Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

CapnAndy posted:

Yeah, but it's fast and concrete needs steel. Which is a decision I've never understood, actually.

Mixing iron or steel into concrete is pretty common, though usually not for simple building walls.

Adbot
ADBOT LOVES YOU

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Somebody mentioned a new tribal or low-tech victory condition, and I can't find anything about it in the steam post, am I just bad at reading?

In any case, all of this looks really good, and I'll be sure to get the DLC as well. I thought about starting a more heavily modded Rimworld with fantasy specs and whatever once my currently crazy work schedule allows it, but I'll wait for Ideology instead. 2 weeks until release it perfect timing for me, I'm really looking forward to it.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
There's a new post about Ideologies:

https://store.steampowered.com/news/app/294100/view/2995440290234300406

Very cool stuff. This can really, really help differentiate each playthrough. You very likely can tailor a faith to just reinforce your usual playstyle, or you can make one that encourages you to play differently. I wonder if you can "cheat" ritualized blindings by implanting bionic eyes afterwards?

In any case, this has so much potential, I'm really looking forward to this. Do we know the release date? On the store page it only says "July".

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Tribal starts are my favorite, and I will definitely start with nature worshipping, psychic tribals when this comes out. The DLC only looks better the more info comes out, I can't wait for Tuesday. I'll probably have my Thorek Ironbrow campaign mopped up by then.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

MikeJF posted:

What's the deal with tree-loving, does that mean you can't get wood without trading?

Are desired hats just incompatible with armor helmets?

You can cut down a small number of trees each quadrum with only light (-1 mood) penalties. And you can also grow the new fibercorn plants that produce wood when harvested, while not being trees themselves.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
If you look at the ways to get pawns just "better" from a Stellaris PoV, you have robo ascension by chroming them all up, and psi ascension by giving them mental powers. Unlike Stellaris, you can (and usually do) combine these two. But where's the biological ascension? What if I don't want to chrome up my pawns, but make them stronger anyways? I thought about having the flesh purity precept and just get by with psi powers and removing scars and such with the biosculpter, but that precept makes using the biosculpter a sin! Which is just dumb in a way, if you think the human body is already physical perfection, why is removing "unnatural" scars a bad thing? Why is keeping it in the young, perfect form unacceptable?

Are there any mods that make it possible to give pawns bio-engineered organs or limbs without making them into cyborgs?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Kanos posted:

I'm fairly certain it's intended as a challenge run option. Not being able to rely on any form of part replacement, even lovely peg legs and stuff, means that part destruction is a Really Big Deal and combat becomes incredibly dangerous. Medical specialists are fairly strong, at least; they're not whackadoodle crazy like production specialists or shooting specialists but they're definitely good at what they do.

Medical specialists are really good not only for their doctoring, but also for allowing the pawn to still do all other kinds of work except fighting and hunting.

If only the idelogies that allow you to have them weren't so bad...

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Can you use bonsai trees to make an undergrounder, tree worshipping ideology work?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

TychoCelchuuu posted:

Yeah it was pretty hosed up. That's the main reason why I didn't buy this game for a long time.

Wow. Just wow.

This really is super hosed up. It's not just the "all women are at least bi, no men are bi", it's also the "men are 8 times as likely to flirt with somebody than women" and "women overwhelmingly find older men attractive, with no upper limit, while men won't find women more than 15 years older than them attractive at all".

Like what the gently caress. I didn't know the game was this horrible. I know the "no bi men" thing has been fixed, what about the age preferences?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
I'm a coward and just disable insectoids when I build a mountain base.

Edit: I especially hate it when something destroys my carefully smoothed stone walls, any replacement will always look out of place for having a different color! :argh:

Torrannor fucked around with this message at 11:20 on Oct 5, 2022

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Omnicarus posted:

Sexuality no longer takes up a pawn's trait slot in 1.4. Being gay is no longer a reason to be a jogger.

This was long overdue. A good change.


Sachant posted:

One thing that occurs to me in these updates is that there's a lot of new building and structure types. Mechanoid infrastructure, biotech infrastructure, schools for kids now, plus stuff from royalty (throne rooms), all the different things from ideology -- bases have to get pretty big now but the the game still cautions you against the larger map types. Do they just expect you not to build too many different room types anymore? I wonder if they've considered expanding map sizes or something.

That is probably one of the balancing aspects? You can have your immortal superhumans rear more superhumans, while all mundane and fighting tasks are performed by robots, but you need a really big base to support all that. Or you can focus on one or two of these mechanics, and have a more reasonably sized base?

