Well, Rimworld was sort of designed to be a story about getting off the planet, so I think it wasn't very well scaled for permanent forts. In any case I could make a mod that resets the storyteller rampups on settling if you're interested.
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#602
Outdated / Re: [A16] Rimbalance v1 (trade/raids/impresseives/endgame)
April 01, 2017, 07:30:48 PM
Rimbalance V2 (all work in assembly folder):
-Separated GeneralBalanceAdvanced.dll into its components so they can be kept or deleted as wanted
*0Harmony.dll-Do not delete unless deleting the whole folder, it's just a required tool
*RaidBalance.dll-time based raids and catastrophes
*PopSmoothing.dll- changes so you get more population if screwed for long stretches in the beginning
*RoomImpressiveness.dll-Bedroom changes and hard/soft cap changes
-Fixed catastrophe bug causing all raids after year 2 to be catastrophes. Accidentally used the int version of random instead of float
-Rebalanced catastrophe exponent. from 1.12 to 1.1 on extreme, 1.05 on intense, 1.03 elsewhere
-Added my own version of late game raid balance for non-catastrophes. This has a significant effect based on difficulty.
For instance, on base builder, the exponent for raid points above 500 is only 0.85, seriously diminishing raids above 1000 points. Those "hey look at this pheobe basebuilder raid O.O" type of raids just won't happen even if you play 100 in game years. 0.85 doesn't seem much since it's similar to the older *0.25 of higher level raids, but raid size by time is linear whereas wealth was usually quadratic. So size by time is alreayd somewhat muted end game.
On extreme its barely noticable at 0.97 above 500 points.
Voodoo number translation:
-Extreme is hard as balls all the way, with late game occasionally sending roflstomps to end you. Not advised on hard biomes.
-Intense lets you prepare a bit early game, but has the same occasional nastiness endgame, although somewhat muted.
-Rough is pretty tame, and basically doesn't have catastrophes
-< rough is easier than vanilla late game, and comparable to vanilla early game.
Anyways, let me know if this works out
taking a break from testing this.
-Separated GeneralBalanceAdvanced.dll into its components so they can be kept or deleted as wanted
*0Harmony.dll-Do not delete unless deleting the whole folder, it's just a required tool
*RaidBalance.dll-time based raids and catastrophes
*PopSmoothing.dll- changes so you get more population if screwed for long stretches in the beginning
*RoomImpressiveness.dll-Bedroom changes and hard/soft cap changes
-Fixed catastrophe bug causing all raids after year 2 to be catastrophes. Accidentally used the int version of random instead of float

-Rebalanced catastrophe exponent. from 1.12 to 1.1 on extreme, 1.05 on intense, 1.03 elsewhere
-Added my own version of late game raid balance for non-catastrophes. This has a significant effect based on difficulty.
For instance, on base builder, the exponent for raid points above 500 is only 0.85, seriously diminishing raids above 1000 points. Those "hey look at this pheobe basebuilder raid O.O" type of raids just won't happen even if you play 100 in game years. 0.85 doesn't seem much since it's similar to the older *0.25 of higher level raids, but raid size by time is linear whereas wealth was usually quadratic. So size by time is alreayd somewhat muted end game.
On extreme its barely noticable at 0.97 above 500 points.
Voodoo number translation:
-Extreme is hard as balls all the way, with late game occasionally sending roflstomps to end you. Not advised on hard biomes.
-Intense lets you prepare a bit early game, but has the same occasional nastiness endgame, although somewhat muted.
-Rough is pretty tame, and basically doesn't have catastrophes
-< rough is easier than vanilla late game, and comparable to vanilla early game.
Anyways, let me know if this works out
taking a break from testing this.
#603
Outdated / [A16] Rimbalance (trade/raids/impressiveness/endgame) v2:bugfixes, raids
April 01, 2017, 07:30:29 PM
Download attached, you'll have to register to forums to view. Unzip to Rimworld/Mods. Also on steam.
New versions continuously added rather than replacing older ones.
Rimbalance is an attempt to balance all aspects of the vanilla game that are really out of whack, and to add a small amount of gameplay features to the endgame. Input and suggestions appreciated. And now, the features, as illustrated by the venture bros:
Room Impressiveness:

