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I've been playing this a lot recently, even though most of my colonies get slaughtered or they all starve to death when there's an eclipse, followed by a solar flare and then a rainstorm. There are some interesting defensive strategies on the forums--I really liked this particular killzone. Reading the change notes is interesting, looks like the next build will have some cooking and hunting. There are also user-controlled roofing options and cannibalism, which looks like a different alternative to digging a handful of graves at a time for those raiders. I think I read somewhere that a 6x6 room is what's required to be not a cramped living condition, but that seems kinda big.
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# ¿ Feb 17, 2014 08:29 |
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# ¿ May 2, 2024 11:40 |
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Some interesting comments by the developer in this thread: http://www.reddit.com/r/RimWorld/comments/1y2pw1/as_i_watch_people_complain_about_turrets_i/ Two words caught my eye: war muffalo. And it looks like it will be here sooner than I thought! https://twitter.com/TynanSylvester/status/436198401919569920 Tynan Sylvester posted:Internal testers are going over Alpha 2 now Jet Jaguar fucked around with this message at 03:28 on Feb 20, 2014 |
# ¿ Feb 17, 2014 22:14 |
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The stone walls are a lot more durable than the metal walls--they can take at least one exploding turret without collapsing The revised cooking workflow takes a bit of getting used to. I kept wondering why all the squirrels were just sitting there and then I remembered you needed the prep table, too. Hunting is a bit awkward since it's so manual yet, but that should change. Think I should try modding in a still so I have something to do with all those potatoes.
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# ¿ Feb 27, 2014 08:40 |
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Zigmidge posted:Playing the combat part aggressively instead of using killzones and funnels tower-defence style reveals a bit of depth to the combat mechanics. There`s a bit of a realtime mini-jagged alliance hidden away that I hope some modder is going to flesh out in the future. You can get a good sense of this by building individual buildings outside to give yourself a little urban area full of alleys and corners and town squares and multiple paths through your colony like a little town. When the AI assaults you'll have all kinds of cover and flanking routes! The AI doesn't quite know how to use this to its advantage just yet (if you find yourself flanked it's only because that AI was on its way to some other static target when it saw one of your troops) but it's still fun to play with your toy soldiers. I think I saw the developer mention that he wanted to focus more on combat for the next alpha. Hopefully this will mean less tower defense and more variety. For example, melee weapons, or some use for the missiles/uranium that you can buy from merchants that do nothing. From today's development changelog RimWorld changelog posted:March 3 I guess this means you can't concentrate on hydroponics and expect to survive if you get a flare or eclipse...
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# ¿ Mar 4, 2014 03:35 |
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Deadmeat5150 posted:Oh hell yes. Time to play around with this again. Just a wee thing like "build meals until have have this many" helps quite a ton. Tribes come over for a visit, but right now there's not much I can do for them. Maybe I have to build a communications station? Perhaps later builds will include a giant space TV where we can all sit and watch The Soup together...
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# ¿ Apr 11, 2014 04:37 |
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OwlFancier posted:Maybe, actually thinking about it I think that was mentioned before he went. Yeah, the wood walls are OK, and I like the change-up on wood/plank requirements for beds and the like. The crafting menu on meals is a bit more humane--"do until I have X many" is way better than "make 30, of which 10 will spoil." I have noticed a bit more ruins than in the previous builds. So far I haven't encountered the mechanoids but they sound kind of menacing. Plus, there's a whole technology just to rip them apart to get metal? Huge improvement to hunting interface--draw a box, it will flag every creature for colonists to hunt.
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# ¿ Jun 2, 2014 02:19 |
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Included in the most recent backer update is a 20-minute video on the behind-the-scenes data manipulation the game does to run. It's pretty fascinating, really, lots about optimization for larger maps, the dev tools built into the game, and so forth. The first video includes a bit on the new units, which I still haven't encountered.
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# ¿ Jun 4, 2014 21:14 |
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Alpha 4f is now out, looks like it rebalances stuff and simplifies the wood economy--now I think it's just logs instead of logs and planks as two separate items.
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# ¿ Jun 8, 2014 04:51 |
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Generation Internet posted:Aw, I kinda liked having them separate. It really gave me more of a sense of starting up a new colony and having work your way up to a fancy outpost, even if you could technically just skip straight to metal poo poo. But this may be because I'm working at a Woodworking museum this summer and currently have a great appreciation for carpentry in general. I suspect it will come back to that. He'll need to find a way to differentiate wood/stone/metal as something other than mostly cosmetic options. (I think stone walls are slightly tougher than metal/wood, and the raw logs couldn't carry a current, but that was about it.)
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# ¿ Jun 8, 2014 05:04 |
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Alpha 5 is now out, with sieges, an escape ship, new obstacles, and clothing with effects. The escape ship makes for an interesting win condition, I wonder if building it will cause more attacks like it did in the first Civilization game.
