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Coeurl Marx posted:Any recommendations for mods that mess with wealth scaling without making the game way too easy? I've been doing a tunneller colony, and ran into the apparently common death-trap of smoothing my walls and floors and then getting absolutely hosed by the huge spike to my wealth this caused. I totally get why having huge stockpiles of steel or silver and poo poo like that would cause people to raid me, but what are these raiders gonna do, haul out my solid stone floors? I reloaded an old save and quickly replaced all my smoothed floors with hideous concrete and replaced all my smoothed walls with way uglier ones and now things are manageable again. I don't think I'm a fan of having to make my base purposefully look like poo poo until I get far enough in to have way better defensive options. I think at this point I had 7 tribals, 3 of which had respectable combat stats. You can disable wealth scaling when you are customizing difficulty when starting a new game in vanilla. The difficulty will scale only with time passed, so the game will get gradually harder, regardless of the current situation of your colony, but it will eliminate all those weird spikes that comes with the game suddenly deciding you are rich enough to handle 50 centipedes because you put expensive floors in the bedrooms of your colony.
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# ? Aug 13, 2021 12:58 |
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# ? May 24, 2024 12:10 |
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Is there a mod to make beautiful-but-useless items much less valuable? Would screw over crafting-for-profit, but could help solve the issue.
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# ? Aug 13, 2021 12:59 |
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It'll also mess up how much they contribute to a rooms impressiveness, since at least part of it comes from the wealth they add to it.
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# ? Aug 13, 2021 13:44 |
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Lt. Lizard posted:You can disable wealth scaling when you are customizing difficulty when starting a new game in vanilla. The difficulty will scale only with time passed, so the game will get gradually harder, regardless of the current situation of your colony, but it will eliminate all those weird spikes that comes with the game suddenly deciding you are rich enough to handle 50 centipedes because you put expensive floors in the bedrooms of your colony. You can change this at any time, not just when starting a new game. Load game -> Options -> Storyteller settings -> Custom...
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# ? Aug 13, 2021 13:56 |
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OwlFancier posted:Ideology: clean your room, only eat meat, benzo coma. there should be precepts or memes relating to cleanliness or filthiness. have a colony of neurotic neat freaks, or go full pink flamingos
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# ? Aug 13, 2021 13:58 |
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This mod alters the threat calculation so it only takes into account stuff that affects combat to calculate raid size, it's customizable to your liking difficulty wise. https://steamcommunity.com/sharedfiles/filedetails/?id=2314304057&searchtext=+Combat+Readiness+Check
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# ? Aug 13, 2021 14:52 |
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I'd be fine if total colony wealth went into the threat cap if the faction system was more fleshed out and the more raid-oriented factions showed up and demanded tribute or something. It's absurd for the factions to show up and just be hell bent on killing everyone instead of extracting wealth or personnel. As it is I always end up metagaming to avoid ballooning my colony wealth too early.
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# ? Aug 13, 2021 15:17 |
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I'd really dig it if you could just bribe factions to not raid you, i.e pirates demand 950 silver a year, Mechanics demand a colonist sacrifice or some amount of resources, and have it scale with wealth so you end up with an actual negative wealth loop that you have to weigh against maybe getting your poo poo wrecked
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# ? Aug 13, 2021 15:26 |
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Admiral Ray posted:I'd be fine if total colony wealth went into the threat cap if the faction system was more fleshed out and the more raid-oriented factions showed up and demanded tribute or something. It's absurd for the factions to show up and just be hell bent on killing everyone instead of extracting wealth or personnel. As it is I always end up metagaming to avoid ballooning my colony wealth too early. you can leave bait loot out for raiders and they will just take it and leave, doesn't work for mechanoids though.
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# ? Aug 13, 2021 15:30 |
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Flesh Forge posted:you can leave bait loot out for raiders and they will just take it and leave, doesn't work for mechanoids though. Yeah it's a great tactic that I've done before, but overall I'm hoping Rimworld becomes a bit more like Crusader Kings with factions being a bit more interactive and well supported by the world itself. Every time I see a large raid I question how the hell a Faction can support it. Sending 150+ people to their deaths seems bad for the future of the faction!
