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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Mountain infestations were indeed added specifically to make mountain bases not an automatic impregnable fortress setup because digging into a mountain nullifies functionally every other hazard in the game.

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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Jabarto posted:

I tried playing a game as a neanderthal tribe, which went pretty well right up until my first siege. The raiders are Ytakin or whatever, so I'm outnumbered 2:1 by people who can match me in melee and I have no ranged ability to speak of. I don't think my full frontal assault on their position killed a single person.

Is it just game over at this point? Does melee have any counterplay whatsoever to siege warfare?

100% pure primitive melee is going to have a real rough time in this situation, yeah. Your best option is to probably just cut and run and abandon the map and settle one tile over. If you're still in the stone age tech area it's not like you have a lot of expensive and irreplaceable infrastructure you're leaving behind.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I mod floor values to virtually nothing, because the beauty bonus that floors provide is completely irrelevant compared to one(1) singular mediocre art piece so the gameplay benefit is minimal and I aesthetically want actual floors instead of lovely dirt and rock everywhere.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I'll probably also wait a bit for mods to get updated, though I tend to nuke and rebuild my mod list every time there's a major update anyway.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Asimo posted:

Yeah probably not in any objective sense but I keep mentally comparing it to dwarf fortress and it's a smooth and intuitive UI there in comparison

One of the major selling points for Rimworld for a long time was "it's similar to dwarf fortress except you don't need to take a 101-level community college course to parse the UI and controls".

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Gotta keep the nutrient paste dispenser filled in a world where grinding up random passersby to do so has consequences.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I honestly kept Rimfactory installed entirely because of the storage crates and digital storage rather than because I was using any of the automation.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Having a melee doctor was always a fair-sized gamble, since your melee pawns are typically the ones most likely to eat poo poo.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
There's a reason why they're rebuilding some of the VE mods from the ground up. A lot of them are huge creaky messes that add a lot of poo poo so it's not surprising they're having problems with a huge new game version; even much smaller mods are being plagued by weird poo poo that makes no sense right now, like Allow Tool disabling ghoul melee for some reason.

Mods that are labeled 1.5 compatible right now are 1.5 compatible in the sense that the game will run with them, not that they're actually stable.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Flesh Forge posted:

I love how important Social skill/social imact stat have become

You put on your fancy coat and hat and go have a power lunch with the obelisk

One hilarious side effect of this is that the various anime girl races that have jacked to the skies social stats because "they're so pretty! +15 social" are suddenly turning into expert SCP containment specialists overnight.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I haven't grabbed Anomaly yet, but reading reviews/watching videos has made me a bit concerned that the way to deal with a fair number of the events seems to be "do a bunch of very tedious micromanagement in a relatively narrow window of in-game time or your colony wipes".

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Leal posted:

Especially since the game accounts for feet and hands getting damaged and there is no way to protect them

This is one of the weirdest Rimworldisms, honestly. It would make sense to abstract hands/feet away as part of the limb as a whole(which is what effectively happens once everyone all cybered up) or it would make sense to let you protect those parts with clothing like everything else, but instead vanilla does neither.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Leal posted:

Somedays I think the prostrat is having your pawns be psychically deaf. Immunity to a lot of psycasts (are hostile psycasters even a thing in vanilla?), immunity to psychic drones. Sure they can't benefit from soothes but after a point those just stop appearing and all you get are drones.

No hostile psycasters are present in vanilla. Not sure what you mean by soothes not appearing past a certain point, I've gotten soothes on 7 year old 3 million wealth colonies.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Toxic fallout is a weird nothing event that I really dislike. Either it hits early on when you're scrabbling for food, in which case you either die or move off the tile, or it hits when you're established enough and it's trivially dealt with with only a bunch of annoying zoning micromanagement and building roofs over everything. It also punishes suboptimal-but-aesthetic base design and rewards "cram everything in a big box and/or under a mountain" base design.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Traditionally it also couldn't happen if you didn't use batteries(i.e. you used all wood/chemfuel/geothermal for power and never used wind/solar), though I haven't started up a colony since the new version so that might have changed in 1.5.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Jelly posted:

Very cool that your colonists won't put out fires in geothermal reactors and you are just forced to watch it burn down until it is destroyed

Did they also change something to make batteries explode more violently for no reason?

Wasting like half of the components on my map for no loving reason

Zzzt explosions are based on the amount of stored power. More stored power means bigger explosions.

