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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 863733 times)

Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1695 on: August 29, 2016, 01:24:05 am »

Yeah well, I obviously meant robots you could build yourself, not mechanoids. We already have stuff like vacuum cleaner robots in real life, simple utility robots shouldn't be beyond possible. If there are balance issues with gaining free workforce, make them drones. So a colonist must sit at a console and control them remotely for them to work, maybe requiring a colonist per three drones or something.
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ZebioLizard2

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1696 on: August 29, 2016, 06:14:33 am »

Yeah well, I obviously meant robots you could build yourself, not mechanoids. We already have stuff like vacuum cleaner robots in real life, simple utility robots shouldn't be beyond possible. If there are balance issues with gaining free workforce, make them drones. So a colonist must sit at a console and control them remotely for them to work, maybe requiring a colonist per three drones or something.

Oh I'd love that, reminds me of the droid stuff from Space Colony.
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Azated

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1697 on: August 29, 2016, 02:23:04 pm »

Got back into the game after so long.
Tried playing on Cassandra Challenging and got like 3 raids in a row with 1h of gameplay (maybe I pissed off pirates by rescuing too many people), so a raid with three times my population came in right when everyone was injured, depressed or on berserk. RIP.

Then I played Phoebe Challenging which might be my favorite mode. I did the Rich Loner game start which is cool but feels cheatsy. Got up to 6 people when I had my first Toxic Fallout, and damn..had to slaughter all my 4 trained boars, and cannibalize two Raiders. At that point, raids were life saving since they'd bring in a day or two of food. As a bonus, everybody had malaria, flu, and would go berserk since animals were being slaughtered and people were starving.
When the fallout ended, somehow everyone survived by a notch.. then my Cook died due to infection in a wound he got from a fight with my character..and my own character almost died from infection too.

Still, I think it was the coolest experience I've had with the game. I had zero provisions and preparation, poor defences, and somehow everyone would have survived if I had noticed the cooks infection.  ::)

I so wish Rimworld was more like DF in the sense of more realistic threats. Cassandra spawns way too many things out of thin air, and even though Phoebe makes it more bearable, sometimes it's just not challenging enough. I don't follow development, so it might be heading there and I just don't knkw it. :P

I pretty much exclusively play Randy at max difficulty just because I'm a glutton for punishment and I love starting over. I've found that (contrary to the name) there's actually not much randomness to it, at least at the start. The first raid/pirate chase/manhunter group you get is always 1 creature or person, usually with a poor quality steel shiv. In my experience, you usually get a wanderer joining before that happens, which can bolster your security pretty quickly.

Of course it ramps up super quick after that, but with a little sort of cheaty defense setup, even mechanoids die before my dudes and dudeletts get a chance to aim, and that's before I've have my first harvest.

About 95% of the time I get obliterated, sometimes eaten by rabbits, frozen to death next to a flashstorm fire, or have a civil war because my dogs all mysteriously get their necks cut at the same time (seriously, I watched 4 pets die on the spot with only a 'cut neck' wound. Anyone else get that?), but that 5% of victory is where I end up restarting anyway because it's no fun when I can beat a mechanoid army.
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Then it happened. Then I cringed. Then I picked it up and beat him to death with it, and then his buddies, too.
You beat a man to death with his dick?

"I don't feel like myself. Maybe I should have Doc take a look at me" ~ Dreamy
 "You're gonna trust a dwarf that got his medical degree from a pickaxe?" ~ Bossy

forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1698 on: August 29, 2016, 02:26:45 pm »

The first one-man raid is hardcoded, you get it regardless of difficulty level/storyteller I believe. It's a mechanic by which a new player can learn that 'oh no, people attack me from off map. I should defend."

As for the wanderer that joins, it's not hardcoded but the chance of it happening increases the further below the 'ideal colonist population' you are for the chosen storyteller.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1699 on: August 30, 2016, 12:46:54 am »

Some of the wanderers actually make the game worse tho - when you get a volatile pyromaniac, for example.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1700 on: August 30, 2016, 12:59:32 am »

Some of the wanderers actually make the game worse tho - when you get a volatile pyromaniac, for example.
it isn't hard to arrange their death.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1701 on: August 30, 2016, 02:24:15 am »

Yeah, but then someone gets sad thoughts etc, resulting in a net loss. Wanderers rarely have any loot to make up for it either. My favorite wanderer so far was a demented frail old guy with anger management problems, deep hatred for women and a habit of pissing everyone off with nasty remarks. Oh and he was wearing just a cowboy hat.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1702 on: August 30, 2016, 02:29:37 am »

They will get over the sad thought. It's better to have them sad than allow a problem colonist to continue providing mood penalties or set fires
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1703 on: August 30, 2016, 03:57:23 am »

Naturally, the point was that a shitty wanderer joining is a net loss to you, regardless of the result. Unless all your colonists are cannibals.
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LoSboccacc

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1704 on: August 30, 2016, 05:50:12 am »

Naturally, the point was that a shitty wanderer joining is a net loss to you, regardless of the result. Unless all your colonists are cannibals.

well organs goes quite well on the market, also they're rare to come by traders, so...
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1705 on: August 30, 2016, 06:05:25 am »

Yep. If they're really beyond redemption just carve em up in case your good colonists need a new kidney etc
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1706 on: August 31, 2016, 04:48:43 am »

I thought you couldn't make buck by selling organs anymore?
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LoSboccacc

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1707 on: August 31, 2016, 05:10:18 am »

one mod adding prosthetic did reduce commercial values to keep balance, or you could sell them for too much profit iirc, don't know about vanilla.
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1708 on: August 31, 2016, 03:16:38 pm »

Not much of a profit, if any, to be made by buying slaves and selling their organs.
But as unwanted wanderers and prisoners are free, any selling price is a profit, be they as organ donors or slaves.
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ollobrains

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1709 on: September 06, 2016, 06:52:53 am »

the latest 15 alpha bug fix, has added some intersting elements that makes drugs even more interesting
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