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Gyoru
Jul 13, 2004



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isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

CapnAndy posted:

Everything about this new expansion is wildly exciting, but -- are they putting in death from old age too? Seems like otherwise, any self-sustaining base is eventually going to have an infinite population.

There's already health conditions that happen as you get old, it's just that most colonists/colonies don't last long enough for it to be a problem. What's likely to happen is that your colony wealth spirals out of control until a raid too big for you to handle shows up and suddenly you don't have an infinite population anymore.

Alternatively, go full Ribworld and use your pig morph children for lavish meals.

KirbyKhan
Mar 20, 2009



Soiled Meat
RIMWAR and Empire mods are gonna end up reinventing Crusader Kings

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

CapnAndy posted:

Everything about this new expansion is wildly exciting, but -- are they putting in death from old age too? Seems like otherwise, any self-sustaining base is eventually going to have an infinite population.

Death from old age is already a thing. As pawns get older they get more and more health conditions until all their organs fail.

You can stave it off with bionics/Healer Mech serum but that isn't super easy in the base game. Especially when they get dementia and start wandering into the middle of firefights. Also pawns will sometimes just arbitrarily die in vanilla no matter what you do due to either the damage limit or storyteller setting that just mercs pawns who go down based on your population. Or the enemy getting a lucky shot that destroys a brain/heart instantly.

Zore fucked around with this message at 18:35 on Oct 6, 2022

Captain Toasted
Jan 3, 2009

Skulker posted:

RimWorld's one of those games that's never on sale, right?

It may not be on "sale" but it's definitely a steal at its full price

Omnicarus
Jan 16, 2006

I wonder if there is going to be a time skip mechanic in the new expansion so aging and kids become more significant.

Complications
Jun 19, 2014

Omnicarus posted:

I wonder if there is going to be a time skip mechanic in the new expansion so aging and kids become more significant.

Kids will be useful more quickly due to whatever the growth vats are, no idea on aging. If nothing else the kids are a pawn source that isn't prisoners or wanderers which opens up new gimmick runs... or ideologies if you prefer.

Lt. Lizard
Apr 28, 2013
Taking a step back, I am pretty curious how the childhood will be implemented, because in the blurb there is talk about how every few years you will be able to choose a new trait or passion for a child in your colony. And, practically speaking, if it will take the full 15 years for a child to go from newborn to a full-fledged colonist then 99% playthroughs of Rimworld won't get close to seeing that happen. Even if it takes half of that, it's still not a practical source of new pawns you can use instead of recruiting prisoners like presented and would work more like an end-game vanity project. Growing Vats might help with that, but in that case they will be less "a questionable way to make kids more useful quickly" and more "literally the only way to make rearing kids practical".

Lt. Lizard fucked around with this message at 18:57 on Oct 6, 2022

OwlFancier
Aug 22, 2013

Zore posted:

Death from old age is already a thing. As pawns get older they get more and more health conditions until all their organs fail.

You can stave it off with bionics/Healer Mech serum but that isn't super easy in the base game. Especially when they get dementia and start wandering into the middle of firefights. Also pawns will sometimes just arbitrarily die in vanilla no matter what you do due to either the damage limit or storyteller setting that just mercs pawns who go down based on your population. Or the enemy getting a lucky shot that destroys a brain/heart instantly.

Yeah also it mentions the option of immortality in the ad copy, so I assume they are going to add some vanilla version of the organs evolved thing you can stick into people to negate the effects of ageing, no age related illnesses.

There is no specific age related death in rimworld but there are a lot of age related things that will eventually kill you. As you age you also lose disease recovery rate until basically any illness will kill you, but if you have enough advanced technology you can treat every individual symptom of ageing except I think dementia? Luciferum I guess can cure anything if you've got enough of it.

Arrath
Apr 14, 2011


I bet it'll be more like 8-9 years to grow into an adult pawn, with those trait/passion milestone events every other or every third year with a change between Toddler/Child/Teenager/Adult label.

Or even faster. On the face of it, an overly long aging time seems to fly against Tynan's "escape the planet" vision of Rimworld, as why should your colony last that long to begin with?

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Tynan seemed to have stepped back from pushing hard on getting people to leave the planet when Ideology dropped, so maybe this is more content in that vein. There doesn't seem to be any changes to raid scaling that eventually turns everything into a war of attrition though.

Manager Hoyden
Mar 5, 2020

isndl posted:

Tynan seemed to have stepped back from pushing hard on getting people to leave the planet when Ideology dropped, so maybe this is more content in that vein. There doesn't seem to be any changes to raid scaling that eventually turns everything into a war of attrition though.

Yeah, can't say I was super on board with Tynan's whole "losing is fun" obsession. It's better now but it's still definitely in the DNA of the game

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
The one time I built a ship reactor, I made the editorial decision that the colonists decided against blasting off. Why would they? They have a luxurious base, lavish meals, allies, children. Why throw that away to be disappeared for possibly hundreds of years to who knows where, maybe getting separated or crash landed on a worse planet.