Not sure why your pawns wouldn't try to put out a fire on a geothermal unless they were physically blocked from accessing it somehow.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Ancient old dude was just enjoying a joint when you yanked him through a hell portal.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Party In My Diapee posted:

Thanks, rimworld really wants you to die or finish an end game quest i guess. I am wondering if you want to play a scenario "forever" and have a normal colony without cheesy killboxes how that could be sustainable. Your entire colony can't be turrets and eventually all your pawns will have good equipment, but if every raid just gets harder over time on Randy as well then even on the easiest difficulty there will come a point where you can't defend any better but the raid is still too big???

Assuming you're playing the combat game right, even without "cheesy killboxes" your ability to scale power as the player can dramatically overpower what the enemy scaling can do pretty much indefinitely. Even 500 man processor-crushing raids can be killed by mortar batteries/neuroquake/berserk pulse/etc.

If you don't want to engage with any of that, play on peaceful. You can absolutely play the game without dealing with the combat challenges. If you still want some combat but don't want it to bust your chops, just drop the threat scale to 30% or below instead.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Fortifications are supposed to create that kind of security, but a lot of people are put off from using them.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
There's a big reason why I was hoping this expac would be focused on world map stuff, because the only solution to raids playing out like they do right now is to bite the bullet and overhaul the whole faction system so factions actually care about their losses and have a limited pool of resources to work with instead of manifesting another 600 tribals to die on your killbox every week.

I still don't really get why people have moral objections to "cheating" with killboxes. From a gameplay perspective, the AI cheats its rear end off constantly, doesn't care about losses, and has no qualms with hitting you with back to back raids with little to no recovery time. It's already not a fair game in that sense. Their infinite resources and numbers are meant to be counteracted by your ability to prepare for their arrival, and some of your preparations(like killboxes) can be countered by AI variants(breachers, drop pods). It's all very much intended. Playing without killboxes is possible, but it's like playing without electricity - a deliberate handicap that you're choosing to take on with the knowledge it will make life harder. From a versimilitude perspective, we've been constructing fortifications designed to meatgrinder tremendous amounts of attackers since humans have been building walls and digging holes. It's weirder for an established settlement in a known hostile and chaotic area inhabited by large groups of violent people to *not* have extensive fortifications, because such a settlement would never survive without them.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Mederlock posted:

So I'm new to Rimworld, and I'm about 10 hours into my vanilla playthrough and didn't disable any of that, is that going to completely gently caress up my mid to late game progression?

No, that stuff is fine. Some people don't like dealing with mechanoids but they're not game ruining or anything. That post was in reference to deliberately playing a low-tech colony, at which point dealing with stuff like mechanoids is really hard because the vanilla game assumes you're going to tech up and use guns and stuff.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Extensive deep drilling and fabrication are requirements for any mechanitor play beyond "I slammed in a mechlink to have a couple of haulers/cleaners".

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
That's honestly one of the easier mechanoid events, even if the sheer numbers are intimidating. Militors are extremely fragile, have absolutely terrible range, and their guns are blessedly low damage so you're not playing the Lancer Roulette where letting a couple shots go off might instantly kill someone.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Turning a pyromaniac into a sanguophage to condemn them to an eternity of cognitive dissonance.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

BattleMaster posted:

Okay I really hate the "mercy rain" mechanic now. A single Molotov cocktail was thrown by a raid so hope you enjoy all of your shots missing, quest rewards decaying, and your colonists being miserable for the next week. Please for the love of God just let the whole map burn down instead, I really don't mind. Anything but having to look at rain and its gameplay effects for nearly my entire play time.

It's trivially easy to mitigate the combat debuffs and the mood penalties if you just build some roofs over your walking paths and over your killbox sandbags/pillars(or wherever your guys go to fight incoming enemies).

I played once without mercy rain and it honestly sucks rear end to have your entire map be a blasted scorched wasteland forever because random lightning strikes/molotovs/boomalope deaths happen consistently enough that nothing ever has time to regrow before the next California wildfire sweeps through.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The very nature of tree pruning means that they have to be a significant focus of the colony to get any returns, because every tree you add means a pawn spending roughly half their waking hours doing nothing but tree pruning. Running 2-3 trees is basically taking 2-3 laborers out of your workforce in favor of producing/maintaining whatever dryads you're going for, which is a tremendous deal if you're not running a giant size colony.