At least with the mechanoids stuff, if you have a huge number of mechs, you will likely go with a smaller number of colonists, since you don't need dedicated haulers and cleaners at the very least, and need less fighters.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Anno posted:

Out of curiosity is anyone going to check out Stardeus tomorrow? Looks like it might be a fun Rimworld-in-space type game. I know there are a handful of those right now, but this is being published by Paradox’s new indie label, so it presumably has some long-term backing. Which is good because:

The conceit of starting off by rebuilding your ship and thawing out pawns from cryo, then exploring different stars and “winning” by finding a planet to settle sounds cool.


Launching with workshop support and Deck Verified, too, which is pretty cool.

I certainly will. I've been really impressed with the demo. Stardeus does some things a bit differently, starting with robot builders is such a great feature. I'll try the early access version and will write up a bigger post. I wanted to do that anyway to entice people to play Stardeus if I like it, but the Tynan's expansion announcement probably killed Stardeus chances to become a second, very like less successful Rimworld :(

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
I wonder whether you can cheese the whole pollution thing. Just build a mini-colony in the arctic where you can export your pollution packs to. Which won't pollute it in the freezing temperatures anyway.

But I'm honestly a lot more excited about the genetic stuff. I've posted before that Rimworld's endgame reminded me of Stellaris' three ascension paths, psionics via psycast, synthetic via chroming your pawn, and biological via... not much at the time. This will finally change with the expansion. Modifying your pawns to become ideal settlers of the arctic or the desert sounds fun, and I vastly prefer this to making my pawns cyborgs anyway.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Carcer posted:

Anyone tried stardeus yet? I thought about it but its launching into EA with twice the price tag of rimworld and I find it hard to see how that would be worth it.

I loved the demo, but I haven't had time yet to play the full game. Tomorrow is my day off, I will report on the state of the early access then :)

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Manager Hoyden posted:

That's disappointing, especially given the uh, aggressive pricing

That's not been my experience at all, the poster just got unlucky with a random event. I can replace most of my drones right now, and haven't had an event wipe most of them out.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

MarcusSA posted:

Any more thoughts on the game? I’m definitely looking to give it a shot.

This was a while back, but I've played 20 hours so far, and I think it will be a good game. Whether it's worth it's price tag right now... it's borderline. But with a bit more development, it probably will be worth that money.

It's similar and different to Rimworld. You have your robot units that you can control to a very precise degree, and your human colonists that you basically have no control over (unless you install an Asimov override and research specific techs, which is very much an endgame thing). Your robot units do most of the actual work, but something can only be done by your colonists, most prominent about this is manning the bridge controls. Which means that your ship is flying nowhere unless you have a human to steer it. So humans are more something you work around/for. They have very little personality, you won't have any of the individual stories you see in Rimworld. The colonists are supposed to be able to form friendships, but none of the 12 humans alive right now in my game have any of those. Your stasis array will spew out another human every few in-game days, which can be slowed down (or sped up if necessary), but you have a steady stream of new colonists pretty much always. Which is something that has to be managed.

Your goal is to find a terraformable planet, terraform it, and then settle your colonists there. When you first start the game, you have a wrecked ship with a main computer, one single section that still has life support for humans, and your stasis array that will wake up humans every few days. And you have a fleet of robots to repair, construct and haul things. Your first priority is repairing your ship, then to provide facilities to your humans so they can survive long term, and then you need to find a potentially habitable planet, gather resources to terraform it, and then settle it. And the pre-requisite for pretty much all of it is a ton of research. In Rimworld, you can do a lot of things with just a few key techs. But in Stardeus, tech is important for basically everything. You can't even build a heat or oxygen generator at first, or a kitchen unit, or basic toilets. Meaning your colonists cannot leave that one room with an existing heater and oxygen generator, and they will die of starvation eventually, and will be very unhappy because there are no beds or basic hygiene facilities. This is actually one of the most compelling aspects of the gameplay, because you really would like to have at least half a dozen different new techs at each point in time, but you can only research one at a time. Deciding which tech to prioritize can be tricky.

Research also has pretty specific requirements. You don't just set a colonists to research, most of your research will be done by your main CPU. And you need a certain amount of memory to research techs, the more advanced techs needing more memory. And you also need disc space to store the tech, again with more advance techs needing more disc space. You need to construct memory and disc modules to faciliate this, which need pretty advanced components, which are not easy to fabricate. So a big part of your early-mid game will be spent creating the facilities to make those microchips and co., so you can improve your computer in order to research advanced techs. Some later techs also have absurd power requirements, so you have to manage your power consumption. Space travel can also take a lot of power, depending on your engines, so it might be better to research less power intensive techs until you're in orbit of a planet and start to mine it.

