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Messages - Emulsion

#31
Quote from: Tynan on July 16, 2018, 05:32:56 AM
Relations debuff from EMPing people is just a bug, don't worry we'll fix it.

Thank you!

Also, I'd like to have 'repair' as an extra column in the work tab again, like it was in A16 I think. This way everybody would be served, the ones who complained about it being higher priority than building walls for example and also the ones like me who have to wait like forever for anything to get repaired if they don't want to micromanage this.
On phoebe, that's alright because there's a lot of time to do things between raids but otherwise I'd really need my sandbags and walls repaired as soon as there's time.

But I'll install fluffy's worktab mod anyway when final release is ready so maybe it's not really an issue ;-)

Regarding that: I'd really need more numbers in the priority tab, at least five, probably more. But for me the worktab mod is mandatory anyways so yeah..doesn't matter really, lol
#32
Quote from: mcduff on July 15, 2018, 04:09:58 PM
As regards some of the earlier discussion re pawns etc, I would also like to add support for the "more carrot than stick" approach to colonist relations.

It would be great to see some positive buffs from having a lot of friends/negatives from having too many rivals.

It would also be nice to see something like a "cohesive" or "close knit" colony-wide buff. If you have a small group of pawns who've been together for a while it would make sense for them to feel close to each other and get a positive buff from being around each other. It would also mean that adding a whole bunch of new pawns would bring that mood down because it suddenly disrupts that friendship group.

It would be good to have reasons to check out to see how your pawns are getting along and to see if there are any disruptive elements that are doing more harm than good.

Some other things that would be interesting:

Make it so that the "refugee" event can spawn more than one pawn, for eg a pair of lovers or friends. This would be interesting because you could end up with, say, a great doctor and her depressive, alcoholic husband or something.

If there's a relationship in another clan, make it so that pawns could decide they want to go join them. This could be where a pawn asks to join you, or also where one of your pawns wants to leave to go be with their relations, perhaps with a mechanic where you can ask the other faction if they would be willing to let that pawn come over instead.

+1 for all of this!

Some other things:
I'd really like traders from factions who are enemies of each other being able to fight it off on our map again! I loved this feature in A17!
Maybe, like someone suggested, with a small relations drop for 'letting those awful people in' to compensate for, not guaranteed, benefits like loot and rescue-buffs.

In regards of hunting boomalopes, someone mentioned, it really does feel too cheap right now because nobody can get burnt and the fire watcher kicks in way too early (a mod I always use in final releases just disables this feature).
I can make it rain on purpose just by hunting boomalopes, that kills immersion in my opinion. (Maybe phoebe is extra generous with this, I haven't tried any other storyteller yet in 1.0)

In regards of storytellers and the soft cap for colonists: it feels a little odd that I got a lot of rescuing missions, refugee/wanderer joins events until I reached 12 colonists. Then every opportunity just stopped happening even though I lost one colonist (thanks to lancers dropping right beside him on the other edge of the map) half a year ago. I am in year 7 now, I think. Maybe I have to raid some outposts for new recruits.

I am playing on the second highest difficulty, I think it's called 'hard' now.. (I hope the change to the terms serves its purpose, I really am a fan of the old ones)
On this difficulty phoebe feels relatively easy. I really don't get a lot of raids, maybe too few.

One event I really liked:
I got a toxic fallout lasting for 10 days which was really a nice experience because I was so well stacked up on food that I wouldn't have thought it would become an issue again (playing rainforest, year-round growing). And it really brought my research forward, being stuck inside :-)
During the fallout a poison ship fell out of the sky and I decided to shoot it with mortars. As soon as the mechs popped out (2 scythers and 6 centipedes, 2 with inferno cannons), allies (8 in total I think) dropped to 'help me out' which was nice at first but they dropped so randomly scattered that almost everyone of them got killed all alone in the field (I managed to rescue one and one managed to flee). I killed the mechs and ended up with relations at -12 with my former allies, I think they shouldn't blame me but themselves for being so stupid ;-) but it's alright, I want to leave soon anyway.

