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 - Rimrue

#256
Uploaded a new file to Dropbox with the Tribal Lore Fire texture. Let me know if there is still an issue!

Thanks!
#257
Any chance we will see this updated for A17? :)
#258
Sorry about that! I will fix! :-[
#259
Outdated / Re: [A17] Rainbeau's Mods
May 14, 2017, 02:45:04 PM
I just had another one:

Name: Robert Burban
Backstory: unethical doctor
Body: male
Head: female
Gender: female
#260
Ideas / MRSA (flesh eating disease)
May 14, 2017, 02:11:36 PM
Since infection balancing has been an area of controversy in A17, with some saying it is too easy, I got thinking what about adding MRSA (flesh eating disease) to the higher difficulties? I would suggest it could only affect pawns who already have an infection and have a fairly low chance of occurring. Would require Glitterworld medicine to treat. Or good old amputation (provided it occurs in a limb, of course ). Or possibly even both if things are dire enough. Lol
#261
Outdated / Re: [A17] Rainbeau's Mods
May 12, 2017, 09:26:53 PM
I am using the Lite version. It seemed to work fine in A16. At least on the few tests I did. Anyway, I went into my save file and gave poor Emu a sex change. Lol
#262
Outdated / Re: [A17] Rainbeau's Mods
May 12, 2017, 06:25:49 PM
I found a bug, I think. I got a "Chief's Son/Tribal Chief" pawn in my latest game. Two seasons in, I realized that he was actually a she. Lol Not sure why that happened as I am sure I set the spawn categories to male only. (Ditto female for Tribal Princess.) Maybe that's changed for A17?

Thanks! :)
#263
Quote from: Boston on May 12, 2017, 05:00:19 PM
IN the real-world pre-Civil War South, slaves with applicable skills were worth far, FAR, FAR more than the general work-slaves.

You could buy a "general-purpose" (aka unskilled farm laborer) slave for a couple hundred bucks. Someone with a valuable skill, like a blacksmith or a carpenter, could go for upwards of a couple thousand.

And that is in 1840s money.

I'm not saying skilled pawns shouldn't be more valuable, but in Rimworld, the skilled pawns generally come with a set of undesirable qualities. They're often old, and therefore have health issues, have bad traits, or they've got a bunch of incapabilities. Having traded a fair number of slaves, I can tell you, I'd rather have the unskilled pawn that has no bad traits, health issues, or incapabilities. As I said, they train up quick enough. Lol
#264
There's nothing intrinsically more valuable about female pawns than male pawns in this game. So unless you are some pervy creep who wants to roleplay it really adds nothing.

I do agree that slave value could be better balanced. I play tribal a lot so end up selling more than a few slaves and find it odd that an almost 60 yr old pawn would be worth more than a 20 yr old just because they have better skills. A young unskilled pawn with several passions and no incapabilities is worth gold to me. They train up fast enough. ;)

I do like the idea of the pawn's beauty (or lack thereof) affecting price too. Attractive pawns generally find a partner. Happy couples make for happy colonies. Lol

But making young females more valuable, as mentioned upthread, "because vagina" makes no sense. Then hot young guys should be worth more for exactly the same reason. "Because penis."
#265
In my case, my nightworkers attended the party during their joy hour, then went back to work when their schedule changed to work. The party would end about an hour after they went back to work. If I changed their schedules to add another hour of joy when the party started and before they went back to work, they would stay at the party. I should mention this was in A16. I haven't had any parties in A17 yet to test if it is still the same.

I had one party that went till 2 am and all the pawns stayed up till the end, no matter how tired they were. Lol It just seems to be the switch from joy to work that triggers them leaving.

I thought it was working as intended so never reported it.

Hope that helps!
#266
I  just lost a prisoner to infection at 30%. :/

I've been playing this game since last summer (was that A14 or A15?). So not a newb. I don't play on harder than rough, though. My current game was Randy Challenge. And I micromanage a lot and play on normal speed often.

Personally I would just like to see the chance of infection dropped a bit. That guy with the three rabbit scratches shouldn't get an infection if treated promptly, but the guy with burns to 60% of his body? Absolutely! It seems like everyone gets infected no matter what you do. In real life, if you use a medikit with antiseptic swabs and clean bandages--no matter how dirty or uncomfortable the environment--it should still prevent infection for most injuries (cuts, stabs, bites, scratches). Gunshots and burns I can see being at higher risk.

Anyway, please rebalance! Micromanaging infections every day is not much fun to play. Especially with the other changes that increased difficulty.

Thanks!
#267
Thanks, Calahan. This wasn't the thread I was reading before, but I it will do. :)

However, I realized my suggestion would involve revamping the traits system to make it work, so perhaps it may be too difficult to achieve. But I do think it would make for more interesting stories than the current system.
#268
Did everyone go back to work before the party ended? I have had that happen with my night shift crew when a day shift colonist throws the party. They will attend the party for a while but always go back to work before it ends and don't get the mood buff. :/
#269
Ideas / Pawns no longer incapable
May 10, 2017, 11:31:14 PM
I couldn't find the thread that was discussing this, so I'm starting a new one. If the mods know which thread it belongs in, please merge it. Thanks!

I tend to agree with the suggestion that instead of pawns being incapable they should take a negative mood hit like brawlers do instead. -30 or even -50 should be enough that players would only want to force them to do things when absolutely necessary. Add a -5 skill level and they'd be pretty much as useless as before--just players would have a chance to save their colonies when "useless" is the last man standing. Lol

Would make for some interesting stories too. "After back to back raids and a dry thunderstorm only Bob, who was emotionally scarred as a youth and refuses to firefight or doctor, is left standing. After overcoming his fears and beating out the encroaching fire, he sets to work bandaging his friends. Despite nearly passing out at the sight of blood several time he overcomes all odds and the colony is saved . . . Or he snaps, goes berzerk, and the colony perishes anyway." Lol

Moderator's edit (Calahan) - I've merged this with an existing suggestion on changes to "incapable". Your suggestion was of a slightly different nature, but still well inside the "suggested changes to incapable" ballpark.
#270
Ideas / Re: Water
May 10, 2017, 09:45:27 PM
I'm all for adding water to irrigate crops and possibly even for hygiene purposes, but don't think adding hydration as a separate need from food is a good idea. Most people have a drink with their meals anyway, so as long as colonists are getting food they should be getting water. Add some glasses to the cafeteria tray graphics and I'd say it's good. Lol

But irrigation would add a whole new aspect to the game. New research, new stuff to build (wells, pumps, water pipe, irrigation ditches, etc.), and rain and the new rivers would become an important part of the game.