This all takes place in an environment that's not half as interesting as Rimworld's settlements. There are a ton of different configurations your shipwreck can have, but after you clear it up, it's still basically entirely the player's choice how your spaceship will look like. You could quite easily turn a new wreck in your second playthrough into a perfect copy of the ship you won your first playthrough with. This is definitely a weak point in Stardeus compared to Rimworld.

The overall world is also less interesting for now. There are asteroid showers and pirate raids, and sometimes a stasis pod or drop pod will fly into your ship, but it's been pretty tame so far. One cool thing is that raiders will just deconstruct some expensive equipment, and then fly away with the resources they stole from your if you don't kill them first.

There are some cool QoL improvements over Rimworld. For example, when you order a wall section replaced with a door, the building process will complete without the wall getting dismantled before the door is put in. So you won't get caught with a wall section being deconstructed and a door being in the process of being built, and then your builder gets distracted, leaving a hole in your wall. Of course, this is a more critical issue in Stardeus than in Rimworld. On a spaceship, sections with humans and air in it being open to the vacuum of space are critical emergencies. Still, I really appreciate that. The codex is also a pretty robust in-game encyclopedia.

Overall, I like it, and enjoy playing it. But you will for sure get more out of your money if you buy the next Rimworld expansion. That said, I think Stardeus has a lot of potential and a pretty solid base, and don't regret my purchase at all. And the dev has been quite prolific in patching and adding content, so I'm optimistic that it will become a very good game in like the next year or so.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Deketh posted:

I wasn't expecting this to release on friday, I'm pretty hyped to check it out. The little teasers have been dope

I have three days off from Tuesday to Thursday and then have to work 8 days in a row, starting on Friday. I'm not that happy about the release date.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Flesh Forge posted:

sure enough, there is a tech topic that allows IVF between one man and one woman and it stops there. :emo:

What? That's bullshit. I guess mods will clean this up, but ugh.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Flesh Forge posted:

does it make sense? is it smart? no and that's why we're going to do it!



I thought they shut down when everything around them is polluted?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Hihohe posted:

This is one of those weird questions , i know, but when can a woman in this game have another child?

Can she become pregnant again right after having a child or is there a cool down?

I have a woman whos had 3 children now and she seems to only get pregnant after the baby turns into a child

I found this on the Rimworld wiki:

quote:

It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

MerrMan posted:

Update on tribal colony that never figured out how to cut stones: They were finally offered Stonecutting tech, but then Randy decided it was also time for back-to-back-to-back Neanderthal raids which walked right through my small arms fire and absolutely obliterated my still mostly-naked melee pawns. They did alright for a few quadrums but didn't quite get there.

Considering just opting out of ideology when I start my next colony. I like it in theory, and I see how it adds flavor to a lot of the stories y'all tell here, but in practice I just find it annoying more often than not. In this tribal game I got a super lucky Muffalo berserk while there was a visiting caravan. The caravan handled them and then I though Yay! Free Meat! But I forgot I had Venerated Muffalo so these fuckers are just eating raw corn instead of all these meals I just prepared. Oof. I also felt like it made integrating other xenotypes into the colony much more difficult - I've got a bunch of dudes that don't like drugs but here comes Mr. Hussar who wants, well I suppose needs to get hosed up on Go Juice all the time. I guess it's just another challenge to meet the needs of your pawns but... oof. Maybe I'm just bad at this game? Still fun to get my dudes killed on the Rim though.

I usually begin my runs with fluid ideology, starting with an ideologon with minimal impact, like collectivist for example, and set the precepts to neutral. Unless I start tribal, then I turn up research speed because the tribal research penalty is stupid. I can then develop my ideology at my leisure. Now that you can have babies who are sure to follow your ideology, that works out even better.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

DoubleNegative posted:

I am really surprised that Rimworld hasn't had a Mermaid Babies event yet. Something that was so beyond the pale, even for the community, that Tynan emergency patches the game to permanently remove any chance of its like from ever happening again.

Is this referencing a particular event?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
If nobody has eyes, then nobody will have a negative opinion of ugly pawns.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Dareon posted:

You don't even need the pawn to have the Natural focus to think at the tree, they won't gain psyfocus from it and you'll get a passive-aggressive letter about it, but it'll grow grass just fine.

That's true, but your pawn does need the Natural focus in order to link with the tree and gain psycast levels.

One cool feature is that linking with the tree at max psycast levels is not a waste, you still learn additional "spells" from a linking ritual.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Did you know that Flamebows shoot flaming arrows? Every single time they shoot? Which set stuff on fire? And that a Flamebow equipped hunter will happily set a good two dozen tiles aflame to shoot a rabbit?

