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 - Yoshida Keiji

#541
I play all my games in Lost Tribe, using the first given five characters without choosing other randomizations. Not picking, using what you get only.
#542
Ideas / Re: [New world event] : Prisoner exchange event
September 12, 2017, 07:01:48 AM
In my current game I already got 3 pawns kidnapped. One of the three was sister of another pawn still within the Colony. Everytime I checked on the brother I could see the sister status as Prisoner and then it chanced to belonging to pirate faction so was recruited. I was making preparations for a rescue before she joined the pirates. Then, still half way preparation...I got raided...by the same pirates...and she was there too! I had one of my guys shoot at her with a great bow, to down her, but the sister was Frail (80yo) and died after the third shot. Brother was sad of course but I still built a sarcophagus and buried her there. Brother didn't had any negative thought about the colonist who shot her. But part of her capture was the brother's fault who went into mental break while chasing the pirate who was kidnapping her. Weren't he had gone binging, she wouldn't have been kidnapped in the first place.

As a tribal the ransom was triple the amount of silver I had on me, so couldn't pay. My only problem was that whoever is kidnapped, the game doesn't pin-point which of all the pirate outposts is he/she being hostage in... ...and while Boreal Forest with only 10 days of plantation, preparations were never ending...
#543
Bugs / Slaver caravan with no slaves: Bug or bad RNG?
September 11, 2017, 02:32:37 PM

http://imgur.com/a/oO7Ec

http://steamcommunity.com/sharedfiles/filedetails/?id=1133221448

https://steamuserimages-a.akamaihd.net/ugc/869614663065676033/B321AA3A400B3BE3452671D0EFE291D593659833/

...Like I need to increase my colony's population... I get the announcement of Slaver caravan and think: "Just in time"... only that when I open trade... out of 21 people in that caravan...no slave at all...

Honestly, I can't remember when was the last game I ever bought a slave...
#544
REPLY * UNNOTIFY * MARK UNREAD * SEND THIS TOPIC * PRINT


(...for MY own sake, screw everybody else...sad...)
#545
Self-treatment of injuries needs to be adjusted so that when animals nuzzle them, pawn won't stop self-healing half way and restart from zero again. I'm currently playing a game with just one doctor, who has a frail torso making his manipulation drop to 70%, two passion flames that started in level 2 I think and is currently at skill level 4. That nuzzle was so upsetting I almost kill the pet myself. This is a game deficiency as we players cannot control what animals will do in occasions as such. Asking us to draft a colonist or all wounded colonists to a pet free zone for uninterrupted treatment is too excessive.
#546
Ideas / Re: Join or Die
September 09, 2017, 05:58:21 PM
The forced 99% percent recruitment chance who joined after ultimatum would have a personal hatred towards the warden, just like Rescued colonists get a 15% like towards their savior. The forced recruit shall have a permanent - 15% or 15% dislike to that specific person and if turning into mental break, the berserker would particularly target that person with his pants down, only taking into hands when in proximity.
#547
Ideas / Re: Extended Mechanoid Behavior
September 09, 2017, 05:51:54 PM
This makes sense, I was about to suggest something similar. Any new threat that goes against killbox players would be greatly welcomed. A mechanoids version of siege that expansively invades and occupies the player's map would be a fantastic update. And I'm already fantasizing by remembering Jean Claude van Damme "Universal Soldier" where captured colonists could be turned into half-machines...which technically we do already have with bionic limbs, but instead all known mechanoid items that do not drop as items when they are killed. Force killbox players to come out or die by attrition.
#548
Ideas / Re: Laws and Sheriffs
September 09, 2017, 05:41:07 PM
All Factions have a leader set as: Prime councilor, chief and boss. But the player. While Glitterworld would probably have a Democratic election, chief and boss types would probably be self proclaimed by some type of manhood.

Then each leader could set personal preferences towards people traits and say for example: "I don't like Brawlers.", and have a customizable bar valued on percentages and by this example the player could set it to zero percent. However if more than one member of said colony are actual Brawlers, they could easily overthrown the leader, possible killing him/her and start a revolt.

