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Messages - bbqftw

#181
Do you have a guide for idiots like me for how raid point generation works now?

All I can see is that fun points is practical mirror of wealth, surprised to see that pawn contribution is such a high factor for it.
#182
QuoteAnd then there are cheesy tactics. Most experence players/ streamers know them all and try not to abuse them, see warren, disnof, rhadamant, xwynns, eviltrick... it often includes no turrets, no traps

They are thoroughly unaware of the most degenerate stuff, for both non-combat and combat aspects. And it is quite clear when they do decide to cheese it is typically executed so poorly it doesn't even look OP. This suggests they don't actually know how any of these tactics work.

But their goal is to entertain, not to break the game. So it is not that surprising.

(frankly the level of tech development in rimworld is glacial compared to other strategy games, but its unsurprising since dev is very active in purging optimal strats, and for some reason people accept defeat much more readily in this game. That said, there are certain strategies that are so absurdly broken right now that I am shocked that they are not publicized.)

I'll throw out stuff that was in B18 and yet was severely under-utilized - a quick test in dev mode would show that it was insanely more optimal to rely on 40% intercept shots at long range for most shooters than to rely on direct aiming. But the amount of people that even manually aimed to try to maximize intercept shots.. was practically zero.
#183
To be honest there is significant utility right now in knowing which is the safest animal to punch

Like its probably a stronger gameplay tool than knowing how combat works. Fighting well gives you stronger raids. Getting downed gives you weaker raids. So who's the real winner here.
#184
Quote from: Greep on July 30, 2018, 09:12:00 PM
It doesn't seem to be random.  I seem to instantly get it if everyone is downed.
I have a funny feeling this one isn't meant to last ....~~
#185
hi - you improved a lot and fast! Gz on the successful run.

With respect to ease - well, you are an xcom player and pretty good one at that, that's almost unfair compared to this community. You already have the desire and attitude to learn, and have innate talent at games, I think a player like this should be able to graduate to merciless within 2 weeks (I have maybe 2/3rds of that, so it took me an extra week).

I think that especially on merciless its always going to be an arms race between balance changes and new ways to asymmetrically demolish the AIs in somewhat unintended fashion. The major axis on this fight is tactical wealth destruction, but there are other things in development as well.
#186
Randomized trait centipedes when???
#187
They take less damage from attacks. 60% has been the value for most of 1.0, though I heard rumors it was buffed.
#188
You can indeed. And people like working in beautiful environs (+15 mood at max) so your triple benefit from sculptures.

I wouldn't worry too much about integrating impressive hospital. Since people in hospital will be sleeping a lot and mood does not change while asleep. And foot traffic there may lead to more pressure on cleaners.
#189
Quote from: Greep on July 30, 2018, 04:35:52 PM
Quote from: Awe on July 30, 2018, 10:11:56 AM
Quote from: Greep on July 30, 2018, 06:34:18 AM
4 years in:  unstoppable swarms of 18+ centipedes over and over, to the point where I just got bored and essentially gave up.

Sniper turrets + killbox = easy solution to centipedes. I launched ship under pressure of 15-20 centipedes almost every day. 1 deep uranium deposit provide more than enough mats to rearm turrets.

Yeah I was mostly just seeing how much ignoring metagaming affected the game:  turns out it's the majority of the game's skill atm lol.  That's disappointing.  It was a little shocking seeing the game go from basically no raid size at all to literally 10 times that in the same time span.

As for sniper turrets, I actually am kind of interested to see how an extreme sniper turret strategy would work out.  Not just deep drilling but, considering how much steel I got from LRMS sites if I targetted uranium instead I could have made a ridiculous amount of them.

true skill right now is burning/melting down the 35k wealth of weapons the 75 man raid in year 2 just dropped before the next big threat comes

I failed at this and was rewarded by a psychic ship containing 9x timewasters, 4x storyteller. On the bright side mechs yield so little from deconstruction now so your wealth is controlled!!! I'm the real winner here.
#190
I suspect a lot of things efficiency is contingent on being able to convert raider corpses to useful nutrition value
#191
Re: difficulty question

I would like to be able to discuss the games strategies without having to qualify them for difficulty. And I feel its very sketchy to make comments about game balance if one doesn't consistently play the hardest mode.

If some tactic consistently fails the extreme test, then teaching it is actually going to harm someone's learning. Its very easy to pick up sloppy habits that must be unlearned when you're playing with a free optimist on all your colonists.
#192
A streamer's primary goal is entertainment, not learning, and most stream audiences demand rigorous permadeath play which is one of the most inefficient ways to learn any game.
#193
Quote from: erdrik on July 29, 2018, 10:20:08 PM
Quote from: bbqftw on July 29, 2018, 10:04:09 PM
Does this force them to rest or will they still only rest if the hour is 10 pm ~ 8 am?
Did a quick test, and it appears to be related to the pawn's rest bars not time.
I let the caravan rest all night, they awoke around 3h and I had them wait the entire next day. That next night they didn't rest until 22h.
It seems thoroughly odd and bad that you can't control your pawns resting, since it feels like with the chance to get ambushed at any time you'd much rather have them be rested instead of having to roll for mental breaks during a fight.

Just one more reason I just don't feel that caravaning risk/reward is balanced at all, at least on merciless. There is already the risks of dealing with much more volatile situations than on the home map, it doesn't need to be mechanically cumbersome atop of that (hello -20 mood from poor recreation control, uncomfortable from randomly disappearing bedrolls, -6 to 12 mood from tiredness during fights)

I think there is potential there, just make it so that we're fighting the game's threats, not wrestling with the game's limitations.
#194
Quote from: erdrik on July 29, 2018, 08:45:51 PM
Quote from: bbqftw on July 29, 2018, 08:35:24 PM
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

...

Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?
...

I think that button needs a rename. I think it is specifically for letting the sick rest, and focusing on foraging.
You can stop the caravan to actually rest though:
-Select the caravan.
-Right-click the world tile the caravan is on.

This should cancel their route and they will then rest as appropriate.
Once done resting:
-Select the caravan.
-Right-click the world tile the destination is on.

EDIT:
The downside to doing this is you will lose all of the travel the caravan made to get to the next tile.
(the caravan icon will "pop" back to the center of the tile, and will have to re-travel that distance to get to the next tile)

Does this force them to rest or will they still only rest if the hour is 10 pm ~ 8 am?
#195
This is why the caravan system feels like a clunky joke right now.

Situation - its about 8 PM, my people are getting tired, in case of ambush or other encounter I would prefer they not go in at -12 mood due to being tired.

Ah, ok, there's this nice rest button. I click it. But instead they are sitting around campfire singing kumbaya instead of resting. Of course.

"But its not 10 pm yet! Of course we cannot rest!"

In a game where resources were tight, this can straight up cost you days worth of meals. In early game caravan scenarios where I commit a far higher % of my pawns onto caravan, this is very significant.



Maybe the solution is to make everyone sick before going on caravan, so they can actually rest when I click the rest button?



By the way, I loaded bedrolls too. Of course they are not used. Maybe this has to do with me manually loading them after starting up the caravan?

Combination of uncomfortable, lack of consistent recreation control measure, people randomly not resting - instead of calling it caravan you can call it "mental break storytelling generator"