And if you have fog as forced weather for the next 10 days, that there's nothing stopping the flames from burning down basically the whole map? (Except the river running right through the middle of it, thankfully.) Unfortunately, my buildings are on the wrong side of the river :(

So don't be a big dumb-dumb like me, equip your hunters with non-flaming bows!

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

I'm using this gene in my tree worshipping tribal people, and it's awesome. I'm also using a mod that enables me to extract gametes from male pawns. So now various prisoners are donating "eggs" for me to fertilize and raise in my already 14 people big colony, with 4 gay and three lesbian couples, and it's all amazing luxury gay ground communism. :3:

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Is there a mod that lets me separate gene packs? I have an archite gene that gives perfect immunity and slow runner, which is not a winning combination! So is there a way to separate the cool gene from the horrible one in that gene pack?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Pawns are also forced to vomit if they have a variant of a bionic stomach.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Flesh Forge posted:

it's weird that Nature Primacy is all downside, and Gauranlen Connection is all benefit* :confused:

*except for the unhappy thought consequences built into Trees: Desired I guess, Nature Primacy feels like it gives nothing at all positive

I think pawns don't get negative moodlets for sleeping outside or in the cold/heat with Nature Primacy?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Donkringel posted:

I installed Vanilla Trading Expanded without understanding the supply and demand component. I somehow crashed the plasteel market and made plasteel cost between 2 to 50 cents each. In my quest rewards I kept accepting plasteel, eventually crashing the market further.

Before my colony fell to cpu slowdown I got an offered reward of over 1 million pieces of plasteel. Apparently there is a maximum size limit trade drop spots and once I past that I started getting cave-ins in my mountain base as drop pods were drilling straight through overhead mountains.

Amazing. There's probably a moral to this story, but I can't articulate it right now.

Rimworld and it's modding scene is just such an awesome package deal. My "minimal mods" run (less than 10 mods) is coming to an end, and I can't wait to try out some of the more outrageous mods with Biotech.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Dareon posted:

The most hosed-up thing I'm willing to tell you about was tranquilizing a wandering thrumbo, removing its massive dragon dick, and grafting it to one of my female colonists. She had a minor mood debuff until she used it on her husband a few times. Another penis recipient seemed to be stuck on "Ahhh! I'm a monster!" but too bad, lady, in this colony everyone makes huge cums.

Just out of curiosity, did the poor husband die after she "used it on her husband a few times"??

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
I think for the next expansion, Tynan needs to look at quest rewards. It wasn't that rare to get vanometric power cells for example before Ideology. But with the additional items and rewards implemented there, and then the genes and stuff from Biotech, those old staples get drowned out by the newer stuff. And if Tynan just keeps adding quest rewards, the problem only gets worse.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
In my most recent run, I focused mostly on genetics, and I think I did all right. I always rescued every downed enemy, nursed them back to health, and then put them in the gene extractor once. After that they got set free. I think that's a pretty fair treatment, considering they were trying to kill all my colonists.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

DoubleNegative posted:

I, too, suffer from the square grid problem. But I always try making my chapels/ideology rooms look like this:



It's just two squares attached to each other, but it gives the room character.

Please tell me it's an all underground base for Zagreus and his family! Nothing else would be fit for the prince of the Underworld!

Also, eww. Isn't Zeus Gaia's grandson?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Which is why you should tunnel straight into a mountain as a tribal. You can build durable buildings outside once you get stonecutting.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

QuarkJets posted:

Pretty cool, thanks for doing some leg work.

Personally I like the look of a room with clear walkways, I dump a trade beacon in the middle of a room and then plan the rest of it out from there. Here's a storage room that I just made:

This doesn't fit the greatest amount in the least area or anything, but it looks pretty to me. And besides, if I really fill all of these shelves with trade goods (clothes and drugs) then that's just a sign that I've accumulated too much wealth and need to prioritize getting off my rear end and trading away some of it

I always thought trade beacons had to be placed outside? :confused:

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Moon Slayer posted:

Actually I found that sending her out on a solo caravan trip drops her expectations down to "low" and with a masterwork bedroll the comfort bonus is just enough to offset the -35 from psychite withdrawal. So she's going out to the woods to detox.

That's rather clever, I need to remember that.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Is there a mod that reduces Farskip's psyfocus cost? 70% is way too high, 50% or even 33%/25% would make it far more convenient.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Kanos posted:

These basically remove the need for doctors outside of complete part replacement or illness tending, yeah.

Then how do you trains your doctors to become good enough that "accidentally amputated your leg when trying to install this bionic eye" becomes a mere 1/20 chance instead of 1/2?

Adbot
ADBOT LOVES YOU

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

How could you ever reject him, it's not his fault he's a Moron!!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply