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HerpicleOmnicron5 posted:I'm amazed all this came this quickly after Alpha 6, and diseases? Organ harvesting? Peg-legs? I do not see what new features can possibly match these, other than simply more stuff. The game has a fantastic foundation, and if you do not own this game go buy it now. Well once the crafting systems are all in place and not-buggy then I presume content is fairly easy to add. In particularly the medical stuff is really all a particular kind of 'crafting' onto a person that changes their stats.
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# ? Oct 1, 2014 21:11 |
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# ? Jun 5, 2024 04:27 |
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This may be a stupid question, but how/where do I update the alpha? Just bought it, so I'm kinda green.
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# ? Oct 1, 2014 21:15 |
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Check your email, they send out an automated update email from SendOwl that will contain a link to an updated version. It might be in your spam folder.
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# ? Oct 1, 2014 21:17 |
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I just bought this two days ago as well, and my SendOwl link looks like it's not updated but when I click on it I get the new version.
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# ? Oct 1, 2014 21:44 |
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You don't need a new link or anything, the old links will contain the new version once it updates so far as I know.
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# ? Oct 1, 2014 21:45 |
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Yeah, just dig back in your email archive for any of the links and that should do it for you. -e- We could probably update the OP with new features at this point; some of the quotes from goons on the Alpha 7 release might be of interest to people reading the OP and on the fence about the game.
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# ? Oct 1, 2014 21:46 |
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I was planning on updating the OP a bit when I get chance, bit busy today though, will give it a go over the weekend maybe. Goonquotes is probably a good way to do it.
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# ? Oct 1, 2014 22:19 |
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Eagerly awaiting the first mod that allows me to unleash bombs full of disease-gas on invaders. God this game rocks.
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# ? Oct 1, 2014 23:43 |
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Surely building everything out of uranium can only be a good thing!
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# ? Oct 2, 2014 00:12 |
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Played around with a new colony, my sharpshooter got his arm cut off, but I gave him a bionic eye, and later a bionic arm, and he still wrecked poo poo with his M24. He even singlehandedly destroyed a crashed ship and the mechanoids that spawned from it, first time that damned event hasn't murdered my colony. The storyteller tweaks seem to have worked a treat for not randomly murdering me. Game owns even more now. I can't wait for mods adding Deus Ex style bionics.
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# ? Oct 2, 2014 01:02 |
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RimWorld: Let's make some money off that, lets harvest her kidney.
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# ? Oct 2, 2014 01:10 |
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Sweet, organ harvesting, now I have a use for all those permanently-comatose raider prisoners I have with bullets in their brains.
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# ? Oct 2, 2014 01:31 |
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Man, tropical jungles are tough to tame. All that foliage really gets underfoot! How do I take a torch to this nonsense?
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# ? Oct 2, 2014 01:58 |
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Organ harvesting single-handedly made tribals useful again. I can't help but wonder if that was Tynan's goal all along, rather than it being an offshoot of the bionics system. Wicked clever, nonetheless.Huszsersvn posted:Man, tropical jungles are tough to tame. All that foliage really gets underfoot! How do I take a torch to this nonsense? I'm sure there's a better way, but either incendiary mortars, or laying down tons of wood flooring everywhere you plan to walk (tactically this is better, as it not only adds beauty, but lets you maneuver at full speed while invaders have to slog to get to you.
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# ? Oct 2, 2014 02:15 |
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Did that power and light mod get updated? Its unusually difficult to find it on the forums.
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# ? Oct 2, 2014 03:51 |
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Okan170 posted:Did that power and light mod get updated? Its unusually difficult to find it on the forums. I doubt many of the mods have updated, if any of them at all, as the update's only been out for a day.
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# ? Oct 2, 2014 05:21 |
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Well, finally jumped off the fence and decided to pick this up. I'm ready to start up a vanilla game, but are there any compelling reasons for waiting for a modpack to be updated, such as the big one previously mentioned in this thread?
