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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 867009 times)

LoSboccacc

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3225 on: November 27, 2018, 04:31:43 pm »

She was killed by her own trap?

yes. since some of the last attempt died on their first raid, I decided to pus some cheese on the base. didn't work. didn't know, to be honest. next time I'll have some traps in a pillbox away from the main area. I got a hint of that when I lost a tame camel earlier, but I imagined it was because animals aren't smart and just created a pasture slightly south.

well a challenge I wanted, got one :D
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Sirus

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3226 on: November 28, 2018, 07:05:19 pm »

Oh sure, traps can hit your own colonists. It's why they do their best to avoid stepping on them. Of course, in LoSboccacc's case that was made impossible, so it was inevitable that it'd trigger eventually.
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3227 on: November 28, 2018, 08:21:30 pm »

Can confirm that self-triggering while setting, as well as accidental triggering by later traversing, have been in for as long as traps have. (Or nearly so at worst, as those may have been added in one of the minor patches.)

Think this goes back to .14 or so.
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Trekkin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3228 on: December 04, 2018, 05:24:28 am »

It is like a 0.4% chance, though, so it's not as bad as it might sound.

Also, I just launched my first ship. It took me long enough that I had to store several pets in cryptosleep caskets so they wouldn't die of old age before it was done, but nobody got left behind.

It was kind of underwhelming, truth be told; it feels like giving up to just leave a perfectly habitable planet behind to go find a glitterworld someone else built. I think I'll just stick around and eliminate all the raiders and so forth next time.
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3229 on: December 04, 2018, 09:38:57 am »

I think the chance to trigger traps increases with some lowered stat, consciousness maybe or eyesight?
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3230 on: December 04, 2018, 12:18:45 pm »

It is like a 0.4% chance, though, so it's not as bad as it might sound.

Also, I just launched my first ship. It took me long enough that I had to store several pets in cryptosleep caskets so they wouldn't die of old age before it was done, but nobody got left behind.

It was kind of underwhelming, truth be told; it feels like giving up to just leave a perfectly habitable planet behind to go find a glitterworld someone else built. I think I'll just stick around and eliminate all the raiders and so forth next time.

I think I've built a ship once and travelled to a ship once just to see what would happen. There's no real reason to "escape."  It's not a Hatchet situation, there are other people and you've built a new society. There's no life to go back to because with non-FTL spaceflight everyone you knew is either dead or on the Rimworld with you. Your entire civilization may have already crumbled. One of the possibilities is that you literally just land somewhere and sleep until the planet is colonized and develops into a glitterworld. How would you even connect with a world that's younger than you? When you've already lost everything, you can look for something new or build something new like the interstellar warlord you were always destined to be.

Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3231 on: December 04, 2018, 04:24:13 pm »

It would be nice if we could have a persistent world like in DF in Rimworld. So your first colony could starts its own faction and you could start a new game in the same world, maybe join that same faction etc.
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Trekkin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3232 on: December 05, 2018, 12:32:27 am »

Has anyone tried making a colony without corridors before? I've been using 11x11 rooms with a central pillar (subdivided into 5x5 bedrooms and so forth) separated by 3-tile corridors, and it occurs to me I could save space by just putting the rooms directly adjacent to each other but I'm not sure how traffic would be impacted.
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scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3233 on: December 05, 2018, 01:00:38 am »

I don't have corridors, I have wood storages
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3234 on: December 05, 2018, 01:07:59 am »

I don't even build individual bedrooms. A huge barrack is okay when it is filled with art and recreational items.
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scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3235 on: December 05, 2018, 01:11:08 am »

But then your colonists have to overhear the couples colonise each other.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3236 on: December 05, 2018, 11:36:44 am »

I have that flaw too; I just can't create a dystopia. Worst things I've done in Rimworld is harvesting organs from pirates, who, well, are baddie marauders. Even then I've usually let the prisoner go afterwards as a compensation. I might have harvested hearts and/or livers from really bad baddies though (psychopaths mostly).

The thing is, most strategy games you have too easy time creating a socialist utopia. This doesn't really apply to Rimworld, but there should be active internal factions wanting all the monies for themselves, like in the real world... making it a constant political struggle against them to keep things nice.
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LoSboccacc

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3237 on: December 05, 2018, 12:44:11 pm »

An economy is hard to do without giving pawns agency, I mean, even in dwarf fortress wasn't working that well even when we had guilds and stuff
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scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3238 on: December 06, 2018, 12:41:26 am »

I just can't be mean to my colonists. I give each of them individual houses soon as I can that are 5x5 with double beds and a few furnishings to keep them happy.

Unrelated, I really wish someone would make a game like this but there's an economy to it. I know Toady tried it with DF and it was really dodgy. It's just that I want a game where the colonists aren't living in a socialist utopia.

Dodgy? It worked perfectly! Dwarves spent all their money on socks and drink and then got evicted because they couldn't pay their rent. Just like in real life!
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Sartain

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3239 on: December 06, 2018, 04:42:54 am »

I just can't be mean to my colonists. I give each of them individual houses soon as I can that are 5x5 with double beds and a few furnishings to keep them happy.

Unrelated, I really wish someone would make a game like this but there's an economy to it. I know Toady tried it with DF and it was really dodgy. It's just that I want a game where the colonists aren't living in a socialist utopia.

Dodgy? It worked perfectly! Dwarves spent all their money on socks and drink and then got evicted because they couldn't pay their rent. Just like in real life!

Been there, done that. Assuming socks is a metaphor for recreational herbal substances  ;)
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