I didn't think that I'd want to build the ship but phoebe didn't give me lots of quests recently so I got a little bored and now I want to push for the last epic fights.
I read something about 'a quest a weak' if i remember correctly but even if it was one a season it's not happening in my game (but I started this colony a lot of builds way back so it really could just be my game).
In this regard: big thanks to making the builds save-compatible because when I like a colony I tend to play it for a long time, if it survives of course and otherwise I'd have to wait for the final version which would be torture seeing how addicted I am again to this game :-)

The performance is so much better now with the 64-bit in the late game with a lot of stuff laying around and lots of animals doing pathfinding and hauling things. Thank you for that!

A thing that I don't like is the colonists relations debuff for throwing emp grenades at someone, they say that this person 'harmed them' but that's not true, she actually helped them out against this huge caterpillar shaped mechs which otherwise would have dealt serious damage to everyone. Alright, I get it if they are not grateful for that but it feels awkward the way it is now.
I didn't pay attention enough to see if the EMPs disabled the shield belts, would be nice if they did.

Well, this got a lot longer than I intended. So, thanks for reading, if you did :-)
#33
I discovered a minor typo:
In the description  of wake-up it says: "...repeated use will produce and addiction...
#34
I'm playing Phoebe hard, Tropical year-round growing, mountainous, now in Septober '04 with 9 Pawns and wealth around 150000.
I've been playing Rimworld for around 550 hours prior to 1.0, mostly A16 and A17 and now I got hooked again.
Started this colony a few builds ago, so I don't know if all of my impressions are still valid.

Here are some of my experiences in no particular order:

-I liked the downscaling of caravan-threats a lot, haven't done caracaning again in the latest build when they were buffed again but that's probably a good thing, they seemed almost a little too easy a build ago but at least I could finally venture out to do some quests without that being almost certain a death sentence.

-I really approve to Rescuees not bleeding out anymore, had the father of one of my colonists die while I was fighting 2vs2 against a Lancer and a Scyther and being occupied in not getting my colonists killed some builds ago.

-I've built a mountain base and got the expression it is really strong, since I had some drop pod raids landing outside thanks to my thick roof. Haven't had any infestations up to this point but maybe Phoebe is just nice to me, I'm not in need of these ;-)

-I had some labradors join some time ago, 3 females and one male and they are breeding like rabbits. I really was lucky to get 3 females I guess but I don't know if it's intended this way. Right now I've got 21 of them despite losing two to some enraged Rhinoceroses.
In this regard: I decided to euthanize one beceause it had lost it's jaw and I didn't want to feed it all the time. The doctoring colonist now got the -5 for killing a colony animal. I liked the change, that slaughtering doesn't get this debuff anymore but maybe that should be true for euthanising too since she really did it in a kind way, drugging the dog and anesthesizing it beforehand to give it some nice last hours ;-)

-I'd really like being able of installing prosthetics on animals, at least some wooden or simple stuff.

-I'd really like being able to replace or reconstruct shattered noses, I think this "disfigured" relations debuff is really annoying. In my opinion at least lovers and probably other disfigured members should be less superficial and possibly some long time friends too. Could be interesting for storytelling if not everybody would instantly like them less. Right now it's just something I can neither avoid (maybe with better helmets, of course) nor counterplay.
One of my disfigured Pawns built every piece of furniture and presented them with qhite a lot artistic excellent beds so they should really be more thankful to him ;-)

-Thanks for the ability of crafting bionics!

-I was very disappointed to see that sarcophagi don't show the buried colonists name anymore, it just says "Containing human corpse". The art is also not related in any way to the dead colonist but that could be just bad luck, I remember from A17 that it mostly would be but not always. Please at least bring back the name on the sarcophagi. I only have one so maybe there just went something really wrong in the process of burying after freezing the corpse for a day or so.

-I've got 3 researchers (one also handler, one grower and one cleaner which all share their work with some other Pawns) and mostly only one would research for a few hours a day and the speed feels okay to me.

-Handling really does need dedicated Pawns, I got 3 handlers with also other jobs and nearly all the time at least one is training one of the dogs or the two rats I got (One from the beginning and another one I tamed to get a partner for him, of course slaughtering all the children). For me it feels a little too much time spent for my Pawns but again my dog population is kind of getting out of hand so that could be the cause.

