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 1 
 on: October 20, 2021, 10:13:03 PM 
Started by zombienerd - Last post by zombienerd
Thrumbo are majestic creatures and I like to treat them like my dogs, freeroaming with access to everything.  Unfortunately, 1.3 codes them as High Filth, and keeps the "Animal filth" message up whenever they're in my buildings.

A quick mod to reduce their filth to match Dogs would be appreciated!


 2 
 on: October 20, 2021, 08:08:23 PM 
Started by ELynx - Last post by Pheanox
Thanks for the bug report.  I'll have the devs take a look.  I notice its just that one settlement, you can trade with all other settlements, including others of the same faction.

 3 
 on: October 20, 2021, 08:02:19 PM 
Started by LikeTheMyaso - Last post by Alenerel
Is programming this to hard?

No need to be like that, it seems to be just a specific overlooked case. For every oversight there are like 10 more specific cases that they thought of and fixed it beforehand.

Sometimes I thought of an oversight "lets see if we use this in this very specifiuc situation in combination with that and that" only to find that they already thought of it before lol

You should post it in the bugs section.

 4 
 on: October 20, 2021, 07:43:18 PM 
Started by irmick - Last post by Pheanox
Thanks for the bug reports!  I will get a report into the devs, I was able to reproduce this fairly easily in the current build of 1.3.3158.

 5 
 on: October 20, 2021, 07:18:26 PM 
Started by wasiu - Last post by Pheanox
Thanks for the bug report.  I will pass this on to the devs to see if it is an easy change to make.

 6 
 on: October 20, 2021, 07:08:43 PM 
Started by doakey3 - Last post by Pheanox
Thanks for the report!  While not a bug necessarily, and probably working as intended, I can put in a suggestion to the devs to halve the time spent sleeping if the caravan members have the half-cycler.

 7 
 on: October 20, 2021, 06:19:50 PM 
Started by YokoZar - Last post by Pheanox
Thanks for the bug report.  In 1.3.3158 I am unable to reproduce this in vanilla saves.  Were you playing with mods?  If you still have this issue please post a save of the behavior here.

 8 
 on: October 20, 2021, 05:34:37 PM 
Started by Ouroboros - Last post by Ouroboros
Important disclaimer: Tynan stated that for legal reasons they can't view the idea forum. But I really think I have an idea he has to see because it's too good not to be implemented. An idea that would make Rimworld vastly better for everyone who enjoys it. So note that I officially denounce ownership of this idea for Rimworld when it comes to copyright, commercial use and any intellectual property laws and give Ludeon Studios full right of use. This might look silly to some, but this is in fact as a written statement, a LEGALLY BINDING CONTRACT.

-

A popular Rimworld content creator (not sure if I can name him?) answered a viewer on his stream. The question was (paraphrasing): "Is military conquest viable?". The answer was, also paraphrasing, that playing like that sounds fun in theory, but becomes a chore. A drawn out time sink. And since most enemy settlements are randomized small outposts they don't really pose that much of an actual challenge. 
 
Problem: Settlements are not challenging. World travel and time spent makes it a boring time sink.   

-

So how can a military and conquest based victory condition be added, which is fun and engaging? That doesn't rely on "taking over the map"?

1) Add a Capital City for all factions. Though location is randomized, These Capital Cities themselves are not randomized, but handcrafted. To look like real aesthetically pleasing proper settlements depending on the faction and culture they represent with a logical and challenging layout. For example a rustic culture settlement could be a walled city, where you start at the gates. Having to fight through the residential district and up to the castle / village mansion or whatever government seat is there. Their faction leader and their elite guard ready.

2) Taking a Capital City from a faction, turns all their remaining non-capital faction settlements into neutral individual settlements, and gives you a victory point towards conquest victory condition. This way, you don't have to mindlessly attack every settlement on the map. 

3) However taking a faction's non-capital settlement. Vassalizing, razing or raiding it. Makes the capitol weaker. For example. Say that you are fighting the Shattered Empire. Taking one of their settlements out, may mean that their Capital loses 50% of their turrets. Another may cut their food supply so the Capital defenders starts from hungry to starvation. Taking out one settlement may cut reinforcements so that the defending capital is cut from 40 defenders to 30. Taking a settlement that has a comm station may prevent reinforcement drop-pods. A training facility may remove the faction leader's elite guard protecting him. For Shattered Empire specific, since they are mostly on the fleet, it could be an embassy instead. The High Stellarch arriving in a shuttle with elite troops. 

So taking out their settlements isn't pointless! And works as a self-enforced difficulty scale. Truly masochistic hardcore player? Straight for the Capital! Want to weaken them first? Take out strategic settlements. 

4) Taking out a faction gives a point towards military / conquest victory, but also reduces resting diplomacy with all factions. X points needed for victory.

5) There are lots more that can be done with this idea. Vassalizing settlements making them part of YOUR empire controlled by AI. Where you can for example order them to defend (may cancel high threat events), attack (attempt to take out targeted enemy faction), focus on trade (giving you better global sell and buy prices), military training etc. But this is more of an advanced idea.

6) Only the player being the aggressor can be boring. But at the same time, as the player you also have to deal with threats at home all the time of all types. So maybe have 1 more event possible with hostile factions per year. Where they attack you with their military. And if you take out a faction by taking their Capital, in 1-4 years at random, remnant loyalists of that faction may commit to a last ditch attempt to get revenge and take you out. These events can happen irregardless of other event timers. So you can be lucky or unluck with the timing. Or both at the same time. Say a cannibal tribe you took out, have their last stand patriots attack you just as mechs arrive.

I will end it here. But I'd really like people's thoughts on this. Maybe I'm not seeing the issues that may arrive, but I truly think this approach would make a militaristic and conquest based playstyle extremely fun and enjoyable. It removes the boring problem of "attack these 100 settlements to win", instead focusing on priority targets - faction capitals. With strategy involved as to weakening them first or not by taking out some other settlements of theirs. 
 
Thoughts?

 9 
 on: October 20, 2021, 05:08:45 PM 
Started by svend - Last post by RawCode
search better
as state of pawn itself changes when it is carried

 10 
 on: October 20, 2021, 03:39:55 PM 
Started by Zorkk - Last post by Zorkk
I can't find anything online about this being some kind of intended feature, so I'm assuming it's a bug.

There are plenty of uneaten bits of grass, bushes and nettles, though I have to clear the snow to reveal the grass. It's 3 degrees outside, 14th of Decembary. The pen marker says nutrition growth is 29.61 and nutrition consumption is 18.83. I have chickens, turkeys, goats, muffalos and boomrats in the pen. They all graze perfectly happily 99% of the time. For some reason, the boomrats all started starving before any of my other animals. They're my only animals that don't have to live in a pen. This is the second time in a few in-game days this has happened. Last time, I had to leave simple meals in their pen for them to eat, and at some point they simply went back to grazing like they usually do. Both times this has occurred are when it has snowed.

Thanks in advance.

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