areas that are actually populated don't get to the extremes you can find in the game's ice sheets, which is why the game differentiates those.
#673
Quote from: nccvoyager on February 05, 2017, 02:45:40 AM
Boreal forest, also known as snow forest or taiga.
Think Northern Canada, Scandinavia, Russia.
Cold.

Only the southern parts of those nations.  The rest is closer to how the game represents Tundra, or for very northern Canada etc ice sheet.
#674
General Discussion / Re: So Ancient Cryosleep pods
February 05, 2017, 03:25:52 AM
Quote from: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)

If you're positioned in melee you'll start fisticuffs and if you have 2-3 man advantage/pod you're winning that with only bruises.  I much prefer it to exchanging gunfire.  Bruises don't even get infected.
#675
If they can do enough to be not-idle and not cripple me, they can stay.

That's most pawns TBH.