-I read about puppies drinking a lot of alcohol but in my playthrough not one did, which isn't a bad thing of course.
My rat did and got a carcinoma which I was able to extract and now suffers cirrhosis, I like that a lot! Nothing more hilarious than geting the message "Hernan is no longer incapable of walking" and looking at him seeing he's extremely alcohol tolerant, hungover and massively drunk. Looking at him, while he was crawling around my base and vomitting all over the place made me really laugh.
So in my opinion it's a good thing that animals can drink alcohol but not every single one of them should. What I'm experiencing seems balanced and makes good stories.

-I feel as addiction at a whole got less frequent. I have joints, beer and psychite tea for joy for everyone set and until now no Pawn got a tolerance. I think in A17 it was more common but maybe that is related to the changes to recreation so they don't smoke a joint every free minute which is a good thing.
In this regards I'd like to set a time when there are specific drugs allowed so that my pawns only smoke before going to bed so they can walk and work properly during the day and relax in the evening.

-Recreation seems fine and like a nice change to me, I got chess, billiards, poker, hoseshoes pin and drugs. I think it was already adapted but maybe make them more likely to get outside when they feel like "tombed underground". Don't really have any issues with this debuff despite most of the people are working indoors most of the day. Only my depressive one really minds and wants to get drafted outside every few days ;-)

-Please give us some kind of dedicated cleaning area and/or like it was suggested somewhere "opportunistic cleaning", it takes such a lot of time in a big bases and it's really not necessary to clean the whole home area everyday just to ensure they clean the kitchen as well (which I floored with terile tiles and despite that it can't be cleaner than -0.11, I don't know if that's WAD. I also took out every part of furniture, cleaned every tile and reinstalled averything. Made it a little better but the last bits of dirt won't go away. That's not really bothering me but I wanted to mention it anyway. My butcher table is also in the kitchen, if that makes a difference.)

-The only Uranium I saw was from drop pods (43 pieces) but maybe that'll change once I start deep drilling and LRMSing but I think at least some of the traders should sell it. Could be bad luck of course that they weren't.

-One last thing: At one point when I had 5 Pawns I decided to switch the difficulty to very hard (I really prefered the old terms) and almost instantly got a raid from a mixed group of Scythers and Lancers (8 in total), my builder got one shotted and I decided to reload and keep playing on hard. The event triggered and on this difficulty it was 3 manhunting panthers, which is a huge difference. Maybe it was really RNG coming into play and I didn't try it out again but if the difficulty curve really is that steep, I feel like there is something missing in between.


I really like the changes and QoL features you implemented and I want to say a big THANK YOU for this amazing game which is my most played title ever.
Also, thanks for your dedication to this game and your responses on feedback, very much appreciated!
I'd be sad if the development of RW really stopped but at the same time I'd be excited to see what you come up with next :-)
#35
The same thing happened to me a few times,that I didn't recognise that there's a threat that would need my attention.. Maybe it's a matter of getting used to it but I definitely liked the old sound more.
#36
+1!

I'd really like being able to take notes and also write kind of a journal. It'd be great for remembering things and also for roleplaying reasons, I really like imagining my pawns writing diaries with their thoughts on specific events and such..

There's a mod called "Signs and Memorials" with which you can do this kind of things. It hasn't been updated to B18 yet and I don't know if/when it will but I really would like this feature being implemented in vanilla in one or another way.
#37
+1  :)
That sounds great!
In this case it still'd be a threat but players would be able to protect their real valuables by spending resources and planning ahead.

So,yeah: "Please don't cut the tornado!"
#38
Ideas / Re: Must be added to vanilla at some point
November 01, 2017, 06:31:54 AM
There is a topic in this forum, that serves the purpose of implementing mods into the vanilla game:

https://ludeon.com/forums/index.php?topic=29505.0

Of course, it has to be the author who submits his mod there but if you know some of the modders, you would like to see the work of implemented, write them a message :-)

Hopefully, Tynan and his team will implement the ones that are fitting their vision and bug-free.
Any typing errors are of course features ;-)
#39
Ideas / Re: My Wish List for Stockpile Management Features
September 18, 2017, 07:51:44 AM
+1
:-)
#40
I'd love to  see something like this implemented so the colonists would get even more personality and uniqueness!

