Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Bolgfred

#1
I hit this guys left ear and both ears fall off.
#2
Why you guys resurrect this thread after 4 years? I am completely confused.

Actually my point back then was that I want to build separated buildings, but the game mechanics force me to connect all rooms. I wouldn't say many things as I did back then, but that was the quintessence. Now let this one go back to its grave, please.
#3
A simple solution could be, farm animals join wildlife. most of them need animal 0, and further are easier to tame than regular animals.
#4
Ideas / Re: Toilets
August 03, 2021, 04:39:05 PM
Quote from: Nikon_ on August 02, 2021, 03:32:58 AM
when a character is in the toilet a couple of cells to blur
Who cares about the blur? The important question is: what happens if a jaguar enters the toilet while interaction? And: will a pawn cancel action when enemies apporoch? Or can they shot and sh**? Will they drop their pants if canceling?
So many things must be reconsidered? :D


IIRC ages ago Tynan said something like "I will never add drinking to this game... gfto"
And I basically agree on that opinion, as recreation and hunger already take enough schedule time. adding a third element of.. surprise, could keep a pawn buys 100% a day as scheduling isn't able to say, go poop then hunt and not otherwise.
So, I think, nice idea with much potential of disgust, but not fitting the game mechanics. If you want toilets, play ONI :-)
#5
Cool idea! I strongly agree in pyromancy!

mood starvation for every day without a fire, mood bonus for every wildfire.
300% Performance on Molotov and Incendiary Launchers.
Specialist Role: Fire Scapegoat
He can buff allies to enable firefighting for limited time, but getting Opinion malus -100, because nobody likes the party pooper!


Also missing is the 'dirt loving culture' and the 'church of negative beauty' ;-)
#6
General Discussion / Re: Ideology needs some work
August 03, 2021, 01:53:45 PM
Quote from: PDCWolf on August 01, 2021, 06:20:49 PM
I'd also love being able to introduce new ideoligions into the same world, which is something that RimWorld really fails at: worldbuilding. For such a narrative oriented game, there's little you can do to alter the world other than pick a seed and a couple parameters, and there's literally zero to do once the game has started.

That's a pretty solid point. At now the only effect you have on the world is destroying villages, which barely has an effect aswell as it doesn't change anything happening in the game(if faction a doesn't exist, faction b will replace it).

Furthermore none of the Memeshave a real effect on Factions aswell.  There are many ways to dislike you, but none leads to a diplomatic change.
In the other way, no meme will make others like you more, like nudists like nudists or cannicals or treelovers might fraternize, but they don't.
As far as I tested, none of the meds will influence goodwill in a positive way.


Actually none of the memes really influence anything in a enjoyable way. I tried some combinations which looked promising, but I never picked another route in gameplay as I used to be: same base layout, same colonist roles, same mid- and endgame- goals.

Some examples:
Supremacist/Raider
=> Soldier Expert is stronger overall, but doesn't change my game. I still use the same combat stereotypes and weapons as before.
=> Raiding-Options are limited. You cannot specialise in raiding as the amount of opportunities are fixed.  And (mostly) raid for the buff, not for the loot.
=> Slaves.. I didn't tried too hard, but I don't see any advantage in them. they are normal colonists with a very unpredictable and dangerous tantrum behaviour(rebellion).

Tree Connection
=> Gaunthlean trees look beautiful and cute and such, but maintaining them is a hassle and doesn't harmonize with gameplay at all. its a very workstation outside your base, offering workforce similar of 2-3 huskies for a pawn 100% busy. Integrating the trees into you base layout is possible but offers no benefit.
=> 'Trees: Desired' doesn't influence my gameplay aswell. I build the same base as usual but replace some statues with trees. While using stone walls I still remove nature for placing my base
=> Farming Specialist doesn't chance anything aswell. I still plant the same stuff as always, as growth time and temperature are still the dominating factors which I care about.

