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Pornographic Memory
Dec 17, 2008

Flesh Forge posted:

Well on the other hand, what the hell else would they be wandering past for.

I dunno, what does anybody travel for? Maybe they're going to raid somebody else, or see their granny over in Grey Ant Braxo, or check out a cool cave somebody told them about, or whatever.

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Drunk in Space
Dec 1, 2009
It's Rimworld. They're probably wandering miles from their base and its overflowing stash of simple food in search of sweet sweet packaged survival meals.

ChickenWing
Jul 22, 2010

:v:

Khanstant posted:

Will the raids become more complex than a bunch of idiots beelining it for your base, with the only additional challenge being volume and finding some dumb gimmick to deal with it?

I would assume so.

marumaru
May 20, 2013



Found this on the world wide web:



:getin:

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Christ what a badly designed waste of steel and power. No line of sight break to stop snipers shooting in, no chunks on the outside edges to stop enemies using the wall cover, no corridor for safely and quickly falling back if the first line is overrun that enemies can't/won't follow, no walls between turrets to stop chain explosions.

e: also well-timed daily changelog

The Sapper raid strategy and pawn duties now basically work. The raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way. Still lots of cleanup work to do on this.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Tommofork posted:

The Sapper raid strategy and pawn duties now basically work.

Awesome, all those dudes demanding a "fix for killboxing" will have it, only it isn't going to be "more powerful turrets" :)

Alaan
May 24, 2005

I kind of hope they aren't smarter AND the same size as they are now. when forty guys pile through a random hole in your base defending it is going to be a nightmare.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Flesh Forge posted:

Awesome, all those dudes demanding a "fix for killboxing" will have it, only it isn't going to be "more powerful turrets" :)

How would more powerful turrets ever fix killboxing? :confused: That sounds like eat your way thin: the chocolate diet.

Alaan posted:

I kind of hope they aren't smarter AND the same size as they are now. when forty guys pile through a random hole in your base defending it is going to be a nightmare.

Just based on the wording, I'm guessing sappers will be an alternate style of raid, like melee rushes are. It could be better to charge out and try to kill sappers before they get to your base, like it's far easier to kill a siege while they're still setting up.

Also I've played open colonies before with no defensive walls or killboxing and they're viable. It really helps to have autodoors along each side of buildings so you can use them like firing ports, and duck out through the back when enemies get close. It is unfortunately micro-management hell though.

e: literally the thing that drives me to killbox is avoiding the micro of large fights. I really enjoy the combat when it's small skirmishes though.

Eediot Jedi fucked around with this message at 05:58 on May 12, 2015

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Tommofork posted:

How would more powerful turrets ever fix killboxing? :confused: That sounds like eat your way thin: the chocolate diet.

I don't know either but that is literally what some people have been consistently asking for. :shrug:

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Flesh Forge posted:

Awesome, all those dudes demanding a "fix for killboxing" will have it, only it isn't going to be "more powerful turrets" :)

I assume it's not the kill box itself they have a problem with if they are asking for better turrets, it's probably that you need several turrets to stop a decently sized raid, a single turret or two wont do much as they are now.

Drone_Fragger
May 9, 2007


The real thing he needs to do is add a "Suppression" bar, because currently the only reason killboxes are needed is because lategame you get a crowd of 30 bandits turn up who can walk through withering barrages of fire because the front couple of dudes take all the bullets each time as they advance. If people got suppressed when people shot at them or near them it would allow defence that doesn't revolve around focusing the fire of 20 colonists into the suicide rush to stop them getting behind your defences.

It would probably mean he'd need to add a "prone" status effect to pawns though so that when they are suppressed they drop to the ground and move a lot slower, or retreat to a safe distance.

Mister Bates
Aug 4, 2010

Drone_Fragger posted:

The real thing he needs to do is add a "Suppression" bar, because currently the only reason killboxes are needed is because lategame you get a crowd of 30 bandits turn up who can walk through withering barrages of fire because the front couple of dudes take all the bullets each time as they advance. If people got suppressed when people shot at them or near them it would allow defence that doesn't revolve around focusing the fire of 20 colonists into the suicide rush to stop them getting behind your defences.

It would probably mean he'd need to add a "prone" status effect to pawns though so that when they are suppressed they drop to the ground and move a lot slower, or retreat to a safe distance.

Yeah, a suppression system would hugely improve the combat, and it's honestly a pretty glaring omission considering how in-depth the tactics system is otherwise.