*Infinite Room impressiveness: Wonder of the world impressiveness slightly lowered, and added several additional levels after that. Make your fortress a palace and your pawns will love it. Warning! Absurd levels of wealth can kind of freak them out.
*Bedroom changes: The soft cap by space for bedrooms is doubled. What this basically means is that a 4x4 bedroom can become very impressive whereas before it was basically capped at slightly impressive. A 6x6 is capped at about wonder of the world.
*The soft cap is a little harder, though, so if it's actually reached impressiveness will not get much larger. You shouldn't notice this unless you're making very small rooms.
For non-bedrooms, a space rating of about 100 offers virtually no limit, while a space rating of about 65 should cover wonder of the world.
*High level flooring no longer sucks.
-Silver floor: beauty 3->7, cleanliness 0->0.5
-Gold floor: beauty 4->60, cleanliness 0->0.5
-Sterile floor: same. (Beauty 0, cleanliness 0.6)
*Shared Bedroom reduced from -5 to -1. However, disturbed sleep unchanged.
Battle:

*Raids are now scaled by time and not wealth. This is a bit experimental, so for v1, balance may be a bit off. Tested on extreme and found it to be about right, but I'll need some more input here. Caravan incidents heavily reduced in scale but also time based.
*Shooting/careful shooting aiming altered. No need to get into the specifics, but aiming at the high ends and low ends are better. As a result, high level shooting can effectively snipe. Careful shooting is nerfed a bit.
*Turrets and traps are heavily nerfed. But, you will not need them as much since...
*Early game machining (weapons, military helmet) requires less work, components, and metal.
*Catastrophes: Very rarely in late game, a raid can reach catastrophic proportions. You'll know if it strikes. Probability increases with age of fort, but never exceeds 10%
*Personal shield recharge rate extremely reduced. Very risky as a decoy now.
Miscellaneous:

Trade
*Trade ships are more frequent, and more importantly, they actually sell shit. Expect hyperweave and food from bulk traders, bionics from exotics, and guns from combat traders, in large quantities. Thiswill never in v2 be changed from space ships to caravan focused, however I'm not doing that without extensive changes to the caravan system and A17 will probably change things a lot as well.
* Several changes were made to offset this advantage including a bigger cut to the trader for selling/buying as well as a total removal of one off nukes. Psychic lances still are available, but rockets will have to be scavenged.
Disease
I didn't do much here for v1, expect more never in v2
*Penoxcycline nerfed: Costs 3x more to make and priced accordingly. Malaria, however, is weakened somewhat.
*cryptosleep sickness no longer reduces consciousness, but still results in vomiting. As a result, your initial colonists won't mysteriously have 50% consciousness on their stats despite being "healthy"
Other
*Components cost less steel, less work, and the component assembly costs less materials. Components themselves are more than doubled in price.
*Pyromaniacs now freak out 5 times less often.
*Early game population smoothing: Population caps are now somewhat time sensitive. the mincap (usually 4) expands to 6 if you're taking a while to get early recruits, and the maxcap increases a little as well. Never more than +2 the original settings.
Compatability (couldn't think of an image, so, uh, here's orpheus
):

The mod uses the latest version of harmony, so might be incompatable with old mods that did not update
As a balance mod, nothing is interdependent. Therefore, if you have a conflict, feel free to delete individual xml files in the defs folder, though you will of course lose that balance aspect. The Assemblies folder contains the raid threat points/bedroom changes, and can be deleted entirely with no other effects.
License: Please credit me and link to the original mod. Include in modpacks if you want, but it's probably better to balance tailored to mods ala hardcore sk.
Changing things you don't like:
If you don't agree with anything and want to delete it, here's the changes by xml file:
ApparelHats.xml - military helmet buff
Buildings_Production.xml - component assembly buff
Buildings_Security.xml - turret, traps nerf
Difficulties.xml - harder trade buy/sell
Hediffs_Global_Misc.xml - cryptosleep
Hediffs_Local_infections.xml - malaria weakened
Incidents_Various_Good.xml - more trade ships
Penoxcycline.xml - duh
Recipes_production.xml - more component stuff
RoomStats.xml, Thoughts_memory, thoughts_situationroomstat - room impressiveness (delete/change all)
Stats_apparel.xml - shield nerf
Stats_Pawns_Combat.xml - better shooting
Terrain_floors.xml - gold/silver tile buffs
Thoughts_situation_special.xml - shared room weakening
Tradekinds_orbital... - better trade ships
Traits_singular... - less pyro
Traits_specturm.. - careful shooting nerf
Weapons_guns.. - made early guns easier to craft
..
Notes: Probably going to update soonish. Looks like I made the first week or two raids a bit too high. Didn't notice in my first test since I never actually had a week one raid. It's not terribly off so I might just wait till the next large update.
4/10/2017: updated to v2 fixing some raid issues and separating the dll into logical groups, keeping old file if you want it, but I wouldn't download it.
[attachment deleted by admin due to age]
New versions continuously added rather than replacing older ones.
Rimbalance
Rimbalance is an attempt to balance all aspects of the vanilla game that are really out of whack, and to add a small amount of gameplay features to the endgame. Input and suggestions appreciated. And now, the features, as illustrated by the venture bros:
Room Impressiveness:

*Infinite Room impressiveness: Wonder of the world impressiveness slightly lowered, and added several additional levels after that. Make your fortress a palace and your pawns will love it. Warning! Absurd levels of wealth can kind of freak them out.
*Bedroom changes: The soft cap by space for bedrooms is doubled. What this basically means is that a 4x4 bedroom can become very impressive whereas before it was basically capped at slightly impressive. A 6x6 is capped at about wonder of the world.
*The soft cap is a little harder, though, so if it's actually reached impressiveness will not get much larger. You shouldn't notice this unless you're making very small rooms.
For non-bedrooms, a space rating of about 100 offers virtually no limit, while a space rating of about 65 should cover wonder of the world.
*High level flooring no longer sucks.
-Silver floor: beauty 3->7, cleanliness 0->0.5
-Gold floor: beauty 4->60, cleanliness 0->0.5
-Sterile floor: same. (Beauty 0, cleanliness 0.6)
*Shared Bedroom reduced from -5 to -1. However, disturbed sleep unchanged.
Battle:

*Raids are now scaled by time and not wealth. This is a bit experimental, so for v1, balance may be a bit off. Tested on extreme and found it to be about right, but I'll need some more input here. Caravan incidents heavily reduced in scale but also time based.
*Shooting/careful shooting aiming altered. No need to get into the specifics, but aiming at the high ends and low ends are better. As a result, high level shooting can effectively snipe. Careful shooting is nerfed a bit.
*Turrets and traps are heavily nerfed. But, you will not need them as much since...
*Early game machining (weapons, military helmet) requires less work, components, and metal.
*Catastrophes: Very rarely in late game, a raid can reach catastrophic proportions. You'll know if it strikes. Probability increases with age of fort, but never exceeds 10%
*Personal shield recharge rate extremely reduced. Very risky as a decoy now.
Miscellaneous:

Trade
*Trade ships are more frequent, and more importantly, they actually sell shit. Expect hyperweave and food from bulk traders, bionics from exotics, and guns from combat traders, in large quantities. This
* Several changes were made to offset this advantage including a bigger cut to the trader for selling/buying as well as a total removal of one off nukes. Psychic lances still are available, but rockets will have to be scavenged.
Disease
I didn't do much here for v1, expect more
*Penoxcycline nerfed: Costs 3x more to make and priced accordingly. Malaria, however, is weakened somewhat.
*cryptosleep sickness no longer reduces consciousness, but still results in vomiting. As a result, your initial colonists won't mysteriously have 50% consciousness on their stats despite being "healthy"
Other
*Components cost less steel, less work, and the component assembly costs less materials. Components themselves are more than doubled in price.
*Pyromaniacs now freak out 5 times less often.
*Early game population smoothing: Population caps are now somewhat time sensitive. the mincap (usually 4) expands to 6 if you're taking a while to get early recruits, and the maxcap increases a little as well. Never more than +2 the original settings.
Compatability (couldn't think of an image, so, uh, here's orpheus
):
The mod uses the latest version of harmony, so might be incompatable with old mods that did not update
As a balance mod, nothing is interdependent. Therefore, if you have a conflict, feel free to delete individual xml files in the defs folder, though you will of course lose that balance aspect. The Assemblies folder contains the raid threat points/bedroom changes, and can be deleted entirely with no other effects.
License: Please credit me and link to the original mod. Include in modpacks if you want, but it's probably better to balance tailored to mods ala hardcore sk.
Changing things you don't like:
If you don't agree with anything and want to delete it, here's the changes by xml file:
ApparelHats.xml - military helmet buff
Buildings_Production.xml - component assembly buff
Buildings_Security.xml - turret, traps nerf
Difficulties.xml - harder trade buy/sell
Hediffs_Global_Misc.xml - cryptosleep
Hediffs_Local_infections.xml - malaria weakened
Incidents_Various_Good.xml - more trade ships
Penoxcycline.xml - duh
Recipes_production.xml - more component stuff
RoomStats.xml, Thoughts_memory, thoughts_situationroomstat - room impressiveness (delete/change all)
Stats_apparel.xml - shield nerf
Stats_Pawns_Combat.xml - better shooting
Terrain_floors.xml - gold/silver tile buffs
Thoughts_situation_special.xml - shared room weakening
Tradekinds_orbital... - better trade ships
Traits_singular... - less pyro
Traits_specturm.. - careful shooting nerf
Weapons_guns.. - made early guns easier to craft
..
Notes: Probably going to update soonish. Looks like I made the first week or two raids a bit too high. Didn't notice in my first test since I never actually had a week one raid. It's not terribly off so I might just wait till the next large update.
4/10/2017: updated to v2 fixing some raid issues and separating the dll into logical groups, keeping old file if you want it, but I wouldn't download it.
[attachment deleted by admin due to age]
#604
General Discussion / Re: Good skill/trait combos
April 01, 2017, 04:00:43 PM
Jogger
Careful Shooter
Iron-willed
Best warrior ever.
Careful Shooter
Iron-willed
Best warrior ever.
#605
General Discussion / Re: Difficulty Over Time
April 01, 2017, 02:48:14 PM
Well, even unmodded the difficulty just keeps rising to become intolerable. It might take 10 years or 50 years, but to my understanding, your equipment/pawn count maxes out while your enemies do not.
Threat points above 1000 get halved, points above 2000 get halved again. But those points above 2000 will pile up.
Moving your colony doesn't reset all the multipliers, just your stash/building wealth, but the longterm rampup factor is just going to stay high.
"I just don't want to end up in a situation where a worthless 3man colony start-up is killed by mechanoids on day 1 because I'm on year 5600 of this world"
Yeah that'll just happen, your longterm multiplier will be like 3x/4x. The game probably has one colony max by default atm while this is balanced out.
Threat points above 1000 get halved, points above 2000 get halved again. But those points above 2000 will pile up.
Moving your colony doesn't reset all the multipliers, just your stash/building wealth, but the longterm rampup factor is just going to stay high.
"I just don't want to end up in a situation where a worthless 3man colony start-up is killed by mechanoids on day 1 because I'm on year 5600 of this world"
Yeah that'll just happen, your longterm multiplier will be like 3x/4x. The game probably has one colony max by default atm while this is balanced out.
#606
General Discussion / Re: Scheduled malaria and rest until healed
April 01, 2017, 04:58:54 AM
As for the bed rest, they'll ignore it if there are not enough hospital/medical beds, they don't consider their own bed for bed rest I think. Not sure if that's your issue.
#607
Unfinished / Re: [A16] General Balance Mod (raid threat points, impressiveness, shooting, etc)
April 01, 2017, 03:37:08 AM
Yeah nevermind, I think the raid size is fine xD Attack immediately tribals O.O
Aftermath after 24h: 1 death by bleed out, 2 infected, 5 captured, 1 dazed, everyone about to break and stoned, only two healthy colonists, one arm torn off. So basically a win if there's no raids in the next day
As much as I'd like to see this fort through, I think I'm just going to set up the release tomorrow.
[attachment deleted by admin due to age]
Aftermath after 24h: 1 death by bleed out, 2 infected, 5 captured, 1 dazed, everyone about to break and stoned, only two healthy colonists, one arm torn off. So basically a win if there's no raids in the next day