Animal Personhood
You cannot hunt or butcher. Thats it.
=> Same Animals are useful as before
=> Same Animals are useless as before
=> herding carnivores is even more of a hassle as they must feed themselves independent.
=> Making bonds requires animal skill. The time needed for raising the skill is exorbitantly high for the mood buff of bonding.
=> Animals still sleep in the same shabby barns, even as being "equal" to humans.

...
I could continue with all memes I guess. The Argumentation of Tynan Memes, are being for role-play mostly, I think it's much easier to roleplay these things without using them as they only offer annoying limitations and no inspiration or beneficial options which would underline a roleplay aspect.



Some cool Ideas in my eyes would be things like Animal specialist being able to train animals for combat/hauling that couldn't be trained. E.g. Squirrels, or giving them special training options like self-shearing, super-nuzzling, dirtyness-nullification. If a muffalo can be trained to clean my base, I would have hundreds of them inside my bedroom instead of a barn.
Similar things would be..
Plant specialist being able to protect plants from cold damage or grow trees as defense structures or traps, maybe gain 5000% on planting chocolate trees.
High life could give an option to use drugs you rarely use. E.g. While you're high on smokeleaf(30% or more) you cannot get chemical damage and 50% or more will prevent luciferum madness....
Blindsight offering a psypower called... well "blindsight", which temporary buffs sight and a ritual which give permantly offer sight but drain psycraft faster, or simply offer sight % equal to psypower level... or whatever.


I am pretty sure Tynan did write something in his book like "if it's not fun remove it. If it doesn't change gameplay remove it."
#7
I stumbled over that issue aswell recently, and I am asking me why? For me it only makes sense to avoid moving on mass producing to allow a crafter focusing on his craft.

Is it correct that the functionality got removed completely? Is there any reason for it?
#8
Ideas / Equality of Arms - Tribal persistance
February 20, 2019, 05:12:46 AM
I just stumbled over Rimworld after a long break and I just stimbled over the same issues I had long ago.
One thing was that my tribal colonies quickly get forced to evolve in technology due to raids using modern weaponry whilst I still be using clubs and bows. A thing I never really liked.
Now I was thinking, what if raid armament will be depending on colony armament? Meaning, if you primary have Neolithic weapons, enemy will have mostly neolistic weaponry aswell.
Depending on RNG they still bring some weapons above your level, meaning a uzi-wielding raid might have one charge rifle or a tribal raid have one revolver to the fight.
To work this out the basic weapon classes (neolithic, modern, advanced, mechanoid) could be used. So, if you don't have any modern weaponry in your colony, the raid generator will try to choose better quality armor and weapons in your Time period instead of switching to futuristic weaponry.
To prevent abuse I'd focus on the highest weapons of own. Meaning if you have 100 bows and 5 assault rifles, raids will use for the first 5-10 raids a assault rifle equal and the others more neolithic. This doesn't mean merceneries use bows aswell, but they get downgraded to what makes sense... revolvers or such.

As a result I imagine it to be possible to make a playthrough which only uses bows and spears, or whatevery era one likes, instead of progressing to the same high-end weapons asap.
#9
General Discussion / Re: Making armor useful again
October 04, 2018, 03:15:13 AM
Quote from: b0rsuk on October 03, 2018, 01:15:51 PM
How about a very video-gamey solution: armor takes 100% of the damage, but has vastly reduced hitpoints compared to now. So a simple helmet might have 25 hitpoints but will absorb the entire damage. Obviously, it will also break very quickly under sustained fire.

This would make armor expensive to use, but effective.

Actually this would be a good idea to differ between clothing and armor, making armor less likely to break because of higher durability and casual clothing can take a shot but will break quickly in combat.
#10
Ideas / Re: solar powered lamps
September 10, 2018, 08:43:05 AM
Both a nice idea: self sustaining lamps, with solar panel and Batterie and smart lights which only turn on when light level is below 50%
#11
Ideas / "Taming" mental break with Social skill
September 10, 2018, 04:22:35 AM
The idea:
Similar to self treatment for a doctor, a colonist gains a checkbox "appease other".
With this checkbox active, they will try to interact with mental break characters, similar to recruitment or taming.
The outcoming is dependent on mental break-type and social skill:

A. Critical success: mental break is over relation between pawns increase
B. Success: mental break is over, realation between pawns lowers
C. Failure: mental break continues
D. Critical failure: Mental break get replaced by higher level break (minor to major to extreme)

The reason:
I feel like social skill doesn't have a real effect on the game.

