Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 35 36 [37] 38 39 ... 280

Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 863637 times)

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #540 on: July 19, 2014, 10:44:30 am »

I haven't had too big of a problem with sieges personally, but I never really got one until I had a few decent weapons.  My usual MO is to hit them before their mortars start busting up my pad - snipers, machine guns, and really long range weapons are especially good for this; you can nail them from afar and slowly whittle down their resolve by killing them from far away enough that they can't effectively retaliate.

That is only effective once you actually get that gear, though.  If you're stuck with only pistols and stuff, I'm not sure what you can do besides a GLORIOUS PYRRHIC CHARGE or something.  My advice:  Do whatever you can to get the relevant equipment as quick as you can.  Grab a buncha silver, get a trade bacon up, maybe capture a visitor if you REALLY must, whatever.  I can't speak to the efficacy of this, as mentioned, since I haven't had to rush it, but it seems like it might be a legit tactic.

You could possibly alternatively try gifting a neutra/friendly colony, and call for help when shit hits the fan.


If you want mods, there ought to be a shield bubble mod too.  I think I have it downloaded, but I haven't figured out how to use it yet.

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #541 on: July 19, 2014, 03:04:44 pm »

It shows you where the mortar will affect when you forceaim.
Yes but there no indication after you set it.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Retropunch

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #542 on: July 19, 2014, 03:20:13 pm »

Could someone give me a run down of the best mods which don't change it too much from the vanilla feel?

I love it how it is, but it's just a bit short of content at the moment. I'm not wanting anything that goes way too OTT and adds in hundreds of useless items, just something that adds a few things to keep the interest going.
Logged
With enough work and polish, it could have been a forgettable flash game on Kongregate.

inteuniso

  • Bay Watcher
  • Functionalized carbon is the source.
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #543 on: July 19, 2014, 04:28:01 pm »

Project Armory is probably the best in that regard. Since it just adds weapons, you don't have to worry about more buildings clogging up your menus, or anything breaking vanilla balance. Just glorious, glorious weapons.
Logged
Lol scratch that I'm building a marijuana factory.

Retropunch

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #544 on: July 19, 2014, 06:16:36 pm »

Project Armory is probably the best in that regard. Since it just adds weapons, you don't have to worry about more buildings clogging up your menus, or anything breaking vanilla balance. Just glorious, glorious weapons.

Thanks I'll give it a go, any thing on the building side? There was a 'techtree minami' one or something which looked to add loads, but I didn't know what the balance would be like.

Whilst I know the obvious answer is 'just give it a go and see if you like it', it's pretty hard with games as long as RimWorld's can be, especially when a lot of the stuff might be quite late tech.
Logged
With enough work and polish, it could have been a forgettable flash game on Kongregate.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #545 on: July 19, 2014, 06:18:03 pm »

Don't be afraid to turn on debug mode and godmode in a few structures and extra colonists, to see how things run.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #546 on: July 20, 2014, 05:27:00 pm »

Project Armory is probably the best in that regard. Since it just adds weapons, you don't have to worry about more buildings clogging up your menus, or anything breaking vanilla balance. Just glorious, glorious weapons.

Thanks I'll give it a go, any thing on the building side? There was a 'techtree minami' one or something which looked to add loads, but I didn't know what the balance would be like.

Whilst I know the obvious answer is 'just give it a go and see if you like it', it's pretty hard with games as long as RimWorld's can be, especially when a lot of the stuff might be quite late tech.
If you want a vanilla feel, techtree minami isn't the way to go. It changes the entire progression of the game.

That said, it is very good IMHO
Logged

Flying Mage

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #547 on: July 22, 2014, 05:01:46 am »

I think there should be a huge morale boost after obvious victory.
I hate it when I winning pretty hard battle with almost no casualties and after that some of my men deserting due to low morale and things like "witnessing a death" or "observed a corpse". They win and they are sad. What a nonsence. They actually should be extatic, all pumped up with adrenaline and happy to stay alive. Things like ugly environment, shared room or food related issues should be totally outweighed by the fact of victory at least for a day or so.
Another story is technical victory but with a lot of casualties. There I can understand some drop of morale. But still delayed for some time due to "happy to stay alive" factor.
Logged

Retropunch

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #548 on: July 22, 2014, 05:13:06 am »

I think there should be a huge morale boost after obvious victory.
I hate it when I winning pretty hard battle with almost no casualties and after that some of my men deserting due to low morale and things like "witnessing a death" or "observed a corpse". They win and they are sad. What a nonsence. They actually should be extatic, all pumped up with adrenaline and happy to stay alive. Things like ugly environment, shared room or food related issues should be totally outweighed by the fact of victory at least for a day or so.
Another story is technical victory but with a lot of casualties. There I can understand some drop of morale. But still delayed for some time due to "happy to stay alive" factor.

Yes!! yes yes yes! It should be pretty easy to put in and it'd make the world of difference in making it feel like you'd achieved something.

I have to say my main problem with the game is how harsh the morale system is. Even with nice furniture, tons of nice meals and loads of lighting/space, I still get constant poor morale/mental breaks. I'm hoping some more constructions might be put in that boost morale and that it takes more to get them down in future.

Don't get me wrong, I love a good tantrum spiral, but it felt as though just one or two tiny things could send them into full blown melt-down.
Logged
With enough work and polish, it could have been a forgettable flash game on Kongregate.

Sergius

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #549 on: August 04, 2014, 09:43:08 pm »

Mental breaks make this basically unplayable.

It goes like this:

-Everyone's happy
-Raiders arrive and make camp
-I send everyone and kick their asses
-Everyone needs food NOW URGENTLY HUNGRY WARGBARGLE
-Everyone gets fed up and leaves the colony.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #550 on: August 05, 2014, 10:44:38 am »



This me.
Be shot out of space, crashlanded on planet.
Planet is filled with metal abominations, cannibals and pirates.
I like talking with my friends.
I don't have a plant.
Feck it I can't live without plants.
Leaves into wilderness.
Logged

SharpKris

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #551 on: August 13, 2014, 05:01:09 pm »

Logged

Tobel

  • Bay Watcher
    • View Profile
    • Tobel Plays Youtube
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #552 on: August 13, 2014, 05:12:22 pm »

Looks like a decent update, might fire it up.
Logged

qazcake

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #553 on: August 13, 2014, 05:45:18 pm »

Looks intresting. Been looking forward to this since i heard about its kickstarter. Good to see there is still slow progress but progress none the less.
Logged

Retropunch

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #554 on: August 14, 2014, 12:04:36 pm »

This looks great!! I can't wait to check out the biomes and health system. However, the main question still remains; has the morale system been fixed at all?!!
Logged
With enough work and polish, it could have been a forgettable flash game on Kongregate.
Pages: 1 ... 35 36 [37] 38 39 ... 280