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Messages - Bolgfred

#136
General Discussion / Re: How to find Luciferium ?
December 21, 2017, 05:52:24 AM
When running low on luciferum, can't you just sedade your friend Thrumo McJackson? Then he can turn rampage will being unconcious, until you find more luciferum.

With my drug addicts and long-term depressed pawns I work with forcefully applied beer overdose. This gives multiple days coma and needs just a new liver after one season, but you can do this with herbs aswell.
I didn't tried with luciferum but on my casual problems this one works.
#137
General Discussion / Re: [A18] Wetlands - Swamp biomes
December 21, 2017, 05:43:40 AM
And still then it's slow and more like terraform the swamp away, instead of living in a swamp.
#138
Your workshop have no Seats. Seats increase comfort and happiness for workers, especially at long jobs like tailoring or research.

Your stockpile is a mess. I would make a high priority stockpile for finished meals which is next to the door, so hungry pawns don't need to walk the whole room to get for it.

Your workshops need small stockpiles with stools below them aswell.
My setup would look like this:
K = kitchen, V = Vegetable, M = Meat, S = Seat
KKK
VMM
VMM

With this design a cook always has 150 corn and 300 meat in 4 flavors next to their work station, and meals will span 2 tiles away from the cook, so no need to carry them away when a stack is produced.
Similar to this, all workstations need small stockpiles for high stackable items, like neutroamine or components.


All your doors are closed. I  cannot see if these are auto doors or not, but, exept for fridge/hospital/dormitory, all inside-doors can kept open, to reduce walking time.

Your farm spot has a lot of doors. If I count correctly, the furtest rice plant needs to pass 6 doors and 100 tiles from growing to the fridge. This is a long way.

If you want to maximize devilstrand performance, put them in a greenhouse. This house needs no wall or a roof, but a sunlamp with a roof. At 6am the sunlamps starts at 100% light. natural light rises from 0% to 100% until 8am I think. Same at dusk. So you lose 1-2 hours every day.
#139
General Discussion / Re: Most "realistic" difficulty?
December 21, 2017, 04:42:14 AM
I usually pick cassandra classic, alias medium difficulty if I want a "realistic" experience.
#140
Quote from: Hans Lemurson on December 21, 2017, 03:48:48 AM
Not only does a wool Parka guarantee survival in any freezing environment, but wool...is good for heat as well?  :o

That magic wool creates a lot of dislikement inside myself too!
I'd wish a more clear classification, wool is only cold, cotton neutral, leather for heat protection (could need a split from leather and fur).
By now my magic hot-cold-duster annoys me alot.


For the topic:
I don't think that biomes need equal balancing, but it's true that most game elements take effect in cold biomes, while in hot biomes not very much is happening.
#141
General Discussion / Re: [A18] Wetlands - Swamp biomes
December 21, 2017, 04:31:04 AM
I see the same issue here. In theory the swamp is cool, but in practice it cannot be used properly. Here some example I have experienced myself of reading from this thread:

1. Difficult Building
The swampy area is making it harder to build larger structures. This might be the most intresting part of the biome, as it really forces you to build in a different way. Sadly the buildable areas are too inconsistent, which makes even small buildings impossible sometimes. As already mentioned, I really miss the swamp adaption, something lake dwelling, which makes building on swamp tiles possible, without removing it. Especially for tribals this would be a great improvement if you can live in the swamp without destroying it.
Pro: Segmented base design
Con: New Base design not possible
Con: No way to adapt to the biome


2. Heavy terrain
The swamp is defined by many trees and high movement cost tiles. In theory this strongly changes fighting in this biome. In practice, the player will try to avoid fighting outside, as the trees don't reduce combat range. Effectivley there is no difference if there are 2 or 2000 trees between the combatants. everyone walks behind a tree and only this tree counts. In a real dense forest, the gun range should be reduced by 90% making is almost impossible to shoot or even see somebody in bigger range.
The second point is, that the player is always outnumbered. when 20 pawns attack and you try to ambush ad kite them outside, maybe 2-10 raiders don't focus on your strike team but go for your buildings. The heavy terrain makes you much slower, so adapting to the enemy is much harder for the player, so not fighting at home is not worth the risk, and gives no benefit to the player.
PRO: New Terrain offers guerrilla tactics
CON: guerrilla tactics are not implemented

3. More fertile grounds
In theory it's cool as you can build more efficient farms. In practice I noticed that I don't need this, and cannot think of something that makes much sense to grow in huge masses as farming itself is already very effective and having a 20x20 smokeleaf field will only drown you in a huge drug stockpile. Additionaly the heavy terrain slows pawns hauling, so a remote field will give long hauling jobs, takng a lot of time and exposing pawns to danger.
Pro: More farming
Con: Don't need more faming

Conclusion:
The idea of a swamp is a nice one, as it offers new elements. The new trees make the swamp looking very cool and atmospheric.
The game design wasn't implemented properly, as on paper everything sounds nice, but in practice it's mostly restricting.
#142
Ideas / Re: Rimworld > Timber and Stone Multilayer layout
December 20, 2017, 04:22:21 AM
Quote from: NightBurst on December 19, 2017, 10:11:47 PM
I thought about this a few minutes ago, what if we were able to get a multi layer system ...