Yes, it increases recruiting chances.
=> You need to wait 8 days instead of 10 until your recruitment succeds, but anyway youre not in a hurry, and even if you are you cannot 'rush' recruitment, as it's unpredictable.
Yes, increases trade Prices.
=> I think this is a 5-10% price change, but anyway I don't care as Trade values doesn't matter too much. Trading is binary: You have too much goods or silver or you have nothing.
Yes, there are Peace talk quests.
=> I used to accept them 0-2 times per game.
No, I never searched for a starting colonist with high social because i said "that's important"
=> Because it isn't

Conclusion:
I think this would be a good way to make social skill much more important, as it can be a live savior in critical situations .... or worsens thing. In every case it's a more active ability instead of a passive nice-to-have.
Furthermore it feels more realistic for me to talk each other down instead of imprisoning each other, which is more of an emergency measure.
#12
General Discussion / Re: Is playing on 300x300+ truly bad?
September 05, 2018, 07:28:14 AM
Unless it's true what my preposters said, I never had any issue on large maps with pathfinding, AI and other stuff, the game is warning of.
By this I'd say it's definitly not truly bad.


...but It's worth mentioning that CPU/RAM-Problems can happen more likely as it's bigger when it's bigger.
#13
My two cents, about the changes I noticed and had an opinion to:

Bridges:
Quick alternative to moisture pumps, basicly a good one, as moisture pumps are not realistic to use for base design.
Anyway they feel too strong for me, as they can be build anywhere and nullify most terrain issues. Could be nerved a little bit.

Message History:
A good step into the right direction for better storytelling. I like to reread things I haven't noticed or forgotten. Anyway, for now it's just for amusement. I never read it for any real purpose. But still, it's cool.

Plate armor
Basicly cool. Sounds like a melee focused armor. Anyway I am not sure if the slower speed is worth the higher resistances.

Wildlife Tab
Cool thing. Very cool. I miss the ability to set auto hunting, like I had it in 'colony manager' but for now the mod is obsolete for me.

Ship Sequence
Very cool. Ship launch now feels more end-boss.

Raid Type:  Multiple groups / Multiple pods
I barely noticed them as they mostly focus to the same targets and end up being like a normal raid. Might be a false feeling, but as said: barely noticed.

Faction relations
Another good step. Combat support is a really nice-to-have. With trades and quests there are enough options to influence relations, which is good. Anyway, all factions feel the same and all factions are the same, as they all provide the same quests and the traders are kind of similar.
Wish there to be a bigger personality to factions.

Watermill
Basicly a nice idea. It's equal to solar and wind in tech level, but doesn't have any of their downsides.
As being a perfect energy source it's endgame viable for me together with geo power.

I am happy with the new leathers. Still they are quite plenty for flavor and color, but they are not that plenty as they feel spammy.

Anyway I am unhappy with the new leathers and devilstrand, as they feel very underpowered for me now. They all have their differences, but they are not that large. I'd wish all leathers/fabric would be more special, having more utility or specialisation.
Currently leather is just a filler until flak armor can be crafted - and that's quite a short period..

opportunistically hauling
Great one. Only problem I had with haul for constructions, is that it seems to have a low priority. Mostly have to assign it manually as people prefer to carry blocks to a storage instead of the next wall blueprint.

#14
If the formula in the wiki is correct, the game doesn't differ between death and downed.

For this reason I created a heat box: small room filled with heaters, big enough to put all my naked colonists into. After they were all downed to heatstroke, adaption graph dropped a lot and a stranger appeared ( it was a wimp). As I did repeat the process, no wimp appeared and no more graph reaction was noticed.
#15
General Discussion / Re: rimworld
August 31, 2018, 08:03:09 AM
Finally! Don't know why it took so long for this Post to happen. Keep up the good work.