Mechs are much easier to make an accessory or supplement, because you can jam a mechlink in a dude's head, crap out a couple haulers/cleaners, and get infinite useful labor without ever investing or researching anything else. Also if the worst happens it's way, way easier to restore a bunch of junked mechs than it is to replace a bunch of dead dryads.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
That's if you choose to heavily mechanize. A single mechanitor only building and maintaining 5-6 tier 1 'mechs costs very little in the way of resources and produces very little waste. I've done tons of colonies where I speedrun the mechlink specifically to have some lifters and cleansweepers and never looked at mechtech past that point because it's not that colony's focus.

Each lifter/cleansweeper/agrihand costs 100 steel(50+50 for the subcore) and 2 components and will run indefinitely.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Inadequately posted:

I've only messed with it a little bit, but so far it doesn't feel like there's much point going deep into genetics outside of roleplay purposes. You need to devote a fair amount of research time, space, power and materials to it just to get started, and even then it's fairly RNG-dependent as to what genes you get out of it. If your goal is just to make your colonists stronger, pretty much any other method is quicker and more efficient.

Genetics as an in-run thing is generally reserved for if you're running a very long forever colony for the reasons you say. However, it's absolutely not at all weak. It takes time and effort to build up a gene library worth a poo poo and getting all the infrastructure in place is expensive, but once you do, it can provide insane bonuses that cannot be achieved in any other way and most importantly stacks with all of the other ways you can buff your pawns.

Basically, it's useless if you like playing poverty challenge runs or only play any given colony for a year or two before getting bored and moving on to a new concept, but if you want to run the 10 year generational colony where everyone becomes a transhumanist cyborg god, gene modding is a key ingredient to that.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Royalty is the most skippable DLC by far, and I say that as someone who likes it a lot. Anomaly has basically completely superseded it as the "I'm going to focus my run around interacting with this DLC gimmick" story focused DLC because it's much more fleshed out than the fairly barebones Empire. If you're not heavily interacting with the nobility system, all you're really getting from Royalty are psycasts, which in vanilla basically boils down to berserk pulse and neuroquake.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
There's no problem having multiple ideologies in your colony as long as the tenets don't clash too hard. If you're running a fairly basic ideology you can accept whoever without conversion and it's totally fine.

You only run into issues with multiple ideologies when you're running Cannibal Treefucker Transhumanist Masochists or something, which, well, the game does warn you you're making an extreme ideology.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

worm girl posted:

All the raiders you are primarily drawing recruits from have cannibal treefucker ideologies by default unless you spend an hour fixing this at embark.

Realistically the only memes that are generally going to seriously, dangerously clash in a multi-ideology colony are cannibal(doesn't mix with non-cannibals for numerous reasons), animal personhood(this is only an issue if you're *not* animal personhood and the person who is joining is, since meat is a fairly common thing in colonies), and tree connection(how much it matters depends on how much wood you're chopping).

You will very rarely have *every* hostile faction be full of completely incompatible memes, and you have the option to piss off a faction that does have compatible memes so they will raid you.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

QuarkJets posted:

What I've never understood is why human leather and human meat is valued the way it is in-game.

First, human meat is relatively low-value as a market good, which makes sense because so many pawns don't like eating it. 0.8 silver could make sense. But insect meat is only 0.5 silver, and the moodlets for eating that (-3) are a lot less severe than human meat (-15). It's like the pricing is backwards, Tynan is artificially inflating rewards for a warcrime playstyle for some stupid reason

The story is even worse for human leather. Most pawns don't like wearing human leather, its stats are all terrible, yet for some reason it's in the upper echelon for market value at 4.2 silver, tying with rhinoceros leather despite that providing twice the protection. Again, Tynan is artificially inflating rewards for a warcrime playstyle for some stupid reason

I'd argue that most factions simply shouldn't accept human meat or human leather as a trade good. This kind of behavior is already built into the game, as not all factions accept all goods for trade, but all of them will purchase human leather cowboy hats by the truckload.

Human meat should be pretty easy to pass off as non-human meat if you wanted to because it's not particularly visually different from most meat once it's processed, so being able to sell mystery meat to people who would otherwise not know is reasonably plausible(people psychically knowing when they've consumed human meat in a meal or even more ludicrously in a nutrient paste slurry is kind of hilarious). Insect meat is described as being extremely weird and different and slimy and gross so it would be easy to identify on sight.