ChickenWing
Jul 22, 2010

:v:

You'd probably want to introduce some sort of 'bravery' stat too to mitigate suppression a little, as well as adding cover-based bonuses. Then make suppression a roll per incoming bullet or something. Thus, a brave bad guy running down your kill corridor may just charge you past two sentries, whereas a cowardly bad guy might cower behind cover in fear because of some dude with a handgun. Similarly, if your guy in cover is getting shot at by 10 bad guys he's probably not going to poke his head out nearly as often.

You could even take this all the way to having a sort of combat-mood or morale, where your colonists will do a sort of combat-specific mental break (break and run, break and cower uselessly, break and berzerker rage)

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
And then you need commissars in the back that shoot suppressed guys who are trying to crawl away :commissar:

bonds0097
Oct 23, 2010

I would cry but I don't think I can spare the moisture.
Pillbug

ChickenWing posted:

You'd probably want to introduce some sort of 'bravery' stat too to mitigate suppression a little, as well as adding cover-based bonuses. Then make suppression a roll per incoming bullet or something. Thus, a brave bad guy running down your kill corridor may just charge you past two sentries, whereas a cowardly bad guy might cower behind cover in fear because of some dude with a handgun. Similarly, if your guy in cover is getting shot at by 10 bad guys he's probably not going to poke his head out nearly as often.

You could even take this all the way to having a sort of combat-mood or morale, where your colonists will do a sort of combat-specific mental break (break and run, break and cower uselessly, break and berzerker rage)

A lot of cool lessons to be had from the old Close Combat series (http://en.wikipedia.org/wiki/Close_Combat_%28series%29), they did a good shop with morale simulation, suppression, etc.

ChickenWing
Jul 22, 2010

:v:

Flesh Forge posted:

And then you need commissars in the back that shoot suppressed guys who are trying to crawl away :commissar:

not empty quoting

Mister Bates
Aug 4, 2010

bonds0097 posted:

A lot of cool lessons to be had from the old Close Combat series (http://en.wikipedia.org/wiki/Close_Combat_%28series%29), they did a good shop with morale simulation, suppression, etc.

Close Combat's morale and suppression system was amazing, and added a lot of depth to the game. It worked both ways, too - you could have guys get pinned down by heavy fire, or break and cower when their buddy got shot in the head next to them, but you could also have people break in the other direction, go berserk, and charge blindly at the enemy going 'RAAAAAAAAAA!' and firing wildly.

In this game, you could integrate it into the existing mood and trait system - maybe have a trait that makes a pawn easier to suppress, another that makes them harder to suppress, one that makes them more likely to cower or run when their morale is broken, one that makes them more likely to go berserk when their morale is broken, etc.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
ahahahaha prepare for another fun alternative to constructing a killbox

quote:

May 13

Various work on deadfall trap: slows down movement, triggers only rarely on friendlies, friendlies path around it, friendlies don’t wander onto it, armed/unarmed graphics, spring sound, arming sound, damage changes with stuff and is shown on info card.

May 12

Many fixes and adjustments to sapper-related code.
Started adding deadfall trap.

Moridin920
Nov 15, 2007

by FactsAreUseless
I just want to fill a cart full of explosives and accelerate it at relativistic speeds towards my enemies.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Scratch that, I'd want a way to accelerate a spear wall at relativistic speeds towards my enemies. No need for explosives if the impact kills them dead just as spectacularly.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!
Scratch that, I'd want a way to accelerate my enemies at relativistic speeds towards my enemies. No need for explosives or walls, the impact kills them dead just as spectacularly.

OwlFancier
Aug 22, 2013

Enemies accelerated at spear wall would be preferable, imo. Saves time on item/dinner recovery.

I call it the autokebabber.

Tsyni
Sep 1, 2004
Lipstick Apathy

OwlFancier posted:

Enemies accelerated at spear wall would be preferable, imo. Saves time on item/dinner recovery.

I call it the autokebabber.

Combine with flame traps for instant bbq.

wolfman101
Feb 8, 2004

PCXL Fanboy
It is annoying when all your guys are dunderheads and you just really need an intellectual dude, but all the raiding intellectual dudes die. I just need someone who can research or be a decent doctor :(

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Watched a few lets plays of this by quill18 last night, but I was falling asleep. Looks like the kind of game I'd be into - is this basically Prison Architect + Dwarf Fortress + Xcomish IN SPAAAAAAAAAAAAAACE?

