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Messages - sick puppy

#31
i am absolutely pro this.
here are some examples, but without percentages because that is up to balancing:

[backstory] -> [traits that should be more probable] / [traits that should be less probable]

acolyte of the stars -> ascetic teetotaler psychically (hyper-) sensitive prostophobe / greedy jealous psychically dull psychically deaf prostophile

adventurer "NAME's thirst for adventure took her to many planets. HECAP visited the brightest glitterworlds and the darkest war-torn toxic planets in HIS quest to find novelty. HECAP worked as little as possible, often skirting ethical boundaries to make a quick buck. Among all jobs, HE hated cooking the most." -> lazy slothful / industious hardworker

aromatherapist -> chemical interest fascination green thumb super immune

ascetic priest -> ascetic green thumb teetotaler psychically (hyper-) sensitive prostophobe / prostophile greedy jealous psychically dull psychically deaf

bartender -> chemical interest chemical fascination brawler night owl / wimp annoying voice

beast slayer -> careful shooter trigger-happy brawler

behaviour research -> too smart fast learner prostiphile / green thumb prostiphobe

biosphere manager -> green thumb lazy slothful / industrious hardworker

blacksmith -> brawler / trigger-happy careful shooter

bodyguard -> bloodlust trigger-happy careful shooter nimble brawler / wimp

bounty hunter -> trigger-happy careful shooter

castaway 1 and 2 -> nudist ;) ironwilled steadfast / nervous volatile

cave tender -> kind? wimp?

chief engineer -> abrasive too smart abrasive prostophile (very) neurotic / prostophobe

colony settler -> steadfast ironwilled / nervous volatile pyromaniac gay (because gays cant get kids and who needs colonists that cant get any)


yeah i think these were enough examples for now. i didnt particularly pick any that i thought needed some updating, i just took the list from wiki and started at the top.

and before anybody complains, obviously if a backstory has 10 traits that fit it then it would be around +5% each and if there is only one that fits then it could be much higher if necessary, like 50%. other than that i dont believe we should add too much of an additional percentage here for certain traits with certain backstories because at some point it is just plain boring when you see farm oafs everywhere that are always slothful or lazy and maybe even slowpokes. at that point i'd rather see more different backstories and traits, as for me i have never seen a super immune pawn before and most of the backstories are completely new to me. i always just see the same damn traits, most of all the spectrum ones and all the adult tribal backstories. adult tribal backstories definitely need some more variation and i think due to some mathematical thingie going on in rimworld there are also unreasonably many spectrum traits. both need fixing imo
#32
Ideas / Re: Dishes
March 29, 2018, 07:55:29 PM
Quote from: Vlad0mi3r on March 29, 2018, 02:20:03 AM
White trays mate. Its white trays. That's obvious and they are returned to the kitchen when they go to get a new meal. That's why nutrient pate meals have a negative debuff, come on grey trays, who likes to eat off a dirty tray. Fine meals come with a drink. and lavish meals come with cutlery.
boom
riddle solved
case closed
#33
Ideas / Re: Some ideas for traits.
March 29, 2018, 07:54:07 PM
Quote from: Hjack9090 on March 28, 2018, 05:23:57 PM
Hyperactive: Has problems paying attention to task. will randomly switch tasks. Priorities do not affect the random task chosen. (EG will switch from Tailoring to Cleaning before the thing is done)
maybe if the pawn would choose a different task to do randomly that is nearby? like if you have dirt next to the tailoring table, the pawn will randomly start cleaning that dirt and then continue doing it. the pawn will not do stuff that he isnt able to or isnt allowed to. (pawns incapable of hauling wont haul and pawns that arent assigned to doctoring wont suddenly start attaching bionics.
a downside of this in the current game is that pawns already have a tendency of doing that anyway, so maybe first fix it before you make a trait for it.

other than that i completely agree with arty
#34
Ideas / Re: A case for 64 bit support
March 29, 2018, 05:07:46 PM
i am pretty sure the devs know about the issues of running rimworld 32 bit, the problem is that it takes a lot of time and money to change the game and from what i have heard it is easier if it is done at the very end. why, i dont know, as i am not a programmer.

but if you have a second computer that you can use, put linux on it and download rimworld onto it and play it that way, but you can even do it on your main computer if you dont mind linux. apparently, linux version runs 64bit.
#35
anything that makes normal sea ice/ice sheet /extreme desert impossible gets a big no from me, so since you already admitted that it will cause a lot of trouble there, my verdict is: no thanks
#36
i assume unmodded game play is asked, so here i go:

fave: surprisingly, the sea ice challenge with rich explorer. the first few tries were annoying, but once you got it going it is great fun. you mostly play it on speed 3 though, because nothing much happens. at least you get all the space and time in the world to plan and build your base. it is plain and simple, nothing too hard to think about, except on how to kill all the mechanoids that keep attacking. in the beginning i used to do a lot of calculations, but once the ball is rolling, it is not that hard anymore and nice and combat focussed.