Human leather being a hot commodity is pretty loving weird. Not only is it horrifying, it's also terrible for doing anything leather does and is also very, very identifiable. Everyone being in the market for human leather dusters is one of those legacy things that I think remains as it does due to sheer inertia rather than because Tynan is secretly in the tank for big cannibalism.

The lust for human leather coats aside, warcrime playstyles aren't really that incentivized in the vanilla game. Slavery is situationally somewhat useful but extremely fiddly and intentionally designed so it becomes increasingly difficult to maintain the more you try to scale it up, organ harvesting is basically nonexistent as a reliable income stream without mods like death rattle that make it more viable, and functionally nothing evil you can do will make you more money than making GBS threads out billions of tons of drugs or corn or art.

I do think that this is yet another example of how the overworld map/factions/diplomacy need a DLC-sized rework, because fleshing out the trade system and having a reputation to maintain that affects how other groups see/treat you based on your actions in a bit less of a simplistic way would be neat. Being reviled by other "civilized" factions because you're running the human leather Gucci Emporium would be interesting.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

This reminds me a lot of the Anty race, with the emphasis on important queens mass producing short-lived and crappy disposable pawns, with its own unique take on it. I'll definitely give it a shot next time I have time to get a run together.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Wood generators are extremely stable early on if you're in anything more fertile than desert/tundra/extreme desert/ice sheet.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

marumaru posted:

vanilla achievements has been updated, and there's finally a mode to disable the "rewards" you could buy with achievements: https://steamcommunity.com/sharedfiles/filedetails/?id=2288125657

I've been playing the game for thousands of hours and I didn't even know this was a thing to begin with. :psyduck:

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Banging the drum of "we need a world map/factions/diplomacy DLC" again.

Ideally, you'd implement some stuff that mods have experimented with in the past in a more foundational way. Factions should have resource pools that are depleted by sending/losing raids/traders and regenerate over time. Human raiders from most factions should show self preservation and break and run at significantly lower casualty thresholds(i.e. if 40 guys raid you they should try to beat feet when like 10 of them are down instead of 25). Raids should be actual entities on the world map that need to travel and can theoretically be intercepted instead of just magically appearing at your door(this is still okay for drop pods and anomaly stuff, of course). It should be possible to pay some of the auto-hostile pirate factions tribute in exchange for being left alone and possibly even protection. You should be able to take towns under your own umbrella and defend them/send them supplies in exchange for resources/recruits(basically VE outposts but not jank as poo poo). You should be able to build stuff that facilitates world map transit like roads.

There's a shitload of potential there for things that have giant sweeping ramifications for the whole game!

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Hellioning posted:

I don't think a Rimworld sequel is ever coming, to be honest.

I just assume it's like Terraria, where the project lead has definitely had some thoughts about what they'd do for a sequel and has maybe even dabbled in a little bit of preproduction, but it always turns out that it's less of a pain in the rear end and far less of a risky investment to crowbar more ideas into your existing game/engine. It's especially true with Rimworld, where they can price new DLC at nearly the price of the full game and 90% of the active playerbase buys it because it's Rimworld.

I'm not really sure what a full-assed sequel would bring to the table that can't be done via large patches and DLCs because Rimworld is a pretty robust and flexible experience as it stands. I guess you could do engine stuff like adding real z-levels but I'm honestly not entirely sure I want that.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Mzbundifund posted:

The problem with just releasing DLC is your market is constantly shrinking. You will never have more DLC sales than you have base game owners, and of those, a diminishing percentage will buy the DLC each time. Releasing a sequel or new game is of course a bigger risk and a lot more work, but has a chance to reach a much bigger market, and you have to take that risk eventually or go out of business. I dunno if Ludeon’s next game will be Rimworld 2 or something completely different, but I would be very surprised if they haven’t been working on it already.

As several folks have said, despite the age of the game, the active Rimworld playerbase has grown over time, not shrunk. It hit its largest concurrent player number of all time on Steam last month. This is wildly impressive, considering Tynan is resistant to the concept of a sale over 10% and normally forever games rely on large discounts to juice player numbers.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

QuarkJets posted:

What we really need is an autoyayo, you run through it on your way out of the armory like a holy powdery gateway into battle

A go-juice slip and slide that your dudes take on the way to the killbox.

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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The actual hardest part of any Rimworld colony is after you've finished setup and entered your map tile and have to figure out where you want to build for the first time. :negative:

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