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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 867483 times)

Ehndras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2805 on: October 21, 2017, 05:07:29 am »

Yep, went away after we buried them, thank god that was going to be annoying. Phoebe blessed us with a pair of beer drops, both around 40-ish, so everyone's now on a beer a day to keep spirits up in this hell hole. We've got a great smith, he's pumping out exceptional and superior guns like candy, and the bulk good traders took a ton of silver in exchange for components to keep him busy. Hoping to arm the group with: 1 LMG, 2 Assault Rifles, 1 Sniper, and 1 Chain shotgun. We have a pair of bandit camps to raid, one gets us a flatscreen, the other gets us a legendary hospital bed, both of which shall be going in the hospital. And blessed be the tailor that finally got everyone clothes, we've spent a year naked already.

Freyja smile upon you, a year ass-naked in the wilderness with automatic weaponry?

I'd be scared, bunch of loons with machine guns show up butt-naked to raid my camp... And they thought they were the big tough bandits, hahaha!
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StagnantSoul

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2806 on: October 21, 2017, 06:12:34 am »

Woot woot! We kicked those bandits asses, sniper to aggro them and hit their batteries from a distance, then they'd walk around the corner to meet four nutjobs with guns. We've also picked up two new people, both brothers of my smith, one who happens to be a 16 constructor and grower, and the other a 14 animal handler... We also had three alpaca hop on board, no more wasting growing space on cotton, these guys have dropped a ton of wool for us already. A heavy snowstorm killed all that anyway... Turrets are being set up around the main entrance, and a mortar in the armory for us to shoot people as they come in with. Everything's getting moved from the old wooden shack to the new marble and granite fort. We managed to haggle a good minigun from an arms dealer in exchange for all the weapons we carried out of the raider camp, and we even got some normal-superior power armor for everyone except Drew. Poor Drew. Guy lost an arm, an eye, and his right leg. Thankfully they can all be bionic'd, and with the amount of gold and silver pockets we're finding in the mountain we can probably afford to get him some next time someone has some in stock. Devilstrand farms have been set up now that someone can plant the stuff, though our constant lack of food is getting unsettling... Even when we took down six muffalos and turned them to simple meals we were out fast... Seven people is hard to keep fed. Now that we're properly armed, once the first batch of devilstrand clothes are done we'll raid further out, making little stops to gather berries from the countryside, maybe split our colony in two and have a secondary colony of 3 people feeding resources to the first... Though that's heavily unnecessary as we haven't even scratched the resources in the mountain yet and have 2k wood and steel sitting in the stockpile.
« Last Edit: October 21, 2017, 06:19:41 am by StagnantSoul »
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Therolyn

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2807 on: October 23, 2017, 12:38:42 pm »

Manhunter elephants...

My soul hasn't been salted so bad for several months.
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jocan2003

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2808 on: October 25, 2017, 03:33:15 pm »

Manhunter elephants...

My soul hasn't been salted so bad for several months.
BOATMURDERED!!!!!!
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Ehndras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2809 on: October 25, 2017, 07:21:30 pm »

Manhunter elephants...

My soul hasn't been salted so bad for several months.
BOATMURDERED!!!!!!
Boatmurdered lives again! Trunkmurdered, hoofmurdered, tuskmurdered... lol just straight murdered.

LET THERE BE SALTED VENGEANCE
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evanvolker

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2810 on: October 28, 2017, 08:57:20 pm »

Forgot rimworld colonists arent dwarves and my colony is in ruin because of alcoholism and liver disease
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Gabeux

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2811 on: November 03, 2017, 10:03:35 pm »

I'm finally back into Rimworld playing the unstable build. Damn, this game's good.

Got a message by a random person saying they needed a rescue nearby. I never used caravans, so I packed up some food and sent my leader, KC, to travel alone for almost two days in the worst of winter.
KC arrives, and sees a guy lying down missing both his legs, wearing only a jacket and yelling for help. Takumi was his name, and he was weirdly fine and stable while missing both legs.
As KC gets close, he notices Takumi is surrounded by two mad Elks, who now start pursuit and he's pretty sure his crappy gun can't handle this encounter.