Mackerel Cornflake
Mar 26, 2021

Enami was able to
obtain that cereal
through illegal
channels.


Nice. I was itching for some more RimWorld after binging Stellaris for the last couple of weeks.

Ideology was a huge game changer, and somehow Biotech seems to add even more stuff. Very excited.

Danaru
Jun 5, 2012

何 ??
https://twitter.com/TynanSylvester/status/1578121166925213696?t=o5bOlNIv3bvS3QihucINNw&s=19

That's some good poo poo right there

NickPancakes
Oct 27, 2004

Damnit, somebody get me a tissue.

Wow, I just started playing for the first time a couple of weeks ago, with none of the DLCs, but with bunch of QoL and visual mods. Even I will get to trim my list down a good bit.

Good game, good update.

Manager Hoyden
Mar 5, 2020

Integrate allow tool please

That's the mod that new players don't realize they need until much later

Viscous Soda
Apr 24, 2004

Asimo posted:

Well... that's a lot more than I expected. Probably makes sense considering the VE team does work with Tynan too.



Aw, a vikings leather armor nerf. I've been using that since it's brokenly good. Good armor (amazingly enough), no speed penalty, and was good cold insulation. It's still looks pretty amazing though.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Lt. Lizard posted:

Taking a step back, I am pretty curious how the childhood will be implemented, because in the blurb there is talk about how every few years you will be able to choose a new trait or passion for a child in your colony. And, practically speaking, if it will take the full 15 years for a child to go from newborn to a full-fledged colonist then 99% playthroughs of Rimworld won't get close to seeing that happen. Even if it takes half of that, it's still not a practical source of new pawns you can use instead of recruiting prisoners like presented and would work more like an end-game vanity project. Growing Vats might help with that, but in that case they will be less "a questionable way to make kids more useful quickly" and more "literally the only way to make rearing kids practical".

True rib players will raise their video game children alongside or in place of their real children

OwlFancier
Aug 22, 2013

I'm wondering what I will use the procreation system for, as to be honest I run very small colonies most of the time, I don't think i have ever had more than ten people in a colony.

I am very picky about who I recruit so maybe being able to cultivate traits will help, but I foresee having a very large cryptosleep bank full of suboptimal iterations.

HelloSailorSign
Jan 27, 2011

OwlFancier posted:

I am very picky about who I recruit so maybe being able to cultivate traits will help, but I foresee having a very large cryptosleep bank full of suboptimal iterations.

That's why you build the ship, to send your kids to glitter boarding school.

Typical rich colony, shipping their kids off to a private education while letting Rimkids suffer.

Art imitating life.

Arrath
Apr 14, 2011


Geomancing posted:

The one time I built a ship reactor, I made the editorial decision that the colonists decided against blasting off. Why would they? They have a luxurious base, lavish meals, allies, children. Why throw that away to be disappeared for possibly hundreds of years to who knows where, maybe getting separated or crash landed on a worse planet.

I can just imagine waking up from cryptosleep to alarm klaxons and being told to get to an escape pod.

"Mother FUCKER. Again???!!?!"

Danaru
Jun 5, 2012

何 ??
Seeing Baby Pnurtis was born with the Pyromaniac trait and gently placing him in a transport pod aimed at the arctic

Viscous Soda
Apr 24, 2004

Arrath posted:

I can just imagine waking up from cryptosleep to alarm klaxons and being told to get to an escape pod.

"Mother FUCKER. Again???!!?!"

I believe somebody had the same pawn chosen multiple times for a "Escape pod crash" event, so apparently that can happen to NPC's at least.

The Narrator
Aug 11, 2011

bernie would have won
Holy hell those aesthetic/QoL improvements are golden, so many basic mods just folded in to the game.

Also glad to see Rimworld validating the enlightened Miasma Theory practitioners :colbert:

OwlFancier
Aug 22, 2013

Being able to paint the base is going to be very nice, I was never quite happy with the mod implementations of it.

Yuiiut
Jul 3, 2022

I've got something to tell you. Something that may shock and discredit you. And that thing is as follows: I'm not wearing a tie at all.

Omnicarus posted:

Genetics deciding to make manufacturing genoframes possible but an n^2 function of materials required per quality level was one of the most galaxy brained mechanics I've seen in a mod.

Blending 128 tribal corpses together to make one really, really cute cat was :perfect:

QuarkJets
Sep 8, 2008

In VPE I have used the "steal 10 years from target to de-age yourself by 5 years" a whole lot, and it can definitely instakill targets. I didn't see any conditions arising from this aside from Bad Back and Frail so maybe their spine just dissolves away

Mzbundifund
Nov 5, 2011

I'm afraid so.

OwlFancier posted:

Being able to paint the base is going to be very nice, I was never quite happy with the mod implementations of it.

I’m glad there’s a preset color buffet as well as the RBG wheel. The only painting mod I ever tried just had the wheel so it was a huge pain to paint two things the same color if you didn’t do them both at once.

