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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 854122 times)

Muz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #765 on: October 29, 2014, 01:50:20 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

It's pretty damn good for an alpha game. Basically the scifi DF with less micromanagement. But no Z levels or megastructures. But they focused on the drama and even amplified it.
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Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #766 on: October 29, 2014, 01:53:09 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

It's pretty damn good for an alpha game. Basically the scifi DF with less micromanagement. But no Z levels or megastructures. But they focused on the drama and even amplified it.
You say "no micromanagement" until you have a pirate raid and need to order your colonists to positions...  At least DF has alerts and burrows.

Tellemurius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #767 on: October 29, 2014, 01:55:33 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

It's pretty damn good for an alpha game. Basically the scifi DF with less micromanagement. But no Z levels or megastructures. But they focused on the drama and even amplified it.
You say "no micromanagement" until you have a pirate raid and need to order your colonists to positions...  At least DF has alerts and burrows.
Very much this. I'm hoping for the next update he will add in alert flags to force the colonists to stay indoors unless they are drafted.

Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #768 on: October 29, 2014, 09:02:24 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

It's pretty damn good for an alpha game. Basically the scifi DF with less micromanagement. But no Z levels or megastructures. But they focused on the drama and even amplified it.
You say "no micromanagement" until you have a pirate raid and need to order your colonists to positions...  At least DF has alerts and burrows.
Very much this. I'm hoping for the next update he will add in alert flags to force the colonists to stay indoors unless they are drafted.

Alternatively, you can draft everyone and order "civilians" to stay indoors, then have them dying of starvation a week later because you completely forgot about them when undrafting.
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Muz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #769 on: November 03, 2014, 09:07:12 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

It's pretty damn good for an alpha game. Basically the scifi DF with less micromanagement. But no Z levels or megastructures. But they focused on the drama and even amplified it.
You say "no micromanagement" until you have a pirate raid and need to order your colonists to positions...  At least DF has alerts and burrows.

Oh heh I haven't played Fortress Mode in a really long time. Forgot about burrows :P
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #770 on: November 03, 2014, 09:19:03 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

It's pretty damn good for an alpha game. Basically the scifi DF with less micromanagement. But no Z levels or megastructures. But they focused on the drama and even amplified it.
You say "no micromanagement" until you have a pirate raid and need to order your colonists to positions...  At least DF has alerts and burrows.
Very much this. I'm hoping for the next update he will add in alert flags to force the colonists to stay indoors unless they are drafted.
There was a big mod that added battle stations, you could order a colonist somewhere while drafted, save that position, and then later re-draft them and automatically send them back to the same position.  It was abandoned in like alpha 5 though, which is a shame because the game is unplayable with more than 5 colonists and raiders active - it's just TOO MUCH of a hassle to track down every single wandering colonist and tell them to go inside, remember who has good guns and good skill, get them set up just right, and then repeat the entire thing 10 minutes later on the next raid.

Kaje

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #771 on: November 03, 2014, 09:30:40 am »

So, I wanted to check this out, but the point of entry into an alpha game should absolutely not be $30. Madness.

I am quite possibly one of the stingiest guys on the planet, but I put down $30 and have played it more than almost any Triple A, big budget, $40-50 title I can name.
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Leatra

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #772 on: November 03, 2014, 09:38:35 am »

Is there a limit on how many colonists you can have? At most, I think I had 8.
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #773 on: November 03, 2014, 09:40:25 am »

Pretty sure I saw a mod semi-recently that had pre-designated positions for the colonists.
Can't remember what it was called though, but battle stations doesn't sound familiar (in this context at least :P)
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #774 on: November 03, 2014, 09:58:06 am »

Is there a limit on how many colonists you can have? At most, I think I had 8.

I think I had 11 or 12. I usually kill any captives that have too negative traits.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #775 on: November 03, 2014, 10:11:20 am »

Is there a limit on how many colonists you can have? At most, I think I had 8.
It softcaps.  As colonists rise, slave traders and knockouts get less likely.  M-24s are great for knockouts, as long as you have wood - it'll shoot a leg clean off, so you can get a capture you can put a peg leg on.

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #776 on: November 03, 2014, 12:38:54 pm »

I have seen people with 20, theres a letsplay of it with I think 25, but thats with Randy.
The 20 one was a few months ago and with classic.
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ThtblovesDF

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #777 on: November 11, 2014, 04:00:03 pm »

So I bought the game, got the download (win) and... err... where is the .exe ? Or any executable file? To like... play the game?
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #778 on: November 11, 2014, 04:07:32 pm »

Self-installing version? Dunno. Try a search on your drive for Ludeon or Rimworld. One of them will get a hit.
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ThtblovesDF

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #779 on: November 11, 2014, 04:11:21 pm »

Well since I use Windows I got the

RimWorld - Windows Download (receiving a RimWorldAlpha7cWin file) - after unziping I had the normal folder structure;

RimWorldAlpha7cWin\RimWorld584Win\RimWorld584Win_Data
                                                 \Mods
                                                 \Source

and so on - but no exe in any of them.

Thankfully the prototype pack works to some degree, but really, the main (limited!) download could contain a working .exe next time : (.
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