FeculentWizardTits
Aug 31, 2001

This game really just needs to steal all of the traps from Evil Genius

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Gyshall posted:

Watched a few lets plays of this by quill18 last night, but I was falling asleep. Looks like the kind of game I'd be into - is this basically Prison Architect + Dwarf Fortress + Xcomish IN SPAAAAAAAAAAAAAACE?

It's currently only about a third of the sperg of Dwarf Fortress but on the other hand it only has about 5-10% of DF's clunk. It's a really wonderful game if you liked DF at all, and features are still being added all the time. The developer is also a lot more supportive of community mods than Toady has ever been.

ChickenWing
Jul 22, 2010

:v:

I'm really hoping it gets deeper relatively soon. I've enjoyed the bit I've played, but I was really hoping it was going to be "~future~ Dwarf Fortress without the clunk and with some sort of QoL" and it's not quite hitting the spot in that regard.

Good Lord Fisher!
Jul 14, 2006

Groovy!

Well, something like DF doesn't exactly come about in a normal game dev timeframe.

Foodahn
Oct 5, 2006

Pillbug
I just had a colonist get put into, I guess, a permanent coma. If I remember correctly the only thing that was affected after she was healed was her consciousness, she never woke up. She was the cook. The only other colonist who could cook only had rating of 2. I abandoned the colony in sadness. You will be missed Melee The Chef.

Tsyni
Sep 1, 2004
Lipstick Apathy

Foodahn posted:

I just had a colonist get put into, I guess, a permanent coma. If I remember correctly the only thing that was affected after she was healed was her consciousness, she never woke up. She was the cook. The only other colonist who could cook only had rating of 2. I abandoned the colony in sadness. You will be missed Melee The Chef.

Most likely a brain injury? Severe brain injuries make colonists completely useless.

Alaan
May 24, 2005

Tsyni posted:

Most likely a brain injury? Severe brain injuries make colonists completely useless.

Yeah. I've survived head shots but had the colonist go to permanent 0 consciousness afterwards.

Tsyni
Sep 1, 2004
Lipstick Apathy

Alaan posted:

Yeah. I've survived head shots but had the colonist go to permanent 0 consciousness afterwards.

Right, I should say they aren't completely useless, think of the vital organs!

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Tsyni posted:

Right, I should say they aren't completely useless, think of the vital organs!

You monster. Build them a crypto sleep casket.

Or their very own starship and launch them at a glitter world.

e: or turn them into a really nice cowboy hat that thier former best friend can wear while cheering up everyone else over their death.

Eediot Jedi fucked around with this message at 04:09 on May 17, 2015

boner confessor
Apr 25, 2013

by R. Guyovich
does anyone else just place little 1x1 growing zones on trees you want to get rid of to bypass the plant cutting labor entirely

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

No? That sounds tedious as all hell.

Rimworld Changelog posted:

May 16th: You can now perform surgeries on non-prisoner guests.

May 18th: Violating guests with surgery now angers their faction. Added warning for this.

God drat this game. :allears:

Moridin920
Nov 15, 2007

by FactsAreUseless
This game is one of very few games that makes me want to be an evil as gently caress sociopath cutting people up and poo poo. Like good, I hope me harvesting your dude for organs make you mad; more meatbags to process :moreevil:

Normally I'm not like that at all and I care a lot for digital life.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
I've done some poo poo I'm not proud of when it comes to prisoners.

Pornographic Memory
Dec 17, 2008
My favorite colony is still the one where I made strictly segregated my colonists by "class", with a mostly useless leader (except for his social skills) in the most luxurious quarters, specialists in individual rooms, and everybody else in a big shared barracks. The very lowest class was the recruited tribals who I'd just leave in their tribal wear and continue equipping with primitive weapons, who were basically expendable cannon fodder. Other "civilized" recruits weren't treated much better if they didn't have a really high, in demand skills, aside from being given guns and whatever armor was left over after their betters had gotten theirs. It was really refreshing after playing a bunch of colonies where I'd reload my save after losing a particular, or even any, colonist in a fight.

I did it before the "stuff" system or item quality/condition or even prosthetics, so it'd probably be even more awesome now sending tribals with peg legs wearing handed down rags into battle to fight for the protection of some rear end in a top hat who does no useful labor besides wardening prisoners and sleeps in a solid gold bed.

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Danaru
Jun 5, 2012

何 ??
I got worse once the bulk traders started buying human meat and human leather. I don't even use cremation anymore, I just chop them up and toss them into the freezer with the beacon in it.

It does mean I get to use 100% of the invaders though, they're getting sold either as slaves or separately.

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