KC does the honorable thing - he strips Takumi and runs away with his synthread jacket - KC wife has been complaining of cold for a while now. Problem solved.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Ehndras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2812 on: November 03, 2017, 10:15:34 pm »

10/10 Would loot dying stranger of not-so-pristine anniversary gift while escaping aggro-fauna again
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Ultimuh

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2813 on: November 22, 2017, 08:41:16 pm »

I will be trying a bunch of franchise-based mods.
The Tiberium mod, Call of Cthulhu, that aliens mod, Star Wars.. whatever I could find for [b18] that adds various factions and other elements.
So my question is.. from a scale of 0-10
( or by these forum's standards, from !!FUN!! to YOU DIED (or vice versa) ), how much have I screwed myself over?


edit: One of the several mods I have downloaded borked up and reset the whole list.
* Ultimuh sighs.
Not sure if I want to even play the game afterall..
« Last Edit: November 22, 2017, 09:46:53 pm by Ultimuh »
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2814 on: November 24, 2017, 07:17:45 am »

edit: One of the several mods I have downloaded borked up and reset the whole list.
Well, yeah - if you just dump a whole heap of mods in at once you'll likely have problems. Maybe put one or two in at a time, see which ones work with one another? Or, better yet, check if these mods have detailed notes on compatibility in their descriptions.

I definitely recommend picking the game back up, it can be a lot of fun. The new update is quite interesting, too.
I just had my first "murderous rage" mood break - some ex-pirate jerk murdered the poor dromedary knight who showed up to help out (and was promptly pressed into being little more than a janitor and woodcutter). Probably could have saved him if I'd ordered other colonists to stop his attacker as soon as the mental break occurred, but for some reason I thought this so-called dromedary knight and his club could look after himself. Whoops.
Teddy (the pirate) does have a melee skill of 12, four points higher than the other guy... still, he only had a plasteel knife. They always seem to be really useless in my experience. Whatever, this prick can have plenty of chance to further demonstrate how deadly his knife is - welcome to boomalope hunting duty. >:(


R.I.P. Humps. You will be missed - you were the only one useless enough to devote plenty of time to cleaning without the colony losing efficiency.
For some reason he was the victim of another targeted mental break, too - an insulting spree. And in that case the person was his friend, and even the guy who killed him was indifferent to the guy usually (and he has two people at -15 relation). Do colonists prefer to pick on newcomers? A pecking order of psychosis? Interesting.   


Oh yeah! Can't forget to mention one of my new favourite mods: RunAndGun!
Basically does what it says on the tin, allows pawns to fire weapons whilst moving, whilst incurring significant penalties to accuracy and speed.
That doesn't sound all that amazing, but it can lead to some very cool moments. And it definitely makes the end of raids more exciting than usual - rather than having your attackers simply running away and you having to do some vague mental calculations to figure out whether it's worthwhile to try and have someone catch them, in case they're slowed down enough by injuries or terrain, now the routed attackers flee whilst firing wildly back at their pursuers, and your colonists can run from cover to cover, taking potshots after them.
...That ended up far more wordy than it should have. I must be tired. Whatever, the mod is great fun! :)   
I've just started using Rainbeau's (or however you spell it) fishing+bridges mods, too. Mainly just wanted the bridges, they're pretty neat. 