This would also solve two problems at once as many people complain about the random "Wanderer joins" event, when players would prefer to have a say if the new comer is welcomed or not.
#549
...and also, I was raided but unable to fight with short bows and clubs versus 6 of whom 3 had shotguns and 1 survival rifle, I chose to hide inside and live for another day, raiders start a fire but still end up leaving while kidnapping the only one that had a chance to knock an enemy but failed in the attempt. So while raiders are kidnapping him, I send the closest colonist for the rescue and manages to knock down the kidnapper, then I un-draft so he can rescue the other...but the rescue guy chooses to have a meal first, instead of taking the downed colonists to the hospital thinking: "Screw you friend, I'm hungry so you wait bleeding out there on the ground.".
#550
Quote from: Trylobyte on September 09, 2017, 12:00:52 PM
The more complex and inaccessible you make the base game the fewer people play it.

[...]

But sometimes I just want to kick back and build a little colony without worrying too much about development tracks and optimized power distribution.  By making vanilla incorporate more 'hardcore' elements then you turn away the more casual players because the game's not as accessible.

[...]

It's always worth remembering that those of us who frequent the forums are typically the more dedicated players, and thus often the more skilled, more analytical players.  Surviving an ice sheet on Extreme might be easy...  for us.  But the people who post on the forums are generally a small subset of the whole community that plays the game.

Just something to keep in mind.


For me this is simple formula:

* When I want to just chill, I play console games. Even a joystick with a single button does it.
* When I want to hardcore game, I play Computer games. Because they are more difficult and better developed.

An easy comparison is Civilization for Computer and for PS3. The console version requires basically zero strategy skill to beat the game.
#551
I consider myself Spiritual but not Religious and I favor Buddhism a lot. While I wasn't technically indoctrinated by my family, many Japanese practices have a Buddhist background and its hard not to feel an inclination towards it. I did however had indoctrination attempts from other family members not of my house who tried to take me into Christianity (converted Japanese which is rare to an extent).

As of present day, Im meeting and talking with Muslim people for I would like Japan to extend refugee vacancies for all seeking safe passage, knowing what Middle Eastern people are going through. I'm aware 9-11 was a Controlled Demolition and not a Terrorist attack. But basically, the ideas such as Blacks enslavement, intolerance towards diversity clearly seen these days with Trump as a Democratic Nation leader and all that really frustrates me.

But game wise speaking, Rim World has many kills by raids and it's super common to hear about Organs Harvesting and Cannibalism. We can kill and torture here as much as we want. We have couples that have a heart animation while they are bedded, and I would like to perform the same action to downed raiders. Why doesn't RW have rape? We have enslavement too.

I'm not the kid of guy who believes a game will affect a players mental health in anyway. As a teenager, I started listening to Heavy Metal and many people who were in the Christianity branches would come and harass me saying that:

"If you listen to Heavy Metal, when you grow...:"

* You will become pedophilic.
* You will get AIDS.
* You will become an addict.
* You will become a thieve and murderer.
* You will end up in Jail.
* You will beat women.

...and at the end...20 years later and none of the above.

So for a free minded game, there should be more than what we currently have, including polygamy, we have gays but so far I never had two pawns of the same gender sleep together and make love. We have lots of Diseases but AIDs is not present which is strange to me. Sculptures as Arts but no Music... I want to do a Tribal Woodstock like.


http://imgur.com/a/lRBbT


http://imgur.com/a/B2bFv


http://imgur.com/a/jAUiG

I would love to be directed to official statements about Rim World as Gaming Magazines or any respectable media interview of Tynan and Ludeon developers about all the concepts within here. I bet many believers would be against this game. But if we want more realism and variety, well mankind has proven very creative in that.
#552
Indeed, I would love to see an expansion in the research tree, so that a particular direction would take you to a specific outcome. So far we only have one which is spaceship launch.

I will start by saying that I completely love the game and been playing it ever since I bought it, participating both here in the forum as well as in the wiki. However, the game in its lore it always sounded empty and nonsensical. I play only Lost Tribe after a few Crashlanded games, and this is because the tribals are the ones that give me more game to play, but...

If you start to analyze the game from a philosophical angle, Rim World sounds ridiculous both in the beginning and in the end.

We start with the wrath of the Gods, in a sci-fi game... Really? Year 5500...and Mankind still believing in Gods?...oh well okay... (I really hate to see my pawns praying as part of Joy, I personally would make it mandatory so that if any colonist is witnessed praying, that would be a death sentence to be...floated, lets say.)...anyways.