hate: tundra. boreal forest at least has lotsa wood to do stuff with. tundra is just plain boring and at the same time it isnt a "challenge", so mastering it wont give you the same satisfaction. also, few animals to hunt.
but generally, anything tribal is just more boring than crashlanded or rich explorer by default.
also, phoebe chillax is an abysmal storyteller. sure, i got used to her because i was a noob once aswell and thiught playing with her was a good idea, but no. she just likes to send natural disasters and crap like that at you. cassandra and randy at least have the guts to attack you properly.

and to finish it off, what i am meh about: mountaineous maps and large maps. both just give you more opportunities to kind of just check off certain things off your list. i WANNA have to look out for components, plasteel and uranium. i wanna feel a bit forced to trade well. i wanna have good incentives to do caravans, go on missions and kill some pirates. anything hat slows my caravans down are out of question whenever i start a game. i want at least two outlander camps closeby for trade. i want good connections with streets. i want other camps nearby to be well connected aswell so that i can reach them in time if they wanna have a special deal with me. i want to have as short winters as possible. not even for all year growing itself, but so that my caravans can move at max speed all the time.
#37
General Discussion / Re: How do you get rich?
March 29, 2018, 03:29:20 PM
Quote from: coldcell on March 29, 2018, 04:25:59 AM
Quote from: sick puppy on March 28, 2018, 03:28:12 PM
damn. indeed. organs. always forget this one. i dont usually butcher corpses though, that is dog/warg feed, unless i am swimming in psychos and cannibals like in my first game.

I recently go a Warg and thinking of making a separate freezer just for human corpses, and make sure my Warg eats there. Problem is how do I prevent the debuff from having my haulers see all those corpses? Let's say I have 5 corpses and my haulers are bringing the 6th, 7th, etc. Once they get into the freezer, the debuff multiplies and it stays there for a long time.
easy. make your wargs (or any other pets) the haulers instead of humans.
or if you are late game already and have full time janitors, forbid the corpse fridge for all humans but not for your pets.
another idea is to just let the corpses sit around by forbidding them but this only works when you dont have too many raiders and many wargs, otherwise the corpses wont be eaten in time and they rot and many pawns see them anyway
#38
Quote from: Canute on March 29, 2018, 02:44:12 AM
If you want to use mod's try out SmarterFoodSelection, that can prevent that animal's are looking for beer instead of kibble.

The advance of shelfes are, the can give beauty while an item on the plain ground reduce beauty.
so, technically they only exist to a, make items not deteriorate outdoors (which isnt very useful to me as building a piece of wooden wall and ceilings to cover a huge ground is much lore resource and time effective) and b, to make storage rooms look nice? i mean sure, you'd need like 100 of them, but that is it technically, right? hmm, at least this gives me something to do in my late game colonies...
#39
General Discussion / Re: we come here to die
March 29, 2018, 02:10:36 PM
best story out there
#40
General Discussion / Re: How do you get rich?
March 28, 2018, 03:28:12 PM
Quote from: Jackalvin on March 28, 2018, 10:37:41 AM
Organs. That and "mystery meat" simple meals.
damn. indeed. organs. always forget this one. i dont usually butcher corpses though, that is dog/warg feed, unless i am swimming in psychos and cannibals like in my first game.
#41
General Discussion / Re: How do you get rich?
March 27, 2018, 07:53:05 PM
well the great upside of smokeleaf in comparison to drugs is that you dont need to research it first. it is easier to sow and to craft and also the workspots take up less space. it is perfect for tribal starts when you have lots of hands but little skill or resources.
as soon as i made it through that initial part, i go for flake. sure, it takes a but longer to make and takes up a bit more space but in the end what matters the most is the margin. and that's definitely higher with flake. also, you work more and walk less when making flake in comparison fo yayo. sure, the piles of psychoid leaves can be put right next to the table and a janitor can take it there, but what if two drug labs worm back to back on the flake/yayo? then the yayo producers use up the psychoid leaves way faster because they use more and in less time, which means the janitor has to go get more leaves. and if you dont have a janitor, which is even worse, then even the crafter hinself has to stand up.

the only upside in producing yayo in comparison to flake if you do it only to sell it is if you have a chemically interested or fascinated pawn, he wont get addicted to it so quickly and if he manages to snag one, you still have time to hide away the rest and also yayo has bigger upsides than flake, once the druggie is high anyway, eventhough you tried your hardest
#42
i'd guess it's bridgello's fault, as i never had any issues with the other ones. try another bridge mod, that should help.