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# ? Oct 2, 2014 09:39 |
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Okan170 posted:Did that power and light mod get updated? Its unusually difficult to find it on the forums. I didn't post it on the forums, I also didn't update it because I would imagine that the stuff system has probably completely changed the way the graphics work and I haven't had chance to look at it. If you want to though, feel free to take it to bits and fiddle with it, or ask someone else to. It didn't take long to make so I don't give a poo poo if someone else wants to use it. You'd probably have to remake it from scratch anyway as it's mostly just the graphics that I added. The power generator part is just a small code change though so that should probably still work?
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# ? Oct 2, 2014 09:42 |
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Honestly, mods add a lot of complications to the game, so playing your first few rounds in vanilla probably isn't a bad idea. It gives you an idea of what limits you, and then you can better decide what mods to use to give you the edge you want or need. Also, I'd expect mod updates to take a while, as the "stuff" upgrade is a fairly large change from Alpha 6. Only disappointed I can't make golden turrets or geothermal generators so far. Otherwise the update is pretty awesome, especially the medical and trading changes.
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# ? Oct 2, 2014 09:43 |
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VStraken posted:Well, finally jumped off the fence and decided to pick this up. I'm ready to start up a vanilla game, but are there any compelling reasons for waiting for a modpack to be updated, such as the big one previously mentioned in this thread? Your first few games will be a symphony of errors punctuated by 'ooh, so that's how that works!'. Get over that hurdle first before you mod.
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# ? Oct 2, 2014 09:56 |
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Human leather shirts https://www.youtube.com/watch?v=W-ac87-6n3I
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# ? Oct 2, 2014 11:10 |
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This game makes me feel like some sort of monster. Apparently harvesting their compatriot's organs in the same room as a prisoner you want to convert makes them really not want to join you. The obvious solution being separate rooms, not stopping. Oddly, your colonists are perfectly fine with killing prisoners by ripping out their still beating heart, as opposed to selling them to slavers or executing them. This will probably change eventually.
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# ? Oct 2, 2014 12:44 |
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bobtheconqueror posted:Honestly, mods add a lot of complications to the game, so playing your first few rounds in vanilla probably isn't a bad idea. It gives you an idea of what limits you, and then you can better decide what mods to use to give you the edge you want or need. Also, I'd expect mod updates to take a while, as the "stuff" upgrade is a fairly large change from Alpha 6. Only disappointed I can't make golden turrets or geothermal generators so far. Otherwise the update is pretty awesome, especially the medical and trading changes. Eh, the one thing I used to most of all was probably the wall lights, since standing lights take up one square and are kinda ugly. Its not a huge deal though.
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# ? Oct 2, 2014 15:03 |
There really needs to be more options for lighting. I'm guessing that will be one of the last things to get put in since right now it's mostly functionality and features. Alpha 7 is amazingly great, but I really wish you didn't have to select the material every single time you go to build something.
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# ? Oct 2, 2014 15:11 |
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Alchenar posted:Your first few games will be a symphony of errors punctuated by 'ooh, so that's how that works!'. Get over that hurdle first before you mod. Not just that, but playing without mods for a while will help you learn the timing of approximately how long you have to get your base set up, in the early stages, before being attacked. For instance, the "build defenses" email will come after a day or two, but depending on your storyteller setup and starting location, you may not need to actually build any defenses for several months -- or you may need to get at least a turret or two up right away depending on storyteller. -e- the only mod I consider absolutely vital, personally, is the one that adds tons of new guns to the game.
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# ? Oct 2, 2014 15:22 |
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gently caress all that poo poo. Ignore these guys. Go find mods and download to your heart's content even if its your first play. The fun of this game IS discovering and learning and mods only add more to that. The journey is the road, not the destination and Rimworld's destination is a heavily minmaxed mountain fortress with a tower defense style killzone maze powered by geothermals staffed with cooks and snipers.
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# ? Oct 2, 2014 16:25 |
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Okan170 posted:Eh, the one thing I used to most of all was probably the wall lights, since standing lights take up one square and are kinda ugly. Its not a huge deal though. Wall lights are by far one of the things I wish was in the base game, or at least a non-obstructing light.