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# ? Aug 13, 2021 15:48 |
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I like using a combo of Faction Resources, Enemy Self Preservation, and uhhh whichever one makes it so enemies try to rescue their downed friends if the raid starts fleeing. It makes repelling raids a little easier, but if I get saucy and sally out to actually crush the raid, that faction now has less to send at me later (until they rebuild their resources of course) It also means if they manage to steal any of my poo poo, their resources fly up and they'll be back with way more poo poo to throw at me. Makes things a little more interesting
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# ? Aug 13, 2021 16:04 |
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Coeurl Marx posted:apparently common death-trap of smoothing my walls and floors and then getting absolutely hosed by the huge spike to my wealth this caused. I totally get why having huge stockpiles of steel or silver and poo poo like that would cause people to raid me, but what are these raiders gonna do, haul out my solid stone floors? I reloaded an old save and quickly replaced all my smoothed floors with hideous concrete and replaced all my smoothed walls with way uglier ones and now things are manageable again. I don't think I'm a fan of having to make my base purposefully look like poo poo until I get far enough in to have way better defensive options. I think at this point I had 7 tribals, 3 of which had respectable combat stats. Keep in mind that relative to other option thing. If you aren't ready to be carpeting or tiling all your stuff, you shouldn't be smoothing your stuff either; exactly the case in early game Also I guess the mistake is that it's really easy to just have one full time smoother hit up everything in early game, while the equivalent in stone tiling or carpets can't happen until later due to starting resource constraints. lurksion fucked around with this message at 16:33 on Aug 13, 2021 |
# ? Aug 13, 2021 16:28 |
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You can pry my clean floors from my cold, smooth hands! But yeah, I usually just smooth/floor my dining/rec room and tile my kitchen and hospital with steel tiles until I add stuff to other rooms way later. Smoothing is pretty good for training construction though. Edit: oh, and someone made me aware that you can "scan" mountains for open areas by drafting someone with a melee weapon, click it, and see which areas of the mountain show "attackable", and which show a cross. If it shows a cross it means it's open. Broken Cog fucked around with this message at 16:41 on Aug 13, 2021 |
# ? Aug 13, 2021 16:33 |
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If you are finding raids to be too big I just adjust the threat scale in the storyteller settings. 80% seems good to me. Still requires active engagement but unlikely to wipe the colony and leaves plenty of room to enjoy building stuff. This is also important to balance your game based on what mods you are using which can add greater threats or boost your colony's power. Just adjust the threat scale until you are happy with the result IMO. Really simple adjustment and can be done anytime ingame.
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# ? Aug 13, 2021 16:41 |
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Took a tribal start to rush the quest ship after year of prep time, still ran out of food near the end because the last leg was through jungle and wasteland so i had to spend like 2k silver buying pemmican. Turned it on, got into space, then run into a heavy frigate with a big detachment of marines while my tribals barely have guns. SoS2 does not gently caress around.
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# ? Aug 13, 2021 16:48 |
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I don't know why I always seem to forget just how much you can customize difficulty stuff while already in a game. Tweaking that stuff as I go is probably the best solution, thanks. And yeah, part of the reason it ballooned out of control so easily is it was really easy to just mass mark stuff for my awesome constructors to smooth while waiting on better research to get done and whatnot. I think another factor is it's really easily to accidentally wind up with waaaaaaaaaaaaaay more resources than you need while making a mountain base. I have a mining specialist, so I've been constantly planning out and pre-digging rooms and corridors for future base expansion down the line, and all the excess steel and components I wound up with really didn't help matters, I'm sure. I may just start over and try to better manage the ridiculous excess of crap I wound up with.
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# ? Aug 13, 2021 16:54 |
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probably because for a lot of the game's history you couldn't.
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# ? Aug 13, 2021 16:56 |
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yeah the customization stuff was a pretty recent change. i think it was 1.2, actually, where you could suddenly tell the storyteller exactly what to do. it obviated the need for an entire class of mods overnight, now only stuff like combat readiness calc is even remotely valuable.
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# ? Aug 13, 2021 17:14 |
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I still like Turtle Friendly Raids because I'm a big wuss and don't enjoy recovering from sapper raids, mainly because I enjoy a long low-tech early game where high tech sapper raids wipe you out, not because they field too much firepower to beat
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# ? Aug 13, 2021 17:32 |
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So my mining specialist with 19 skill and work drive buff just got sensory mechanites. He legit mines tiles in less than 2 seconds each on speed 1.
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# ? Aug 13, 2021 17:48 |
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Broken Cog posted:So my mining specialist with 19 skill and work drive buff just got sensory mechanites. He legit mines tiles in less than 2 seconds each on speed 1. Hit him with some Go Juice and see if he goes super saiyan
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# ? Aug 13, 2021 17:52 |
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mining like
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# ? Aug 13, 2021 17:59 |
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Is there an in-game explanation for how a naked person with no equipment can chop down trees, shape their wood into a table, then smash boulders out of mountains and, using that table, shape those boulders into bricks? Is there a futuristic super-tool built into every pawn's body?
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# ? Aug 13, 2021 18:11 |
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The game abstracts out hand tools like screwdrivers and hammers and saws and stuff that's not weapon-like enough to matter in combat. Vanilla Expanded equipment has a zillion tools that give bonuses to stuff like mining and tree-cutting, but it's a ton of micromanaging equipment. Maybe that's your jam though idk.
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# ? Aug 13, 2021 18:42 |
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it's the same justification for pulling steel straight out of the ground rather than having a more simulationist design like Dwarf Fortress has, it's a design goal. tynan has talked about this a lot over the game's development history, if you want them to be carrying tools, ok they're carrying tools NB: I don't agree with every aspect of this either, that's what mods are for though
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# ? Aug 13, 2021 18:45 |
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"gently caress it, it's a video game" is good enough for me, I don't wanna micromanage poo poo, I was just curious.