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# ¿ Jul 5, 2014 05:33 |
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Sieges are kinda annoying, but it is so satisfying to blow up their supplies or watch a bunch of boomrats eat them all. Feels like there is some fine-tuning to do, I have a lot of dead animals turn up after a few months since the first animals eat all food and later generations starve to death. I'm also not 100% into the "throw wave after wave of bad guys at you" raids. but maybe it's more fun in other games? Though the worst are the killer squirrels, without a real melee option, they're quite difficult to beat. The kidnapping is an interesting twist, lost my best researcher that way in my last game.
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# ¿ Jul 7, 2014 02:24 |
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I had one pessimist colonist who freaked out and left the colony after a siege. So I arrested her, convinced her to come back to the fold, and returned her weapon. The next raid was a bunch of mechanoids, who shot her left arm off in the first volley. No wonder she was a bit down! I felt bad bringing her back after that.
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# ¿ Aug 17, 2014 06:15 |
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Tarezax posted:Being able to bring your colonists back after they get depressed/go berserk is a pretty awesome feature. Orion, the depressed colonist I mentioned earlier, gave up and was brought back into the fold 3 times. Eventually managed to launch a ship into space with 6 really battered colonists--the psychic wave of attack squirrels is almost a game-ender. One medical report was a full screen of nothing but squirrel bites and scratches. Rimworld colonists are also really bad at hunting safety. Of course, hunting squirrels with a minigun is probably a horrible idea to begin with, but I don't know why they walk in front of the shooter.
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# ¿ Aug 17, 2014 23:50 |
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Pornographic Memory posted:Huh, I guess I never noticed because this is the first time I've had a map where animals starved to death. I think it was in Alpha 5 where the vegetation had an issue and so animals had nothing to eat. I had one colony with loads of dying, starved muffalo--made hunting easy but it was also kinda grim.
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# ¿ Aug 22, 2014 05:01 |
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The "need grave" message can sometimes come up if you have some animal corpses from hunting and nowhere to put them. Rimworld decides the best place is in a grave, which I think are now off-by-default for animal bodies.
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# ¿ Sep 30, 2014 04:48 |
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Looking through the changelog, there's this interesting tidbit:Rimworld changelog posted:Cryptosleeping enemies have group assault behavior when woken up.
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# ¿ Nov 20, 2014 07:54 |
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Nuclear War posted:Turns out i built my base around 8 pods full of scarabs and angry dudes in power armor sleeping side by side, and they all opened when i clicked one. Time for a new base! So has it ever worked out that opening the pods works out well? Or are they always full of angry bees?
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# ¿ Dec 12, 2014 19:09 |
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How many coolers does one need in a room so that the food counts as refrigerated? I have one going full blast but it's difficult to see what the results are, or maybe I'm just not seeing something vital.
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# ¿ Dec 13, 2014 04:59 |
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OwlFancier posted:I would recommend connecting it to the main corridor system if possible, it's a great source of free heating in the winter. I finally noticed that the fort I have is usually at 115 degrees all the time, possibly from my greenhouse lamp? (Not sure what else could be causing it...) This explains why some of my colonists have signs of heat stroke, I suppose.
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# ¿ Dec 14, 2014 04:57 |
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OwlFancier posted:I don't know if sunlamps will cause it... http://steamcommunity.com/sharedfiles/filedetails/?id=355925959 Ah, I think I see the problem. Unlike other devices, coolers need to be set into the wall.
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# ¿ Dec 14, 2014 10:08 |
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BurntCornMuffin posted:I always use tortoises. Just keep an eye out, your hunters will happily stay focused on shooting them until they starve. I think there's a line in the changelog that hunters will eventually take breaks if they aren't killing anything. Which probably would have helped for the hunter I had last week that spent an entire day spraying uzi bullets at a squirrel to no result.
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# ¿ Dec 22, 2014 03:00 |
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Tynan Sylvester posted:Wow, record sales today for RimWorld. It must be a good hangover game. Glad to hear it! There's stuff in recent changelog about "personal shields" that sounds interesting. Oh, and this bit: "Apparel becomes damaged when owner dies from violence." Guess passing down that suit of powered armor may be more difficult now.
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# ¿ Jan 2, 2015 07:49 |
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This is one of the Kickstarter projects that I wish I'd backed at a higher level. Even in its unfinished state, its fun. Though I don't know if I completely agree with the "it's fun to lose" mentality. If you've invested a bunch of hours in a colony, watching it demolished by dozens raiders with high-tech weapons is not the best way to bow out.
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# ¿ Jan 3, 2015 23:33 |
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Communist Zombie posted:Btw what can you attach a hopper to? I heard that the mortars can use large shells but havent been able to try it yet. The hopper attaches to the nutrient dispenser, which will serve as a bland food source if nobody is good at cooking. You can make nutrient paste out of almost anything. Well, not clothing or ore.