Edit: Just recruited everyone's favourite pawn, Giggles! She crashlanded nearby and is actually a rather useful pawn in this incarnation.
A green thumb with good growing, melee, medicine and intellectual skills, as well as a passion for art.
Shortly after she decided to join (still in her hospital bed... er, floor) a pretty dang huge force of tribals showed up. Oh shit. Eleven of them.
I guess that's not that many, considering I have eight colonists, but one of ours is incapable of violence, a few others a lacking very high combat skills, and I don't have much in the way of weaponry. Also, half of my decently-skilled fighters are melee specialists. This could get messy. D:     
« Last Edit: November 26, 2017, 05:37:06 am by Yoink »
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StagnantSoul

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2815 on: December 09, 2017, 10:58:03 pm »

Wanna have fun? Mix four miniguns and a boomalope migration together.

Spoiler (click to show/hide)
« Last Edit: December 09, 2017, 11:00:00 pm by StagnantSoul »
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EnigmaticHat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2816 on: December 13, 2017, 03:41:19 pm »

There's a novel on Vietnam I read once that featured this exchange (paraphrased, I was in middle school so I hardly remember):

Quote
Soldier 1: I would never use dogs to hunt rabbit, that's not sporting.  Just me and my rifle.
Soldier 2:  You call that sporting?
Soldier 3:  You hunt a rabbit with a rifle, what do you hunt a bear with?  Artillery?
Soldier 2:  Call in white phosphorous to distract it while the jets zero in.
Soldier 1: ...fuck you guys.

I have made this a reality: Gazelle hunting with mortars.  Meat for days boys!

Edit: Oh also, here's my colony:
Spoiler (click to show/hide)
Its my first successful one.  I've been trying to clean up the more glaring construction errors (you can see the medicine cooler pushing heat into the cryo chamber, which I left because its funny and doesn't effect anything).  Mostly my attitude is to finish the ship and then build the next colony better instead of perfecting this one.  Difficulty is some challenge; I lost a few colonies playing Cassandra Classic in reasonable start locations, then I threw up my hands and picked Randy Random with the "random start" option.  I got a solid location (few mountains, but eternal growing season and not too hot), and I think Randy went quite easy on me for the first year.  I would get these "smarter than usual" raids from a single bow armed tribal.  For some reason the tribal raids were always tiny but the pirate raids were often sizeable.

I'm not using a killbox because turrets/traps are boring.  My colonists look people in the eyes when they kill them.  I'd def play a larger map next time; due to the size of my base, my colonists often reach the bunker scant seconds before the raiders do.  I'm also made certain choices that make the tone less grimdark, which I suppose could be seen as a self imposed challenge of a sort (for example, I haven't butchered a single human).  I like the idea of Randy, but I've gotten tired of the constant berserk squirrels, flash storms, and relatively weak raids.  Once I broke free of the initial difficulty cliff Randy seems to have stopped upping the difficulty.  I think for my next run I'm going to do Phoebe + Rough, just to see what the game is like without having to pause every other day.  Probably going to settle on Cassandra in the end.
« Last Edit: December 13, 2017, 04:32:57 pm by EnigmaticHat »
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2817 on: December 13, 2017, 09:34:50 pm »

I bury every single raider / visitor that dies in a mass gravesite (looks freakin' cool, like Golgotha or something) pretty far away from my base, I don't like butchering them either.
Even getting spare organs is something I do sparingly, to aovid getting too many morale hits at the same time.
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EnigmaticHat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2818 on: December 14, 2017, 12:56:47 am »

I have one of those.  I've also been releasing all my prisoners that I don't recruit, and healing or burying enemy casualties while on caravan.  Its a pity pirate factions don't get increased relations from that, or I'd have no enemies.  Next colony I'm going to stop with that last bit, as a concession to sanity (its a lot of needless micro and delay).
« Last Edit: December 14, 2017, 02:08:14 am by EnigmaticHat »
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
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Baffler

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2819 on: December 14, 2017, 01:32:03 am »

I do kinda the same. Just a dumping zone outside town with a cement floor under it plus a couple tiles as a buffer zone, and a shelf with an old broken-down incendiary launcher to ignite the pile. Same as the crematory basically, but I don't have to worry about big piles of clothes or supplying power to the thing. Plus free shooting practice, miniscule as it is.
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