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# ? Aug 13, 2021 18:49 |
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Can you use the SOS2 shuttles not on a ship? Like could I build a shuttle bay in the middle of a field and just use the transports for raiding without ever building the ship itself?
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# ? Aug 13, 2021 19:04 |
Vanilla expanded is great though. Equipping a pickaxe is like 10% bonus mining speed, etc. There is a tool belt that does the same for crafting that is a huge lifesaver
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# ? Aug 13, 2021 19:05 |
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Azhais posted:Can you use the SOS2 shuttles not on a ship? Like could I build a shuttle bay in the middle of a field and just use the transports for raiding without ever building the ship itself? You don't even need the bay, they can just sit in the ground.
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# ? Aug 13, 2021 19:13 |
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Ancient Complexes are kinda poo poo, huh?
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# ? Aug 13, 2021 19:16 |
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Kinda yeah, getting a stack of survival meals is nice and sometimes they poop out some rarer resources but overall it's nothing that I can't get by mass producing wool shirts and calling for a trading caravan.
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# ? Aug 13, 2021 19:18 |
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Yeah, I spent like 4 days travelling to and from one, and all I had to show for it was 70 silver, 5 luciferum, and 40 hyperweave from a hacked orbital beacon (which also called in a group of raiders I had to kill)
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# ? Aug 13, 2021 19:25 |
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Coolguye posted:yeah the customization stuff was a pretty recent change. i think it was 1.2, actually, where you could suddenly tell the storyteller exactly what to do. it obviated the need for an entire class of mods overnight, now only stuff like combat readiness calc is even remotely valuable. Oh, well that explains a lot. I played a ton pre-royalty, but this is pretty much my first serious dive back into it after the dlc.
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# ? Aug 13, 2021 19:25 |
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So, conversion is a bit of a hassle. It takes time, really only the one person can do it and only every three days. If the convertee is able to walk around free. Want to convert someone in a hurry? Throw their rear end in a cell and set the prisoner action to 'convert'. Now every ding dong with the warden job will drop by to chat them up about about the good word of space-buddha.
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# ? Aug 13, 2021 19:29 |
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El Spamo posted:The game abstracts out hand tools like screwdrivers and hammers and saws and stuff that's not weapon-like enough to matter in combat. Vanilla Expanded equipment has a zillion tools that give bonuses to stuff like mining and tree-cutting, but it's a ton of micromanaging equipment. Maybe that's your jam though idk. If you combine it with Simple Sidearms you can get them to switch to the relevant tool (if it is assigned to them) when they are doing the relevant work. Very helpful, and also generally means most pawns end up carrying some variety of tool as a melee weapon so they occasionally beat people to death with a monkey wrench. I quite like it for giving pawns a bit more personality and also a tech related boost to productivity. Also the game does have the tool cabinets by default which I think are supposed to represent just kitting out a workshop really well. El Spamo posted:So, conversion is a bit of a hassle. It takes time, really only the one person can do it and only every three days. You can convert using your moral guide and also using a ceremony ritual, if your guide is a good speaker (they should be, all their abilities depend on it) and you have a good ceremony chamber you can do a real big chunk of conversion by firing those off one after the other. OwlFancier fucked around with this message at 19:33 on Aug 13, 2021 |
# ? Aug 13, 2021 19:30 |
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Oooorrr, you could put them in the learning cube It's hot in the cube. The cube they put me in.
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# ? Aug 13, 2021 19:32 |
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The ceremony can only be done every 20 days or so I think, everyone else gets the Hot Cube
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# ? Aug 13, 2021 19:36 |
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Conversion Ritual and the Conversion action seem to be on the same cooldown for me.
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# ? Aug 13, 2021 19:39 |
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How does the hot cube work, i must've missed that oneAzhais posted:Can you use the SOS2 shuttles not on a ship? Like could I build a shuttle bay in the middle of a field and just use the transports for raiding without ever building the ship itself? Yeah they don't need any infrastructure, just enough fuel to get where they're going The derelict ship start is pretty great btw; roll the dice on starting with a humongous unstoppable battlecruiser, a humongous battlecruiser that's been more or less blown in half, or whatever spacer tech you can lay hands on as you scramble to pile in a shuttle and get planetside because your ship is actively on fire Broken Cog posted:Ancient Complexes are kinda poo poo, huh? https://steamcommunity.com/workshop/filedetails/?id=2559244124 A Wizard of Goatse fucked around with this message at 19:59 on Aug 13, 2021 |
# ? Aug 13, 2021 19:41 |
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# ? May 24, 2024 12:10 |
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BattleMaster posted:Conversion Ritual and the Conversion action seem to be on the same cooldown for me. They're only on the same cooldown if you use the conversion action for some reason.
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# ? Aug 13, 2021 19:42 |