Then we have the "Ending", which is to launch to search for another planet, which is unclear in the sense as the game provides no single reason as to "why" we are leaving. Is the planet about to explode like Superman's Krypton? I mean... once the player sets a strong settlement that is self sufficient / sustainable...why would we want to start all over elsewhere?

I started playing Rim World after a friend recommended it to me while talking about Sid Meier's Civilization series and in that game, the fourth installment had different "Endings" like Cultural Victory, Conquest/Domination, Spaceship, Religious...argh...

So far, I have always launched the ship after 5 to 6 in game years and start a new game in a different biome, but never stayed longer than that as most players seem to be doing. And considering that we (not me) have the Gods and permanent like long term settlements, the game could use this to enrich the storyline to create alternative endings too.

* What upset the Gods in the first place? The Gods sent what? Mechanoids to raze mankind? Well... How about we develop the Colony into Archeology and create Deep Drills that allows us to recover "buried" shut down scythes that were destroyed by "Resistance" habitants attempting to survive, and use those "salvaged" mechanoids to load and read their "chips" and then find a directive with a link to communicate with the Creators, and try to NOT repeat the same "mistake" that cause the first Wrath of the Gods?

* Since in the forums here itself, we can read about players deciding to stay and NOT launch, we could also have the alternative ending of becoming a Glitterworld nation. Expand your Colony to five strong settlements and after the "Fifth" colony successfully stand a full year, we can upgrade the Glitterworld...unlocking an "Extended" research tab so that we can produce what we so far can only purchase.

* Alternatively to the above, after razing five outpost of a Faction, it is eradicated and repeating the same action with all other Factions, we conquer the whole planet. Since it is very common for people to stay several years without launching, Endings that provide more gameplay to such players would make more sense to me. To me its completely irrational to see Faction outposts scattered without Nation wide boundaries, I mean... shouldn't  Factions bunch up close to each other for better protection from other citizens rather stretched thin and more vulnerable to rival attacks? And how on ..."Earth" a single Colony faction can stand THIS long versus Factions that have 100+ outposts?


Then again of course... religious are irrational and games with Gods don't need to make sense...Well, at least I once got a game with a pawn that was Religious and was incapable of Intellectual, so I don't feel completely  isolated in Rim World.
#553
I bet this happens to everybody. I don't remember which game was it that I played before but it had a "tension" bar that would fill up the longer a soldier would stay active in a fight. Were this to be implemented in the game, it could also serve as an indicator for pawns not to go sit to eat closer to where the enemies he was shooting at...ARE! Or al least forbid characters to have meals so that they don't sit like ducks... or of course, draft them away first...dough!!!
#554
I cross posted this in the Steam forums and got answered back then, sorry I didn't update the outcome here.

http://steamcommunity.com/id/yoshidakeiji/posthistory/

QuoteAshardalon  has RimWorld 19 Jul @ 11:35pm
kinda a bug
people slowly recover automatically sinse a16 (i think) and if they get up like that they wil go to the bed and cant be treated
if you really need them to survive its better to arrest them
if arresting doesnt work, shoot her a few times until it does
no real other solution

The escape pod person was being carried by my own colonist, only that at the door of the hospital, she got off my guy and walked in by herself, so for a three to five seconds difference the game took it as she rested by her own instead of an official rescue. So all the rescue carrying her to my base didn't count at all, officially.
#555
General Discussion / Re: Infections in a17
September 06, 2017, 03:30:47 PM
Quote from: Listen1 on May 30, 2017, 06:09:22 PM
Sorry, I haven't read the whole discussion, but has anyone experienced this?


My colonist died of the infection when the immunity was above the infection %;

Is this WAD? Dosen't seem fair at all

Just happened to me too.


https://imgur.com/a/rCTyu

My Colonist (normal rest/ not forced) started to wander around at infection zero percent and because it was early I chose to wait until he would recover, but wasn't, so at 50% I sent a club wielder to knock him out to force him to bed, but got surprised the infection killed my pawn at an even value. I was surprised by this mechanism that I reloaded an autosave. First time I lost a pawn before Infection reached 100%.

The replies that you got are unclear to me but I will just make sure to bed them anyways. First time I reload a game. Kinda sucks to lose a pawn just because of a mini detail unawareness after all the colony had gone through.