If someone brought, say, a rugged teddy bear from his/her distant home world, that'd be an 'aawww-moment' for me and I'd try even harder to not get him/her killed.

I'd generally like to have more different absolutely useless furniture just for the sake of decoration and making the rooms more unique.
#41
Ideas / Re: scheduled eating
June 18, 2017, 04:29:15 PM
Quote from: DariusWolfe on June 16, 2017, 06:26:54 PM
I figured that was what was going on, but I set those times in the schedule with hopes that they'd do shared activities like eating, hanging out socially, playing horseshoes, etc. If eating were given a priority in Joy times, that'd meet my needs; Dunno if that'd be good enough for OP, tho', since he seems to be more focused on eating than joy activities.

I'd like that too.
But they prefer smoking and drinking and after that eating everything they can find in the fridge, what I can understand from a RL point of view, therefore they only get joy-time in the evening when the day is done ;-)
But, jokes aside it's probably not a bad thing that joy time is for actions that bring joy so in my opinion it would be nice to be able to have a dedicated 'eating' time.
Quote from: Limdood on June 17, 2017, 02:20:21 AM
I really would like to see eating added into the possible schedule-able states for pawns.

I'd ALSO like to eating and sleeping able to be adjusted in the work tabs priority list or with something like a threshold slider (With a giant warning and maybe a forced "agree before continuing" warning you to mess with it at your own peril) for those times when harvesting a crop in a cold snap is vital, or finishing a wall while the raid ON THE MAP prepares to attack, or when patching up several pawns after a raid who will bleed out in 3 hours even though you're tired.

Yes, I'd like that too for the times when there are more important things than sleeping, like saving some people from death.
#42
Ideas / Re: scheduled eating
June 16, 2017, 02:16:49 PM
Quote from: GauHelldragon on June 15, 2017, 02:29:04 PM
Pawns also interact socially when eating I think. So having them all eating at the same time at the same place gives them more opportunity to socialize.

Yes,that's why I sometimes let them all eat at the same time or give them the same timetable for joy activities.

Quote from: BetaSpectre on June 15, 2017, 06:15:24 AM
You can force a pawn to eat early.
Pawns naturally eat when they pass a certain threshold of hunger.

From a gameplay perspective it would be wasteful resource wise to have pawns eat when not hungry.
IWhen I know,some of my pawns are going to do lengthy fieldwork like draft-hunting I make them all eat before going outside and often do this for my miner too but if I overlook it or think: 'alright,he knows what he's doing', he will return before doing any work so he's basically just wandering which for me is more wasted resources because he could mine lime two limps of steel or something in the time it takes to travel forth and back.
My base is pretty large now and I don't have many entries for security reasons so the ways are quite long and probably ineffective anyway but I'm willing to pay this price for not getting too many people killed ;-)

And for me the 'eat'- activity would be essential for using the 'work'-schedule,then I could tell them to eat at 7 and start working at 9 or something,right now some of my pawns sleep until past 8 and some get up at 5 despite having the same timetable and I don't know if I could let them work from 9 on, I didn't try it, admittedly, but I'm afraid they will get grumpy because of not eating before work.

For me it would just be a logical implementation and I think it'd be easy to programme, I don't have any clue about programming so this is just a guess. And like the whole schedule-thing nobody would have to use it so I thought it'd be a win for everybody who wants to use it and wouldn't change much for everybody else..
#43
Ideas / scheduled eating
June 15, 2017, 03:50:43 AM
Hi!

I'd like to see the implementation of 'eating' as an orderable activity just like 'joy', 'work', 'sleep' and 'anything'.

I want to tell my pawns to eat in the morning before they go to mine on the other side of the map and then stop halfway there and return because they are hungry and forgot to bring a survival meal ;-)

And now I want to say a hearty thank you to the ludeon studios for developing such a great game and always improving it and for adding much desired mods and for listening to the community and so much other things!! :-)

English is not my first language so forgive me if I twisted some grammar or used nonexistent words or something.
Thanks for reading