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# ? Oct 2, 2014 16:50 |
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Zigmidge posted:gently caress all that poo poo. Ignore these guys. Go find mods and download to your heart's content even if its your first play. Uh, we're talking about spending maybe an hour or two worth of play without mods to get a feel for the game before you start flooding it with all sorts of additional poo poo. Relax bro.
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# ? Oct 2, 2014 17:46 |
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OwlFancier posted:Wall lights are by far one of the things I wish was in the base game, or at least a non-obstructing light. Clutter had some low profile ones, but they were I think that way only in visual design and that they let people walk over that tile.
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# ? Oct 2, 2014 18:18 |
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Leif. posted:Relax bro. Relax bro.
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# ? Oct 2, 2014 20:25 |
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Okan170 posted:Clutter had some low profile ones, but they were I think that way only in visual design and that they let people walk over that tile. Yeah you can't actually put things on a separate layer so you'll still have them taking up the tile for building purposes. I haven't tried putting a glow property on a floor tile but I don't know if it will work.
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# ? Oct 2, 2014 20:49 |
Floor lighting that you could toggle to red for RED ALERT would be pretty great.
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# ? Oct 2, 2014 21:01 |
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TK-42-1 posted:I really wish you didn't have to select the material every single time you go to build something. This is my only complaint. This game is fantastic and absolutely worth a purchase, and I haven't played anything else in a while. But having to select the material for a structure every time is annoying. That and ordering a bunch of stone tile floors only to realize too late that you could have smoothed the natural stone instead. Why can't I rip up flooring goddamit this game is poo poo
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# ? Oct 2, 2014 21:24 |
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The only mod I'd really caution about is the Improved Turret Mod - the "improved turrets" can defeat entire attacks singlehandedly and shoot over mountains. They remove any sense of risk from the game.
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# ? Oct 2, 2014 21:52 |
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dylguy90 posted:The only mod I'd really caution about is the Improved Turret Mod - the "improved turrets" can defeat entire attacks singlehandedly and shoot over mountains. They remove any sense of risk from the game. To be fair, in the previous version the game would sometimes just decide to kill you, dropping huge waves of mechanoids or pirates right on you, and without those turrets there wasn't much to be done (for me, at least). They were tweaked in this update to be more fair, so now I'd agree that they're overkill.
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# ? Oct 2, 2014 21:58 |
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drat, I had set up a turret at both canyons leading into my base, put my guys next to it behind sandbags to take out three natives with bows and throwing spears. My best dude got oneshot by a throwing spear, RIP. What's a good way to avoid that in the future?
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# ? Oct 2, 2014 22:06 |
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OwlFancier posted:Yeah you can't actually put things on a separate layer so you'll still have them taking up the tile for building purposes. I know the only thing I need after wall lights is a disco for the colony. Might lighten the mood after the latest body-shattering assault!
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# ? Oct 2, 2014 22:06 |
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Okan170 posted:I know the only thing I need after wall lights is a disco for the colony. Might lighten the mood after the latest body-shattering assault! You jest but I'm fairly sure you can mod in a disco fever moodlet which applies when in proximity to a disco floor, which potentially is altered into homicidal rage if the character has the 'hates disco' trait.
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# ? Oct 2, 2014 22:08 |
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Demiurge4 posted:drat, I had set up a turret at both canyons leading into my base, put my guys next to it behind sandbags to take out three natives with bows and throwing spears. My best dude got oneshot by a throwing spear, RIP. I've been holing up in my town and waiting for tribals to get into the alleyway system so that I can flank them and rush them for hand to hand combat. I get better results than trying to deal with them in a firefight.
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# ? Oct 2, 2014 22:09 |
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# ? Jun 5, 2024 04:27 |
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Zigmidge posted:I've been holing up in my town and waiting for tribals to get into the alleyway system so that I can flank them and rush them for hand to hand combat. I get better results than trying to deal with them in a firefight. The brawler trait in the current version is amazing. You can start a guy with 16 or so melee skill and a +50% to hit chance on top of that, they can deck armored raiders with their bare hands. I also want to see what effect the trigger happy ability has on a minigun, just an endless hail of bullets that doesn't hit anything I'm hoping.
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# ? Oct 2, 2014 22:12 |