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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864346 times)

guessingo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #885 on: December 22, 2014, 09:00:01 pm »

ok, so the developer is reliably releasing updates with actual content in it and the game is progressing? How close do you think it is to being a polished product?
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Farce

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #886 on: December 23, 2014, 03:23:58 am »

It's already very polished.  I don't think I've ever had any problems with bugs while playing Rimworld.  Well, like, besides mod incompatibilities and stuff.  Morale stuff probably counts as 'rough around the edges', I guess: morale penalties can be pretty brutal, especially regarding seeing dead guys (including your enemies), and there aren't very many ways to boost or assign tasks/'relaxation time' to boost it if it's going down too fast outside of just making stuff look nice.

There's a decent amount of content, in my opinion.  There's a few variations of different assets/resources/whatever, a few different kinds of guns in the same categories, IIRC - I think it's just the pistol for sidearm-type weapons, but there should be two kinds of machine gun, a laser vs conventional assault rifle, short vs great bows for tribal enemies (alongside pilum, clubs, etc), friendlyish factions, two hostile human factions, and a hostile robot faction, etc.  Real good on content for an alpha/beta project, is what I'm saying.

Regarding updates, those were going at reliably one per month, but either the latest or last release shifted to a slower release cycle, since cleaning shit up for release was using up dev time and such.

Each update has added a big new system, IIRC.  This latest one added temperature, previous ones added shit like DF-style health, cyborg prosthetics/surgery, DF-style topography generation, the aforementioned factions and the like.  Things are perhaps not as well fleshed out as they could be - for example, factional diplomacy so far only includes paying factions to make them like you more, getting attacked by hostile factions, and involuntarily getting occasional aid from friendly factions, no trade agreements or the like; for agriculture shit, there's no ranching or herding, only planting and hunting - but IMO Rimworld stands up very well for itself so far.

Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #887 on: December 23, 2014, 10:45:05 am »

It's already very polished.  I don't think I've ever had any problems with bugs while playing Rimworld.  Well, like, besides mod incompatibilities and stuff.  Morale stuff probably counts as 'rough around the edges', I guess: morale penalties can be pretty brutal, especially regarding seeing dead guys (including your enemies), and there aren't very many ways to boost or assign tasks/'relaxation time' to boost it if it's going down too fast outside of just making stuff look nice.

According to the blog at least, the penalty for rotting corpses has been greatly lowered in the latest hotfix patch.
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repak

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #888 on: December 24, 2014, 10:02:24 am »

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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #889 on: December 27, 2014, 05:27:15 pm »

Well, I'm doing a mod run now, with nearly every non-annoying mod in the Releases forum.
Got the vent, but so far haven't had to use it since bedrooms are already nearly the optimum temperature (I keep 2 industrial coolers and 2 ind. heaters at 21 degrees in the corridor)

BTW, I noticed I get a crapton of free turtle meat in the winter. I unforbidden...ed a metric assload of dead turtles that had lost their lives to frostbite. And they just lie there, frozen and non-rotting.

About 2000 worth of meat.
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MrWiggles

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #890 on: December 27, 2014, 08:05:57 pm »

So, I hate the hunting decision making system. It seems to be based on the order they were selected. Which, I guess in most cases, its fine. But when you're trying to stave off cannibalism in the first winter, them going hells half acre for that squirrel, when there a squirrel right next to them, just boggles and frustrate.


So I propose a new hunting decision making system.

Make each of the Hunted Flag creatures have a weighted number. Go after the lowest number first. Each distance at the selection is +1 and then subtract meat value.  If there a tie, then meat value matter more, if there a tie for that, then distance.

Maybe make the meat value of the creature matter more.

So it should have a preference for going after bigger animals that are further away, but everything being equal, goes after the closet meats.

I dont think negative values would matter much.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #891 on: December 27, 2014, 08:36:45 pm »

Well, I'm doing a mod run now, with nearly every non-annoying mod in the Releases forum.
Got the vent, but so far haven't had to use it since bedrooms are already nearly the optimum temperature (I keep 2 industrial coolers and 2 ind. heaters at 21 degrees in the corridor)

BTW, I noticed I get a crapton of free turtle meat in the winter. I unforbidden...ed a metric assload of dead turtles that had lost their lives to frostbite. And they just lie there, frozen and non-rotting.

About 2000 worth of meat.
My current run is on an ice sheet, as the mod allows.  Max temp is like 10F (remember that 32F is freezing) and minimum temp is like -180F.  I have a few guys who can survive the cold to go hauling, even in the dead of winter, but most of my guys are in loose clothing and stay in my base, which maintains a balmy -20F except for the hydroponics bay and the prison, which are at 50F.  I have constructed an arctic warbase.

IN OTHER NEWS I may be able to deploy a heat weapon relatively soon.  I've discovered some tricks that may allow for some glorious cooking of enemies.

I'm also pondering how to weaponize steam geysers.  They generate a LOT of heat, even when it's -150F outside, my geothermal rooms can achieve like 50F or higher.  I'm using mods that allow me to generate new vents, so I may have to look into making some hellishly hot areas...  If things work as I hope, it may be possible to make enemies preferentially path through an oven by abusing the AI...  Self-defeating sieges sound great, especially when the weather is like -200 and I manage to kill my enemies through heatstroke.

n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #892 on: December 27, 2014, 11:04:07 pm »

Self-defeating sieges sound great, especially when the weather is like -200 and I manage to kill my enemies through heatstroke.
How very Dwarven of you.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #893 on: December 27, 2014, 11:11:53 pm »

Self-defeating sieges sound great, especially when the weather is like -200 and I manage to kill my enemies through heatstroke.
How very Dwarven of you.
I really with burrows were in.  I might install the conveyor belt mod so I can separate people while being able to push resources.  Have farmers in one area that harvest crops and put them into a conveyor belt that sends potatoes to a freezing cold, separate area, where the chefs live sub-zero, then push the food through another conveyor to distribute meals through the base.  No walkways between locations, just conveyors, with wildly different temperature levels and levels of clothing...

GrizzlyAdamz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #894 on: December 28, 2014, 04:26:09 am »

Quick question: can mortars fly over mountains? Or would a walled-in power generator in a mountain crag, (surrounded by 'overhead mountain' tiles, but not actually under them itself), be neigh-impregnable to sieges?

I'm starting a new base in the most recent version, and I swear I remember seeing some shells get stopped by my mountain in my last base...(though they could have just missed and landed on the mountain tiles...)
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #895 on: December 28, 2014, 06:22:19 am »

Mortars can strike literally anywhere.  Nothing stops them.

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #896 on: December 28, 2014, 11:35:32 am »

Mountains negate their effect...
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Greiger

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #897 on: December 28, 2014, 03:19:30 pm »

But can't they fire over mountains with no trouble?   Well might not be able to hit an indoor structure dug under mountains maybe...
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Farce

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #898 on: December 28, 2014, 04:11:16 pm »

I remember several versions ago getting sieged in a fortress dug into a mountain.  The pirate's mortars blew huge chunks out of said mountain's insides, as I recall.

GrizzlyAdamz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #899 on: December 28, 2014, 05:03:14 pm »

Mk, well shoot. I guess being surrounded by overhead mountains will provide some protection- mortar would have to get a direct hit.

Farce, I think nowadays if a mortar hits a tile with 'overhead mountain' roof, it's completely negated. (Mountain fortresses ftw)
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