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Messages - Goldenpotatoes

#241
I mean with the fairly successful results from similar-styled games like Prison Architect (building/management/art wise), Rimworld would probably do very well once it get pasts the inital people who go "you copied architect's design!"

A fancy trailer to catch people's attention along with day-1 mods being uploaded to the workshop will probably be more than enough for a good start.
#242
Man, your release time is spot-on, just in time for summer!

Gonna be fun seeing how this plays out.
#243
The recent expansion of overhaul mods that add difficulty without going balls-to-the-wall like the hardcore pack is a nice change of pace, will definitely be watching this thread for future reference. Core game was ruined for me when I was shown the way of the mods, so hopefully this'll help breathe some new life into rimworld for me.
#244
My best guess for dealing with this issue is not binding them to anyone as a master when fighting to prevent them from running to their drafted master.

#245
Ideas / Re: Suicide
May 11, 2016, 12:53:08 PM
Quote from: rexx1888 on May 10, 2016, 10:52:22 PM
what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink

I think if your berserk breaks are ending in colonist deaths then maybe you should reconsider not detaining them with longswords and rifles.

Berserk break also comes after a colonist hits a 'terrible mood', which is warned on the right side of the screen consistently. If your colonists are going into terrible moods, that's when you as the player needs to step in and change some things about how the colony is running to keep colonists from beating the shit out of eachother.

Suicide is dumb because the only way I could see it rolled in is as another hard break. Keeping track of colonists is bad enough as is at larger numbers in vanilla (EdB's colonist bar ftw), let alone if one decides to go out of their way purposefully with intent to off themselves. Yeah, sure sounds fun for the player to track down a colonist only to hear the event blip followed by the message "Jimmy Jimbo has killed themselves." Whoopie freakin' doo.

Giving a warning about suicide beforehand would kill the entire point of it as the player would just immediately send someone to arrest/incap said colonist, just like you'd do with a berserk.

gameplay fun trumps 'realism'.



#246
Ideas / Re: Suicide
May 10, 2016, 10:21:49 AM
Theres a reason the 'colonist is leaving the colony' mental break was removed.

All mental breaks as of currently can end in damage to a colonist, but it never outright removes them from your colony. Berserk will leave them bruised but capable of work. Dazed and binging takes them out of your control for some time but they always come back.

A RNG roll on mental breaks shouldn't have a chance to outright remove a colonist from your control permanently. Thats just not fun. The game may have a progression that isn't necessarily meant to winnable but at no point does the game ever put you in a scenario that you can't control somehow.
#247
Quote from: Gennadios on May 07, 2016, 12:54:39 PM
Drama is best created when there are choices involved. Deciding whether a pawn is worth putting in a 25% movement speed wheelchair or euthanizing is drama. Deciding whether to euthanize now or later because the injury isnt fixable isnt. This is just burdening the player with meaningless choices.

Having stuff that isn't directly replacements but still allow colonists to move around with be pretty neat, actually.

Wheelchairs that require you to lay down concrete+ flooring for the colonist to properly move around the colony. Also, the mental image of your stumpy, personal-shielded brawler in a wheel chair aggressively rolling towards raiders is a beautiful thing.
#248
Ideas / Re: World Flavor: From Simple to Complex
May 07, 2016, 10:58:57 AM
Gotta remember, the basis of the Rimworld universe is that humans are the only dominant intelligent life, there is no 'extra-terrestrial' or aliens in general. Every 'alien-like' predator or creature you encounter is a direct result of humans doing genetic work on animals.

Maybe he'll change it up in the future to include some sort of unique species once he starts doing stuff with the void gods, but as of right now, humans basically dominate the universe as the only intelligent species.
#249
The lifespan of an organ after death is usually an hour before the dying cells make it a useless pile of meat, timespan varies depending on the organ somewhat.

So, odds are unless you're playing on a cold biome that generally keeps things frozen for a decent period of time or you're quick to toss the fresh body into the freezer, you're not getting anything of value out of the body.

Besides, balance would be pretty messed up if all I had to do if a colonist lost a limb/organ was to drop the next passing group and toss them in the freezer real quick to get a new organ/limb. Stuff like that is suppose to be difficult/expensive to replace. The debuffs for harvesting from colonists/prisoners exist to counter the potential profitably and usefulness of excess limbs.

If you don't want colonists loosing limbs, look into crafting armor/clothes that actually protect said limb. If you're looking for profit, maybe a psychopathic colony is better for you.
#250
Ideas / Re: Components too cheap
May 05, 2016, 09:25:12 PM
Ive seen bulk traders selling up to 50 components at a time. Nothing in terms of trade value was changed but for the frequency of the orbital trader event to trigger.

Components are way too expensive/time consuming to craft on your own, but at the same time they can be extremely inexpensive with traders when you buy in bulk.

A14 should definitely be a balance update, more than anything.
#251
Quote from: NoImageAvailable on May 05, 2016, 09:08:36 AM

The armor penetration is to keep them at least marginally relevant later on in the game. Their armor is weak and their weapons have an extremely low rate of fire, armor penetration is literally all they have going for them. Once you get a decent assortment of heavy weapons Scythers turn into pure chaff, if I made their weapons so weak they couldn't even pierce normal quality power armor they would be no threat at all. Their hits are weak enough that they're very unlikely to kill, especially in one shot, but as long as they can hurt you through armor they remain a factor on the battlefield.



Best strategy against sythers is going full nude with AP rounds, got it
#252
I'm assuming the factions part of the relations mod just pulls in-game data? I have factions who have negative reputation with me when I click on my colony leader, but they have positive reputation with me when I click on their faction leader. A bit confusing to say the least.

#253
Heres the issue, even with artillery strikes, the bulk of it won't do much damage unless its a DIRECT hit (as in the centipede is in the epicenter of the blast.)

The light shrapnel is pretty much always absorbed by the armor, which usually means enough unlucky artillery hits leaves a blind centipede who can still apparently target (the only unarmored parts are the sensors.) The few bits of 'heavy shrapnel' that come with an artillery hit is the only thing that can actually bypass the armor, but you can't guarantee where they'll hit.

If anything, at least add a more expensive variant of the artillery shell that has bigger shrapnel chunks, which sacrifices AoE potential in exchange for whatever gets hit, gets hit a lot harder.
#254
Quote from: Famous Shoes on May 03, 2016, 06:50:12 PM
What difficulty are folks trying 1.6.3 with? I've taken a few serious runs at Cassandra/Challenge "The way it was meant to be played", but find the colony being wiped out in the first 1-3 seasons is inevitable for me with CR's changes.

I've almost completed an Extreme Randy run, currently finishing up ship research after 2 years in.

The biggest thing you can do is get ahold of rifles as quickly as possible and put clear out any front protection assaulting forces can use against you.

If you have enough open space, most mid-tier rifles can easily out-range the group and pick them off as they come, which usually sends them scattering and thinning out the forces even more. Binocular spotting for artillery runs is also great fun when you're dealing with a siege group/raid that's waiting before the attack.
#255
I'm not exactly sure if this is already in the incidents mod, but if not, would it be possible to add a chance for the rumor to include the location of kidnapped pawns? I know there's already one based the concept of going to a raider camp to rescue someone, just instead of getting a gun/item out of it, you get the colonist.