Sinatrapod
Sep 24, 2007

The "Latin" is too dangerous, my queen!

QuarkJets posted:

In VPE I have used the "steal 10 years from target to de-age yourself by 5 years" a whole lot, and it can definitely instakill targets. I didn't see any conditions arising from this aside from Bad Back and Frail so maybe their spine just dissolves away

I have to admit that using nonlethal weapons to capture raiders en masse so I can drain their lifetimes into my increasingly absurd psychic chrono-vampires is absolutely unbalanced in every way but some of the most fun I've had in ages. Using that Time Meditation ability to crank a psionically gifted person from zero to space-rupturing fireball-chucking Time Lich fuckin owns.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
As amusing as VPE was, I'm probably dropping it when 1.4 lands because it's just too exploitable, especially once you get to crafting psyrings to skip most of the meditation grind and cherry-pick the specific psycasts you want (the psyring granted cast counts as knowing the psycast for picking up the next one in the tree). Current run has about 2/3 of my colony as thrall shooting specialists with Farskip so they're always happy and ready for a fight, slap some nuclear stomachs in there and they barely need to eat either. I did start up warcaskets for the full space marine experience but it's probably more trouble than it's worth, the spacer tech caskets all have psychic sensitivity reduction and the lower tech ones have relatively weak armor and hefty move speed penalties. Plus wearing a warcasket means disabling medical work and locking you out of using psyrings or utility belts.

Lt. Lizard
Apr 28, 2013
Yeah, VPE ended up being only slightly less broken than RimWorld of Magic, which is quite an achievement. I am not sure if I remove it from my modlist in 1.4, because I like the way it fits in the world/lore and I feel like the vanilla psycasts are a little too sparse, but I am definitely unhappy about how it can trivialize your playthrough, often even on accident.

bird food bathtub
Aug 9, 2003

College Slice
Resurrection on demand at the loss of a finger that is trivially regenerated by another psycast definitely has some impact on a play through.

Also limb regeneration works on Tier 5 androids it just takes a long time and multiple casts because they have absurd hit points per limb.

QuarkJets
Sep 8, 2008

isndl posted:

As amusing as VPE was, I'm probably dropping it when 1.4 lands because it's just too exploitable, especially once you get to crafting psyrings to skip most of the meditation grind and cherry-pick the specific psycasts you want (the psyring granted cast counts as knowing the psycast for picking up the next one in the tree). Current run has about 2/3 of my colony as thrall shooting specialists with Farskip so they're always happy and ready for a fight, slap some nuclear stomachs in there and they barely need to eat either. I did start up warcaskets for the full space marine experience but it's probably more trouble than it's worth, the spacer tech caskets all have psychic sensitivity reduction and the lower tech ones have relatively weak armor and hefty move speed penalties. Plus wearing a warcasket means disabling medical work and locking you out of using psyrings or utility belts.

This is my plan as well, I like VPE but want a mostly unobtrusive set of mods for experiencing the new stuff. I might activate VFE Pirates because it's not terribly obtrusive

I guess I could activate VPE and just not go overboard with all of my pawns becoming psycasters but lol I don't think that would work

jokes
Dec 20, 2012

Uh... Kupo?

I just want Vanilla Rimworld of Magic Expanded, but not broken as gently caress.

e: Does anyone have a recommended mod that would allow me to run a colony without a bunch of issues from naked tribals or whatever all the way to the "end" without a bunch of annoying penalties? I was always turned off by the research tree being artifically gated/slowed down. I want to do a long-form playthrough this weekend before the new release breaks everything and I always stall out in the transition from tribals to spacers because all the research is hosed up.

jokes fucked around with this message at 19:01 on Oct 7, 2022

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

jokes posted:

I just want Vanilla Rimworld of Magic Expanded, but not broken as gently caress.

e: Does anyone have a recommended mod that would allow me to run a colony without a bunch of issues from naked tribals or whatever all the way to the "end" without a bunch of annoying penalties? I was always turned off by the research tree being artifically gated/slowed down. I want to do a long-form playthrough this weekend before the new release breaks everything and I always stall out in the transition from tribals to spacers because all the research is hosed up.

Tech Advancing is the mod you want

jokes
Dec 20, 2012

Uh... Kupo?

Piell posted:

Tech Advancing is the mod you want

That sounds perfect-- thank you!

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
If you have Ideology you could also try using a fluid ideology and cranking up the research speed precept by a step every time you reform.

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


I'm really fond of Tech Block which just adds "understanding [X] level technology" as a separate thing you can research. So you can step up to researching medieval techs without penalty by researching "Medieval Theory".

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Lt. Lizard
Apr 28, 2013

QuarkJets posted:

This is my plan as well, I like VPE but want a mostly unobtrusive set of mods for experiencing the new stuff. I might activate VFE Pirates because it's not terribly obtrusive

I guess I could activate VPE and just not go overboard with all of my pawns becoming psycasters but lol I don't think that would work

Oh gee thanks, now all I can think about is if you can stick children into Warcaskets.

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