but if you wanna make sure, play a game with only bridgello activated (aside from core and hugslib) and try the bridge stuff. pretty sure it will not work properly either.
#43
General Discussion / Re: How do you get rich?
March 27, 2018, 04:52:29 PM
i heard chemfuel is als easy money
but to me, nothing compares to early game smokeleaf (without chemically interested or fascinated pawns)
with chemfuel you have still lots of limits, but with smokeleaf you can produce as much as you want, you can keep them for a long ass time, they dont take up much space, are easy to craft and if you run out of time before they turn you can freeze them and continue in your freezer
more traders accept joints than plasteel i believe, so that's another upside.
if you do have druggies and you not only want to produce money but in the long run also something that is worth something, go for sculptures. i always make the middle ones, but once i have a double flame artist i just put him to sculpt all day long until he is a god and then change to large statues with expensive materials. also, i start with making wooden statues. no need to risk shit. if you are low on wood because you are in the middle of a barren wasteland, go for rocks, maybe steel.

by the way, the easiest thing you can do to stop robbing traders is playing on a higher difficulty, as it also changes the exchange rate. i assume on the lowest difficulty you can even rob them with a few recently hunted and butchered animals or raw smokeleaf ;)

ps: if you change the difficulty, not only will you have a harder time trading, but due to your high emphasis on wealth you will very soon face very strong waves of enemies. trust me on this one: dont invest in gold but in guns
#44
Quote from: Bozobub on March 26, 2018, 07:13:30 PM
Having multiple victory types does not necessarily imply slavishly copying Civ's versions ???.
i was copying them because they already had nice names and the aims i thought of myself
but if you have any other ideas, please
#45
Quote from: Bozobub on March 26, 2018, 02:35:51 PM
I'd agree wholeheartedly, if caravans weren't such a royal pain in the ass ::).  It DOES sound like a fun variant, I agree.
to be fair there wouldnt be any raiders or traders on your way, so all you'd need to do is make the caravan and send it on its way and you're done

this terramorphing of deadworlds or animalworlds has the one big downside that you'll have less or at least very different resources. also, the tiles, weather and everything might be all weird so you'd need a load of new research topics. you'd also need a whole ton of starting resources because the climate would be very unfriendly towards you with frequent animal attacks and everything. heck, you might need to order animals or orbital trade with peeps to even get your first animals of every kind onto your planet.

the game will be very difficult at first and become gradually easier, while there arent any raids that could increase in size, with the exception of bugs, mechanoids and manhunter packs. these are some of the most hated enemies of most players, i believe.

what i am trying to say is that these games will be very weird and un-rimworld-y. if anything, this could become like a major mod/scenario, but anything else wont happen. no way. sorry. heck i doubt people would even like this mod. a few will love it, but only for lore reasons and not for the gameplay is what i am afraid. granted, i would love to TRY IT OUT, but that's it. just like i ONCE did the sea ice challenge. thanks, but no thanks. was cool once, i wont touch this for literal years anymore now.
(i think i made my point now. sorry if i sound harsh. dunno how to turn it off. i am trying hard to sound somewhat nice)

.

if we wanna go for civilization style endings, i'd maybe go for WAY more research topics for the research win and essentially transform at least your colony into a glitterworld but that was suggested before.

another win method would as said be the military one. for that we need to have at least an overhaul of the current placement of factions and colonies and so on, but also something like horses, cars or jets for easier movement on the world.

spaceship building goes in the direction of financial/economical win for me. i could see starting an orbital trade ship, space station moon base as just that. it is expensive and essentially guarantees you good trade and so on. obviously needs some new research topics.

i dont even know, but is there another method of winning in civilization like society or population or something? if so, we could do something like a limit of having 100 pawns or 80, i dont know. not very interesting in and of itself and i guess the critical limit of pawns in the eyes of your storyteller would have to be set higher and higher with either some research or certain buildings or objects or i don't know. (it's 18 with most storytellers (yes, even modded ones) randy being the great exception of having it set to 50) the most obvious research topics would be like everything from the bad hygiene mod. additional more high tech ones could also be added, like maybe your pawns live longer if they eat nutrient paste meals, so once you can afford feeding them that way and still have their mood up high, it shows the advancements in your society.
additionally you could also implement other things from other suggestions from this suggestions topic like government, law and others probably, but this society win is the hardest to make as it needs tons of hard to implement things in comparison to the other points, i believe, while the other points arent easy at all, either.

did i mention all points? maybe building world wonders? that's something typical for games like civilization, but i would guess that is included in the economical win.