The answer it 'No!', there will be no z-levels. I can tell you why: It's because it is written here, 2nd entry after Multiplayer:    Frequent Suggestions Topic!
If you search related topics you will find mostly performance as the main reason. But there are many more. Read the forum!


Quote from: Drakortha on December 19, 2017, 11:08:47 PM
Great idea. Although I'm sure some people will be by soon to tell you why it shouldn't or couldn't be done.. as they seem to like doing in every forum I frequent.
I don't think this accusation applies here, as there are reasons to decline things. These things you will probably find out when you start reading the forums. There are many threads about this topic.
So please, don't use you first posts in a forum to blame the community.
#143
Ideas / Re: More Sculpture Sizes
December 19, 2017, 10:28:53 AM
Quote from: Yoshida Keiji on December 19, 2017, 09:37:46 AM
Like Age of Empires build a Wonder quest?

Actually that is a very cool idea. 5x5 building with multiple workers and Takes a very long time. After constructed it gives a mood buff for everyone seeing it.

There can be build only one 5x5 Monument per every great event e.g. colony founding, parties, colonist death, big raid, etc..

As long as a 5x5 isn't something very really special, I would consider the idea kind of useless, as theyre way too huge to put them in a room.
#144
Quote from: Canute on December 13, 2017, 04:09:13 AM

but what about the +20 buff from "Very low expectation" you got at the beginning ?

I swear, I never ever had the +20 buff from "Very low expectation" in my whole life. I was pissed from day 1.
#145
Ideas / Re: Perk Suggestion; Logger
December 13, 2017, 09:53:37 AM
Quote from: BasileusMaximos on December 13, 2017, 04:16:37 AM
Ehhh, traits should effect pawns on a more fundamental level than just being a buff for one job type. Instead they could be "muscular" which increases melee, manual labor, and walk spe...

Actually scratch that. Stuff like muscular should be a health condition that comes about as a result of your pawn doing a lot of manual labor. You could have other conditions like "overweight" or "thin".

Getting back on topic, traits should effect pawns on a fundamental level. You only have three slots, so they should all contribute more to a character than just +1 to a particular skill.

Ascetic is a good example, it turns pawn housing on its head by making the pawn happier in shitty rooms. Makes the pawn more interesting.

I'd say, put that in a single topic. This is another thing.
#146
Ideas / Re: Perk Suggestion; Logger
December 13, 2017, 03:31:34 AM
Quote from: patoka on December 12, 2017, 06:31:43 AM

quite the opposite, i believe professional loggers are more capable of felling trees in a way that a noob wouldnt know about and therefore getting more wood out of it.
still, i dont think this would fit the current way of how traits work. increasing speed and melee skill is the way to go in my opinion.

Double true, you are toally correctly and have everything right! Firstly, I  read up the work logger again, and now I know what it stands for. I revoke my demands for lower harvest amounts. I was wrong!
Secondish you are still totally correct, as all traits work so far by tweaking % performance and adding skill level. Anything beyond that would be an exotic weirdo trait thingi. Oh youre still right in everything.
#147
Mods / Re: [MOD IDEA] sheep dog training.
December 12, 2017, 03:51:13 AM
Sounds cool. I like it.
#148
Quote from: Penguinmanereikel on December 10, 2017, 02:19:47 PM
I propose some kind of system that makes the insects go into some kind of hibernative state at very cold temperatures.

Can I butcher hibernating insects? I think I want to butcher them.
#149
Ideas / Re: Perk Suggestion; Logger
December 12, 2017, 03:41:35 AM
I think a logger should have +50% harvest speed and -25% harvest amount, as he probably takes nature hate over quality :-)
#150
Ideas / Re: gloves and shoes
December 12, 2017, 03:39:24 AM
Muffalo slippers.... not the wool or fur, the complete muffalo.
As long these were never used outside, they stay "clean" which means a pawns dirt creatin will be greatly reduced.
For this I'd laugh when Pawns tend to change their shoes when going inside.

About gloves... I don't see a reason to add these in the current state.
They could actually be used for utilizing, meaning when working things in the cold outside without gloves you get frostbite.
They also can give a medium-to-huge manipulation debuff, depending on type and quality, and a plasteel or leather glove could reduce melee / biting damage...

But for making this work, I'd think there is a lot of changing required for something that is not really necessary. Plus, when you start gloves, you need scarves, socks and underwear.