As much as I'd like to see this fort through, I think I'm just going to set up the release tomorrow.
[attachment deleted by admin due to age]
#608
General Discussion / Re: Need help please!
April 01, 2017, 02:22:15 AM
If you play in debug mode does the log say anything? If it's not roof or poison ship, that's a mystery.
#609
General Discussion / Re: Round robin game
March 31, 2017, 11:41:31 PM
One advantage of being recently unemployed: I can totally do a season in 3 days. Sign me up
#610
General Discussion / Re: This game makes you evil
March 31, 2017, 05:03:26 PM
Me, chasing down a limping fleeing tribal (who's caravan I massacred so I can get more tribal raids), with a shotgun, only on the off chance that she'll be downed instead of killed.
What?
[attachment deleted by admin due to age]
What?
[attachment deleted by admin due to age]
#611
Outdated / Re: [a16] aggressive emus (31.3.2017/1.4.2017)
March 31, 2017, 04:41:54 PM
I suddenly feel a lot less sorry about this.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#612
Outdated / Re: [A16] Without Warning
March 31, 2017, 03:48:59 PM
Thanks guys
Yeah I'm going to add the AllowBlue to steam workshop I think, that should really be the "default" since missing some notes are just really annoying. I'm busy playtesting my bigger mod, but I think I'm going to give my own mod here a shot next game. I did do a minitest before release, and I could already see how it changed the feel of the game just from that.
Yeah I'm going to add the AllowBlue to steam workshop I think, that should really be the "default" since missing some notes are just really annoying. I'm busy playtesting my bigger mod, but I think I'm going to give my own mod here a shot next game. I did do a minitest before release, and I could already see how it changed the feel of the game just from that.
#613
Ideas / Re: We make bad suggestions and come up with horrible ideas.
March 31, 2017, 03:42:57 PMQuote from: SpaceDorf on March 31, 2017, 12:17:34 PMQuote from: Ruisuki on March 30, 2017, 12:30:56 PM
notification sound when a colonist levels up
This .. but with additional music, sparkle effects and a qte to get more xp.
Obligatory final fantasy 1 sound on level up xD
#614
General Discussion / Re: Realist
March 31, 2017, 03:40:52 PM
Well here's my quick thoughts:
-Washing machine: Dead men's thoughts isn't about the ickiness so much as game balance. There's no point in making your own gear if it's just lying around everywhere. I would expect something similar from weapons in the future.
-Operations stats: I think tynan himself said he's doing this for A17
-SKill deterioration: This is something I can and will mod easily, but I'm not going to mod it until I can mod skill levels, which is getting a bizarre roadblock.
-Restrict game speed: The initial speed drop to 1 is necessary, although it should be overwriteable sooner, like 2 seconds later. That being said, if there's situations where you regularly play combat at speed 2+, that sounds like an issue in design.
-wounded pawn bed: yup
-move item to: probably going to be done before release I'm guessing
-Passing trade ships: yeah it seriously does make the game feel gamey, but the caravan system is still in it's infancy so it should stay imo
-trade: general agreement, but the real money already does come with quality atm. If you have crafting skill less than a certain value you're going to lose money crafting clothing for imstance.
-town discoverability: Neat idea
-remove zzzt: yup
.... aaaaand this document just keeps going lol.
-Washing machine: Dead men's thoughts isn't about the ickiness so much as game balance. There's no point in making your own gear if it's just lying around everywhere. I would expect something similar from weapons in the future.
-Operations stats: I think tynan himself said he's doing this for A17
-SKill deterioration: This is something I can and will mod easily, but I'm not going to mod it until I can mod skill levels, which is getting a bizarre roadblock.
-Restrict game speed: The initial speed drop to 1 is necessary, although it should be overwriteable sooner, like 2 seconds later. That being said, if there's situations where you regularly play combat at speed 2+, that sounds like an issue in design.
-wounded pawn bed: yup
-move item to: probably going to be done before release I'm guessing
-Passing trade ships: yeah it seriously does make the game feel gamey, but the caravan system is still in it's infancy so it should stay imo
-trade: general agreement, but the real money already does come with quality atm. If you have crafting skill less than a certain value you're going to lose money crafting clothing for imstance.
-town discoverability: Neat idea

-remove zzzt: yup
.... aaaaand this document just keeps going lol.
#615
General Discussion / Re: Sea Ice Community Challenge
March 31, 2017, 06:28:04 AM
Research has no effect on raid threat
Wealth does, so probably a good idea to use crappy gear xD
Wealth does, so probably a good idea to use crappy gear xD