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# ¿ Jan 5, 2015 00:37 |
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The last couple of days of the changelog are amazing, tackling a couple of things that have annoyed me to no end. Being able to rescue colonists to increase relationships is going to be so helpful. And the generic gun types is a minor thing by MY IMMERSION. Plus the automated colony creation gives me hope that eventually one will dig into ruins and find what is essentially a bones file of a past colony.
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# ¿ Jan 10, 2015 05:21 |
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Bold Robot posted:How can I raise the loyalty of my prisoners? If I make their prison nicer (beds, floors, plants, etc.) will they be more likely to join me? If you make their room nicer, that helps. There are also options under the prisoner tab on how to treat them. "Friendly chat" and "Try to recruit" are what you're looking for here. Though do check on their abilities before doing so, I successfully recruited somebody who'd been shot in the head and he moved at about 10% speed from everybody else. I think he'd manage to walk out to the mess hall and eat before the day was finished and it was time to go to bed.
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# ¿ Jan 11, 2015 00:06 |
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Leif. posted:On the AI core is an image of an Oaf surrounded by squirrels. The Oaf is making a plaintive gesture. The screenshots of the Tales system were cracking me up today.
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# ¿ Jan 20, 2015 09:36 |
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Speaking of the changelog, my new version sense is tingling. Tynan's been doing a lot of bug fixing recently, which usually heralds a new release. I didn't need to be productive any time soon, I'm sure.
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# ¿ Feb 6, 2015 17:23 |
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"Added psychic foil helmet" This is great, can't wait to have a colony of foil-helmet-wearing drunkards. Forget working towards building a research table, WE NEED BOOZE.
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# ¿ Feb 19, 2015 04:55 |
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Given the number of bugfixes in the changelog, I wonder if a new release is due soon. I've not even fired up this version, been too distracted by KSP and Cities: Skylines. The nice thing about RimWorld is he does a good job of documenting the new things. (Though I still miss blasting charges.)
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# ¿ Apr 10, 2015 05:03 |
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TynanSylvester posted:Alcoholic animals. This may be my best bug yet. https://ludeon.com/mantis/view.php?id=1743 He'd better not fix that bug, that's awesome.
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# ¿ Apr 12, 2015 04:49 |
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Opal posted:Wait so they can build automated sentry turrets and power generators but they have to improvise bombs? Some of the early alphas had Blasting Charges as a thing you could build. They were spectacular for dealing with the human wave attacks of raiders that the storytellers would spawn at you. They were removed after a couple of revisions, glad to see them making a comeback of sorts.
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# ¿ May 25, 2015 19:58 |
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I completely understand his reasoning, though I wonder if his plan would be a weird sell to people who haven't heard of/played the game before. "New EA game on Steam! The creator is coming back in six months! We think." I really like RimWorld, it's definitely one of the better projects I've backed on Kickstarter. (One worry I have in moving to Steam is that I will now have a running tally of how long I've spent building colonies that get destroyed...) I hope he's booked a good vacation for his time off.
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# ¿ Jul 2, 2015 17:16 |
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Sylvester's book on game design is really great. Designing Games: A Guide to Engineering Experiences. I wonder if he'll do a sequel at some point with what he learned from RimWorld...
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# ¿ Jul 2, 2015 17:35 |
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Looks like a lot of people had some good arguments about maybe not moving to Steam, THEN taking a break. Steam release moved to 2016
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# ¿ Jul 3, 2015 18:42 |
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When I backed this game in Kickstarter, I never envisioned war rhinos, pool tables, or hauling dogs. Now I wish I'd backed at a higher level, such a great game. I haven't played in a revision or so, have there been any modifications to the endgame escape vehicle?
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# ¿ Aug 22, 2015 21:45 |
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Flesh Forge posted:Nope the escape ship was not touched as far as I know, every aspect of it is the same. Cool. I've only ever managed to build it once, and that was before sappers. Why am I not at home playing this right now? I should fix that.
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# ¿ Aug 22, 2015 22:46 |
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Tynan just mentioned a new blog post on Twitter: https://ludeon.com/blog/2015/11/ongoing-progress/ Even with him taking time off, development continues. Giant insect hives. Per-colonist stats. Trade caravans!
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# ¿ Nov 12, 2015 13:09 |
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Tommofork posted:jesus gently caress what the gently caress god drat OK, yeah, what the gently caress. He just keeps digging deeper, too.
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# ¿ Nov 15, 2015 23:30 |
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# ¿ May 2, 2024 11:40 |
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I guess Tynan did a thing on Reddit? Trying to figure out if something is fun in an early build sounds like it could be maddening. I think some of the Kickstarter tiers came with early prototypes that were much more about urban combat. And the early, early versions of the game came with overpowered blast charges and weird cages to scare the poo poo out of people.
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# ¿ Jul 21, 2016 05:36 |