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File: c7e823f04bc0384⋯.jpg (174.29 KB, 1063x751, 1063:751, laughing storytellers.jpg)

72c162  No.15688994

1.0 has been out for a bit now, let's share some stories and shit.

I finished my B19 game that I've been running for about five weeks. Now I've updated to 1.0 and I'm going to load my game up with a ridiculous fuckload of mods and make space Auschwitz.

Share your

>bases

>ships

>stories

>difficulty setting

>storyteller

>mods

>talk shit in general

69ce0e  No.15689009

The gameplay being based on preparing for and responding to events that appear almost completely arbitrarily makes the game pretty boring. The attackers don't even have any decipherable motive: they are on full genocide/retarded wall-bashing mode until after a while they decide to "steal" their fallen brethens' weapons and fuck off. Also, the wealth/threat scaling makes not actually doing much anything the best strategy.

Fun with mods for a while/10


dc733c  No.15689037

>>15689009

Scaling difficulty and NPC factions are truly the worst part of the game. You can't affect or predict the enemy factions or animals in any way, you can't overwhelm them or weaken them or bribe them or cooperate with them, you can't prepare for invasions or ask for help, you can't destroy or weaken their bases to reduce their strength, they just materialize people from thin air or drop them from space. Unless you live in piss poverty where everyone loses their minds every other day due to bad morale, the enemies are always stronger than you and passively get more hostile towards you forever, the only tactic is to exploit the fuck out of the AI by making some kind of killboxes and shit, and if you exploit the game to that extent then you might as well install mods to help you as well.


dc0a0a  No.15689083

>>15689009

>>15689037

lol you mad about muh storyteller system?


dc0a0a  No.15689086

>>15689009

>>15689037

he wrote a book you know


fd0f45  No.15689138

>>15689037

>>15689009

>Scaling Dificulty bitching

Alright, ya faggots, let me break down the main reason you have problem with Dificulty Scaling and others don't:

YOU'RE SAVESCUMMING DICKHEADS

There, pretty easy, right? Don't savescum. No problems.

Let me go more in depth. There are half a dozen factors that calculate "Raid Power" which indirectly affects how many dudes come to rape your shit. To cut this short, I'm gonna assume you're all making proper guns and training fighters, instead of hoarding riches protected by 3 gardners, a cleaner and 2 cooks.

The main component of "Raid Power" that fucks you over is "Time". Ya heard me right, "Time". There's actually two diferent components to this, but besides a few technical diferences they work the same:

>Time factor starts at 0.

>goes up over time

>goes down when someone is downed

>goes further down the less colonists you have

Now, here's the keypoint: DOWNED. Not, killed, downed, your colonists don't really have to die.

So how does this work? Consider these two situations:

>Make great base with good and trained colonists

>Raid happens, all get killed, not one of your colonists got hurt

>Game decides your defense is really good, ramps up dificulty for next raid

>next raid happens, one of the raids pops two sniper shots on your colonists downing two of them

OPTION A

>reload

>keep reloading until it doesn't happen

>finish fight with no one going down

>Game decides your defense is really good, ramps up dificulty for next raid

Repeat until you got 70 tribal niggers charging your save-scumming ass.

OPTION B

>you don't reload

>battle takes a while, one of your colonists dies from bloodloss but you can atleast save the other

>game decides the dificulty is matched, dials it back a bit, next raid should be equally strong or slightly weaker

See where I'm going with this?

It's not a perfect system, and I don't really agree with most of the formula Tynan devised, but hey, it does it's job: adapting raid dificulty to how strong it perceives the players defenses to be.

Everytime I see some nigger complaining about this (and not the other 30 diferent problems this game has like fuck you, I want to harvest all organs, don't give me "lol balance" crap) it's always some save-scumming idiot that cries everytime their speshul intergalactic cook can't survive being shot 5 times in the head.

It's the Rim: you lose people. Roll with it.

Flip Permadeath on and never look back. You'll have a great time with it.


b38a52  No.15689173

>>15689138

you're a retard. It may do it's job properly, but it's a shitty job. Scaling has and always will be garbage - people should stop trying to play three sessions of D&D and then going "I should figure out how to put GMs in video games!" like the mouthbreathers they are. This game wants to be DF IN SPESS but then completely spazzes out when it comes to any semblance of depth anywhere. There's no population for other tribes, just random events with no rhyme or reason, because the developer made a crappy event system and then built the game around it.

You can attempt to play this as an arcade tower defense game with extra steps, but that's as far as it's going to go when there's no logic to anything the forces allayed against you come up. The game loop is so basic it's not even funny. Yeah, the game is fun, but it has nothing beyond that. I wouldn't even care if it didn't try to say it was a "simulator", which it is most certainly not.


a54f90  No.15689175

>>15689138

I love the game, but this text wall really doesn't change that the scaling is trash. The reason no one assumed that being downed would factor into raid power is because that's a retarded system.

Even ignoring that more than a quarter of the time they're as likely to die instantly as just go down, deciding that you can handle a group that's 25-50% bigger one raid to the next because you effectively dealt with the first raid without injuries is retarded. It's retarded primarily because the battle becomes exponentially more difficult the more people are downed, so there's always a hypothetical max strength of raid you can handle without any colonists going down, and a raid with only 10% more power might wreck your shit, since important members being randomly downed at the start of fighting is such a handicap.


9bf5d7  No.15689183

>>15689138

>game difficulty goes down if someone is downed

>you have to exploit this to avoid a raiding party of 80 people suddenly ending your game

>of course it doesn't tell you this

>instead it just punishes you for playing well

>you must """"train"""" everyone to fight

>by using a nonexistent training feature and animals that fuck your shit unless you micromanage the hunters

>by the way the people you spend all that time training are supposed to get fucked or else the difficulty becomes Dante Died Impossible tier

Great game design.


fd0f45  No.15689214

>>15689138

Also, if you want to see the shitty formula:

https://rimworldwiki.com/wiki/Raider

Scroll down. I don't like that colonists add up a flatrate (your paraplegic 80 year old blind retard is just as worthy as a 30 year old with 18 in Shooting) but it doesn't bug me that much since I can work around it (make hats with the unworthy).

Also, this thread needs more stories:

>just started a new colony yesterday

>want to play once without mods, so wing it vannilla style

>land with an Old guy, some crafter and a girl that's half decent with a gun

>Old guy keeps hitting on the girl

>girl gets tired with that shit, there's no #metoo in the Rim

>turns to the crafter "hey bro, like, you wanna marry and shit?"

>Old guy throws a tantrum for a few days, scavenges some weed out in the wild

>planned on doing an ancap meme colony, so schedule is "Anything" all hours of the day

>get a crafting spot, Old man starts rolling weed and immedietaly smoking.

>roll->smoke, roll->smoke, roll->smoke, roll->smoke, until he passes out

>lynx spots old men, wonders what jerky tastes like

>dog that bonded with Old man gets near, lynx goes after him instead

>save them both with girl and crafty

>Old man renamed to Granpa, faction is now "Granpa's Fun club"

>3 days later, some knife wielding psyco attacks

>Granpa drops him with a shitty pistol while the other two were asleep (it's ancap, they do wathever they want)

>Granpa arrests the guy, smokes another blunt, passes out in the prison

>girl eventually recruits him

>It's an actual serial killer

>get quest to trade some components for charge rifle+helmet+masterwork chesstable

>girl and crafty, now married take the dog and go on a trip

>they leave granpa with a serial killer. Alone

>they get along well, serial killer smokes almost as much as grandpa

>some shitty raider attacks with a sword

>serial killer is a brawler, really wants the sword

>hides in building

>grandpa taking potshots at enemy, draw him in

>suddendly, crazed serial killer bursts from room with a shiv, shanks the guy to death

>immedietely takes his shinny new sword and goes back to smoking

>granpa arrests the guy

>neither of them are social, so they can't warden

>they got 0 Doctor skill

>Grandpa decides it's a great oportunity to practice field medicine, nearly kills the guy 3 times, spends a whole day trying to heal him and giving him 7 diferent new scars

>brings food to prisioner, suddendly decides he's hungry, eats the food and goes back to scaring him again (I wouldn't call that first aid)

>girl and crafty reach destination, have to trade helmet for pemmican for the trip back, but hey, I scored a charge rifle plus a masterwork chess table.

>they head back while Granpa and Serial Killer (now renamed Jack) finish working on a rec room

>HEATWAVE

>break down wall to fridge, recroom is now cold and with a poker table

>weed is gone, so Granpa gets grumpy but solves it by playing cards with the serial killer

>feel like I'm forgetting something

>oh right, the prisioner in heatwave

>poor bastard is cooking in his cell

>welp, we're shitty medics and he's already on deaths door, though luck

>girl and crafty arrive two days later, find Granpa and Jack playing cards, eating raw potatoes and some unlucky guy roasting in the oven

>girl heals him up

>holy shit it's a Vat grown soldier

Right now, I'm focusing on healing him and giving him the charge rifle. It's been some 10 days and it's been going rather well.


cfc72a  No.15689219

any good mods out yet?


fd0f45  No.15689246

>>15689173

You start by complaining that scaling is trash, then use that to ramble about depth.

The scaling is trash for REASONS. Reasons I quite like to discuss instead of repeating "lmao, it's shit".

>population for other tribes

That's your beef with it? Not the fact they have no internal economy? Because I'm a-okay with "infinite dudes with a flag" if they actually consumed/produced things. Giving them a population number would not change a damn thing. The only meaningfull interaction a player has with a population number is making it zero, which is quite possible already.

The other tribes aren't there for the same reason DF has other civs. They have a purpose: send waves of dudes to fuck you up and prevent you from launching a spaceship.

That's the main diference from DF to Rimworld: this game has an objective and everything in it serves as a means or obstacle to it. DF is a lot more open ended and you're suposed to make your own objectives.

Rimworld has the exact amount of depth it has for the objective it sets upon the player. There's no need for beekeeping for instance, when berries and neutroamin miliking occupy the same niche. DF however, being so open ended needs a lot more alternative to pretty much everything.

>>15689183

>exploit

What an absolute fucking retard.

The goal of the system is to give you an appropriate challenge. It's not to make you stomp over raiders nor have raiders stomp over you.

You're made that in your attempts to do the first, you end up with the second.

>punishes you for playing well

Oh yeah, loading your save again is "playing well"

>the people you spend all that time training are supposed to get fucked

Don't get attached. Rimworld isn't a fucking RPG where you make a character and take it to lvl20.

It's a game where your spaceship will launch next to a graveyard with 30 dudes, mourned by the 12 survivors. You're getting attached to your pawns, that's normal. But the game WILL kill them, and "playing well" is recovering from it with minimal effort.

I think I've posted these in 3 diferent threads now: Rimworld is not about preventing disasters. It's about recovering from them.

Shit happens all the time, and it happens fast. Even with a perfect plan, even with a perfect defense, shit WILL fuck you up.

That's when the fun of the game starts, when you got 3 guys bleeding out, walls broken, shit's on fire, food rotting and another raiding party forming outside that you're trully tested on your skills.

Rimworld isn't a spaghetti western.

It's the goddamn Alamo.


fd0f45  No.15689275

>>15689219

Here's 2 that solve the complaints about scaling:

https://ludeon.com/forums/index.php?topic=42721.0

This limits the size of the raids to stop them from getting out of hand.

https://ludeon.com/forums/index.php?topic=30508.0

There's a bunch of neat mods here but one you might want to look is "Combat Readiness". It replaces the vanilla formula for raids and takes into account injuries in your colony. Weak pawns won't count as much as regular ones while anyone incapable of fighting is ignored.

If you want more:

https://steamcommunity.com/sharedfiles/filedetails/?id=729275792

This is a least of mods that are for the most part QoL improvements and better HUDs. Colony Manager in particular is fucking amazing.

https://steamcommunity.com/sharedfiles/filedetails/?id=829619412

This is Call of Cthullu themed mods with cult worshipping and horrible abominations. (If you want to go even further, get Genetic Rim and the patch to fuse eldritch abominations with genetic abominations)

There's also Werewolf and Vampire content there inspired by old World of Darkness, with a lot of depth. Running a vampire or a werewolf in a sandbox game is pretty fun and intensive.

https://steamcommunity.com/sharedfiles/filedetails/?id=918301502

Star Wars content. Of note is an entire skill tree related to force powers taken straight from Jedi Academy and a light saber mod.

https://ludeon.com/forums/index.php?topic=37323.0

Giddy-Up. This lets your pawns ride mounts into battle, to haul things around or just hunting. It's pretty great.

If you want combat mods, don't use Combat Extended. I'm not sure it's updated and it always requires multiple patches to work with any mod that adds more weapons.

Get Simple Sidearms, Run&Gun, Supression and Combat Medic instead.

There's a few mods for slavery and imprisonment on the go if you fancy that. If you don't, get Rimjobworld and you'll start to fancy it a lot more.

There's also a lot of Warhammer 40K mods available, check those if you're a fan.


9bf5d7  No.15689306

>>15689246

Did a savestate rape you 3 years ago when you were 12? That would explain why you constantly mentally project it into everyone else for no reason.

>Don't get attached

It's not about attachment, it's about wasting your fucking time. Why spend all that effort developing someone if you're SUPPOSED to have them fucking die or get their legs blow off by a grenade? I don't care if that happens when shit goes down, but we're talking about the game difficulty artificially escalating until it finally does. And if you manage to avoid it long enough you will eventually reach a breaking point where you'll be utterly destroyed by the difficulty level. It's not a good nor interesting nor fun system, it doesn't even work as intended since it's capable of going out of control like that.

This is a colony building game, the whole appeal is in progressing your colony and becoming bigger and better and stronger, but the game is designed to actively prevent you from doing that and doesn't give good players the means to counter it even though the game would be vastly more interesting and enjoyable that way.

These are the exact kind of shitty "arguments" that Bethesda comes up with to justify level scaling because they can't design an actually interesting world or mechanics.


b38a52  No.15689309

>>15689246

>Because I'm a-okay with "infinite dudes with a flag"

Then we're not even having the same discussion. You want an internal economy, yet no people to actually use it? You say you want them to consume and produce things, but they're infinite, so they consume an infinite amount. Yet you can reduce it 0? It's not internally consistent. Are you brain dead? All you want is an arcade game, not a simulation.


fd0f45  No.15689342

>>15689309

Instead of complaining all the time, why don't you jsut take a look around first?

https://ludeon.com/forums/index.php?topic=35832

More Faction Interaction has a lot more in depth interaction with every faction around you and Pirates\Bandits spread their bases around creating outposts.

https://ludeon.com/forums/index.php?topic=11444.0

Hospitality lets you receive guests from otherr factions, entertain them, sell things to the caravans or just have the visitors buy something from a shop you set up and even recruit them at the cost of their faction goodwill.

It's like someone else in the world had the same problems with the game you had but instead of throwing a bitchfit about it, he set out to fix them and all you had to do was download a mod.


fd0f45  No.15689357

File: 03d4a2892dd0cb6⋯.png (28.47 KB, 1458x786, 243:131, dificulty_scaling.png)

For the more mentally challenged, here's a pretty picture with pretty colours.

The red curve is essentially the "Raid Power" a savescummer gets.

The blue curve is the "Raid Power" a non-savescummer faces.

Notice the Orange lines. Those are perceived (by the game) averages of how good you're doing now. Notice that they float a bit up and down as bad shit happens, but stays relatively still until you improve your gear and can reliably defend your shit. Then the orange line rises: the game now perceives you to be playing on higher level and raid power adjusts accordingly.

However, a save-scummer will never even reach that step because long before he has a stable base with 10 dudes caked in advanced armor and proper rifles (not poor 36% garbage) you'll be overwhelmed by a "Raid Power" that spiraled out of control.

In short: don't savescum, the game punishes you hard for doing so.

>>15689306

>wasting your fucking time

Let's ignore the fact that you're playing a videogame.

You recruit a builder. He builds you some masterwork beds, a dining hall and a trading post. Then gets random-generated AIDS and dies. Was that a waste of time? No, he built a lot of shit.

Recruit a soldier, he kills 56 guys before dying to a random arrow. Waste of time? Nope, he wasted 56 dudes before doing so.

You're focusing too much on developing them instead of developing your base. You DON'T develop your dudes. Again, this shit is not DF.

You don't put a lvl 4 cooking guy in the kitchen, unless it's an emergency. You stick the 13+passion guy in there. Those other 7 levels won't make a big enough difference when he dies, it's more worrysome that now you have to emergency-cook with the lvl 4 cook with poor hygiene.

>This is a colony building game

No it's not. Unless you pick "Base-Builder" dificulty with Phoebe. You're not suposed to build a colony, your suposed to build a spaceship to escape a world deadlier than Australia. You're playing it like a city-builder, and then wonder why the raiders laugh at your pretty potted plants and lack of sentries.

>>15689309

And let me expand my previous post before you pull the "muh mods".

What's the purpose of that? Let's assume they have a large enough number that you can't wipe out a "major faction" in 2-3 raids. Say… about 250 dudes for a start.

Imagine the game rolls 20 of them as potheads that want smokeweed everyday.

What's the diference between doing that and simply saying "This colony consumes 30 smokeweed per day".

For instance: what if factions had traits, and one trait is "potheads" which increases the consumption of food and weed.

The end result is the same thing but one requires some severe CPU assraping, while the other doesn't.

If you want to destroy a faction, you attack them and destroy their base. There, faction ended, no need to track how many of them you've killed. Let's assume you DID simulate all the 250 of them. You attack them several times, 230 are dead. You now capture 7 of the 20 survivors, the rest flee. Some get picked by tribals, some strike out on their down to start a new faction. How long would that new faction take to become an actual threat/something meaningfull for the player to interact? You want to trade your huge stocpile with 3 dudes in the middle of the desert? Why, what would they trade you with?

Simulations have this thing called detail. There's shit worth simulating because it's very likely to generate interesting and meaningful interactions for the players. Like relationships between raiders and colonists.

Then there's shit like calculating how many turtles raiders eat in their home base and whether or not the local turtle population goes extinct because the raiders ate them all. All the player would see is… well nothing. the turtles would simply disappear.

You don't need to tie their consumption to their actual number. Just say it's a Small/Medium/Large settlement, and they consume 20/40/60 food per day.

Then you have some industrial settlements that consume metal but produce weapons or farming outposts that consume components but produce food.

Before throwing shit in to be simulated, ask yourself: "How does this interact with the player".


b38a52  No.15689439

>>15689357

>You attack a faction and destroy their base

you're assuming every attack action ends with total defeat or total victory. Retreat and small skirmishes are more than possible, but because you simply limit factions to flags and conditions, it's now impossible. If you didn't beat them, nothing happens. Maybe they'll get a debuff "condition" now, that accurately simulates nothing. Hell, let's take this for instance - you are a band of 6, who definitely cannot take on this big old tribe of 40 in a direct fight. Instead, you go in, kill a few, and then retreat. You've destroyed all ability for tactics or thinking outside of total defeat or total victory, eliminating any nuance or possible thought that could be had throughout a game, or even a different kind of challenge with asymmetrical challenges. Moreover, by complaining about CPU, you fail to grasp even the basics of game design, wherein you only have to simulate what is necessary. When you're not there, all that the game needs to know is some basic numbers and perhaps a saved layout which does not change. You change the level of simulation based upon what the players level of interaction is, instead of having it all at the same fucktard baseline wherein nothing changes besides some, maybe, basic flags, incapable of acting with the world on a larger scale because… what? It's too hard for the developer or something? In addition, by actually fleshing out these settlements to something that makes actual fucking sense, you now add the ability for modders to add in more detail instead of throwing a "bitchfit", as you call it, and working around the devs retarded system.


fd0f45  No.15689559

>>15689439

I get your complaint about basic flags, but why stop at "basic flags"?

That's precisely the system I'd advocate for to be expanded upon.

>raid some base

>kill 3 dudes, steal some steel: base gets "minor raid" flag

>kill 10 dudes, burn down a generator: base gets "major raid" flag

Or even sub-objectives:

>destroy their power sources, base gets "no power" flag

For instance, they could fix this last flag by repairing it. They do this by getting more metal from neighboring bases. This is a flag that essentially generates a convoy from somewhere in the map that you can intercept.

Instead of being a boring passive modifier flag, it's something generates a new objective.

Apply the same reasoning to their food reserves/production, crafting potential and medical care.

You can simulate everything with a robust flag system without either bogging down the CPU by simulating 250 dudes or simplifying the generation so much it's just a Skyrim dungeon.

The other issue you ran into a few hours in is running out of targets. If every outpost has 10 to 20 guys, a late-game player can drop it, kill them all and leave. Repeat this a dozen times and there's no outpost near you for dozens of miles. By doing so, you just removed two important parts of the gameplay:

>You won't get raided

Your defensive buildings turn useless and you'll never need to defend against anything

>You can't raid

Unless you spend a fuckton of food/fuel to attack further targets away, there's no viable targets nearby.

That's why I said I was comfortable with "infinite enemies".

I like a game where you're constantly under siege, defending your land and building on it in-between raids. A gameplay that enables you to offensively take/destroy other settlements like that is more suited to a 4X game, not a base-building one.

This is more a matter of personal taste, I guess and I understand the desire to simulate other factions more accurately if you're playing for planetary conquest.

Word of warning:

>It's too hard for the developer or something?

That's the line of reasoning behind a lot of no-devs. One thing there's no shortage on Steam's Early Acess is devs trying to make accurate simulations, throwing shit on top of it and realizing halfway that this shit is a lot more complicated than it seems on paper.

I'm not gonna sing praises for Tynan, there's many things he did I don't agree with, but the end result is good enough for me to recommend it, even with all the other shit I think he missed out on.


2acce0  No.15689752

File: bdef95f6b691dd6⋯.png (752.81 KB, 1000x741, 1000:741, 5eb52534028b18c49959b6c263….png)

>Roll the dice for a while on char gen

>male colonist, age 26 (father)

>female colonist, age 36 (daughter)


be19bc  No.15690132

>>15689138

>recruit 10 shitters

>Let them go in first

>let them go down and/or die

>refill with raid prisoners

Also, while I do savescum, is mostly to make sure my doomsday rocket will kill at least 90% of the raid, so i can just grab the other 3 that spawned with them


be19bc  No.15691259

>>15689357

you are retarded, if the game made half of what you proposed, you would at the fucking least get a simulated economy with values based on supply and demand rather than the fucking spawned traders that the game roll some dices and spawn their stuff from thin air.


9517d0  No.15691289

>>15689752

Space travel bruh. Read the Forever War.


9f5886  No.15691455

>Torso / headshot with a sniper rifle on some ooga booga nigger

>No fucks given

>Colonist hit with a bow anywhere

>Dies instantly or goes down even with armor

Nice.


e0c9fe  No.15691549

File: 317a9e0628f70af⋯.png (7.02 KB, 325x37, 325:37, butthurt.PNG)

>>15691455

>have mountain base with one entrance and zero exits for them

>ai exploit because even miners will take the route with "least resistance" aka shortest route

>get butchered by 30 gattling turrets and a battery of artillery waiting for them

<one guy manages to shamble out to safety with half of his body mass being lead

I don't understand why there is always that one lucky son of a bitch.`


9f5886  No.15691677

>>15691549

Yeah I feel you, theres too much hp on individual body parts/organs in my opinnion, and getting a bullet hit no matter how non critical on each and every spot on your body should do more than slow you down and ruin your mood for the day.

If a units pain goes above a certain limit they should go into the knocked down state.

Also

>Arm 1/20

>Keeps shooting back like nothing happened

>Guy next to him is not distrubed or discouraged

If my arm was hanging by with only a small piece of skin I think I'd just call it a day honestly.


dbda00  No.15691694

These autism simulators are even worse as a genre than battle royales. At least those have an objective.


72c162  No.15692226

File: a6ffb173b1479af⋯.jpg (187.61 KB, 1279x682, 1279:682, RimWorld Centipede.jpg)

I'm going through all of the fucking workshop shit on Steam, and there isn't a single fucking mod to make a gas chamber. I thought that shit would be a day one entry.

I could just make a gigantic kill room on a geyser, but it isn't the same.


ab3997  No.15692288

I just encountered my first poison ship. Fuck my life. Or rather, that of my pawns.


ab3997  No.15692340

>>15691694

Rimworld is to autism simulations like the common cold is to AIDS.


e0c9fe  No.15692366

>>15692226

There's always the crematorium mod that you can re-purpose as an oven. Efficiently remove both bodies and clothing.


fd0f45  No.15692876

>>15691694

Your objective is to build a spaceship and leave the planet. You'd have a point about pretty much any other autism simulator but not this one in particular.

You're also missing the entire point of having a neverending story generator. It's like the Sims, you don't play for the endgame, you play it for the neat moments were cool shit happens.

>>15692226

There's https://ludeon.com/forums/index.php?topic=34213.0 which is, not only what you want, but you can also fire mortar shells with it.

There's plenty of variety for gases too.

Only problem is that it's for B19 still.

The mod author said he's gonna upgrade it to 1.0 in 2 weeks but that he is currently in the jungle.

He said this almost 2 weeks ago

Doctor Mengeles is out there in Vietnam fighting the inferior gooks, cross your fingers for the Doctor!


ab3997  No.15692890

Tynan says it's a story generator but honestly I'm not seeing it. I hate to draw this comparison but DF creates more interesting stories within the first year of a fort than RW does over the length of an entire game.


6447a1  No.15692937

>>15692226

But anon, you can make a oven in vanilla rimworld.

Just build a tunnel with chairs, seal off both exits, set fire when raiders come, and close the doors.


14b44e  No.15692942

File: 6125a5a27ef0224⋯.jpg (78.05 KB, 504x470, 252:235, f78f5fb6270d244f6444adb169….jpg)

>>15689752

>reminding me of that doujin


c251dd  No.15693231

File: 045bf2577039935⋯.png (722.88 KB, 605x985, 121:197, 65654673567346288123454.png)

Anyone got any ideas on how to reduce loading times? I got around 80 mods and just starting up the game takes more than 5 minutes.

Could saved games affect this? I haven't cleaned up my save folder for a while.


66ae14  No.15693305

Game is called Rimworld and there is no rimming. I hate false fucking advertising.


e57f76  No.15693507

>>15693231

>how to reduce loading times

>I have 80 mods

You know how to fix your issue.


fd0f45  No.15693535

>>15693231

>only 15 minutes

Check out this casual! Come back when you can have a small meal while the game loads and you have to schedule Rimworld time because of this.

Now seriously, I'm going well over 15 minutes now but this is as >>15693507 says. You have no solution but to cutdown on the modding. Pick what you find essential and a few content mods instead of the entire workshop.

I'm also not sure what takes the longest to load, if the many different images and other resources or patching the files with Harmony, so you might want to test this theory out.

Other than that, open Process Explorer and set the priority of Rimworld to the max or try getting some more RAM since Rimworld is capable of using 4GB.


e4411a  No.15693641

File: c54abfbbbb10c2c⋯.gif (107.4 KB, 224x223, 224:223, c54abfbbbb10c2c01e65405d63….gif)

>>15693507

BUT I NEED THEM

Doesn't take much to suspect that the sheer amount of mods are to blame, but I just wanted to know if there was an alternative. I found a reddit post that says shutting off his internet connection and running Steam in offline helped due to something with the Unity engine checking files.


be19bc  No.15694228

>>15692937

>chairs

what a fucking noob

Designate a 3x3 zone in the oven fuel supply as wooden floor, after all the wood is transported, cancel the plans and forbid the wood


0fd0a3  No.15694323

>>15689138

wait is this why its piss easy when you decide to care for some brain damaged faggot rather than feeding them to the wolves? its almost as if the game rewards you for being bad, making bad decisions, and (((Doing the right thing))). is it the same thing that makes the day 4 heat wave stop when one of you colonists die to it? i thought this game was bad because the dev didn't put the effort into it. but now i know he went to great lengths to make it suck.


fd0f45  No.15697793

>>15694323

>piss easy when you decide to care for some brain damaged faggot

What? Fuck no, having another colonists, even a braindead moron with no skills and a medical history that rivals Hillary's still raises the Raid Power a flat amount.

>the day 4 heat wave stop when one of you colonists die to it

Not an actual thing. The Length of Heatwaves is decided when they start. At most the game could use the same Raid Power to say "Well, now you get a 6 day Heatwave", but I don't think it even does that. Just randomizes an amount of days and slaps that on top of you.

I'm not sure what you mean by:

>the game rewards you for being bad, making bad decisions, and (((Doing the right thing)))

For the most part, all the "good" things like:

>helping the mentally handicapped

>burying raider corpses

>not eating said raider corpses

>not over-hunting the local wildlife

all end up fucking you one way or the other. The most efficient way to play and keep your chances of winning high are to be a complete psycho that makes human leather hats/clothing, sells organs and slaves for cash and spends it on drugs to mindrape your colonists into ignoring the 3x3 "Rec Room", the crappy meals and the crowded bedspace.

Anytime a player deviates from this and tries to make things more confortable for the pawns, you require more resources/time and start risking getting fucked up.


983891  No.15697915

>>15689275

>Rimjobworld

Does it work with 1.0? Dumb question.


fd0f45  No.15697921

>>15697915

There's an updated version, so I assume so.


983891  No.15697924

>>15697921

I'll look for that, Lover's Lab seems to have not been updated since last december.


e76dc5  No.15698072

Game gets a little easy fun though

>2 guys land 1 women

>everyone has there own skills and defects

>blorg the skull crusher melee king

>stacy the village slag grew plants and built shit

>Nepon the fgt was a homosexual

>starts off howd ud expect they work together haul shit build stuff and setup a small place to live except nepon he was a homosexual like i mean he couldnt do shit doesnt like violence cant fucking read the dude was a pleb

>so things continue smoothly get power going setup basic shit cool room toilets (coz mods) and all sorts of wizbang shit

>First raid comes 3 dudes some basic bows and knives nothing special

>blorg Storms out clobbers them with a mace and returns home no fucks given

>nepon saw this an develops a crush on blorg

>blorg doesnt roll like that so he hates nepon for being a fgt and rolling around in the grass all day

>stacy also likes blorg, he needs some puss to smash so they get together

>Nepon hates stacy so we have quiet the social dynamic going on here

>so blorg and stacy are out doing shit mining building u know basic pawn shit

>nepon has a mental break down i mean the dude cant do anything he is a retard but decides its all to much so he charges into blorgs room and fucks his shit up

>as you can imagen blorg does no take kindly to this so he clonks him in the head and drags him to the med bay

>nepon spent the next month in hospital for being a fgt but things around him continually got better

>raids came Blorg did his thing crushed some skulls called it a day goes home

>Stacy and blorg get married i let them partake in a few drugs except nepon coz noone like fucking nepon

>nepon breaks for good he goes wild starts smashin shit

>so blorg got up out of bed *THUD* Nepon down

>drags his ass to the prisoner chamber and leaves him there

at this point i have to try recruit him again for w/e fucking reson

>but nepon was a huge fgt refused to join again

>but i began to notic somthing when i would check on him he would be injured again and again

>alright whats going on here so i watch as blorg goes in trys to convince him to join then beats his ass for being a fgt then leaves

>stacy would come in and heal nepon untill he is well then the cycle would repeat

now im not sure why he was beating the prisoner but i thought it was fucking halrious

>So on nepon final day blorg come in with a meal in hand gives it to nepon as he is chowing down blorg beats this man to death

>leaves the corpse to rot in the room b4 breaking and murdering stacy too the man was to strong for his own good

this play through didnt last long only a few hours but fuck it was funny did i mention blorg only had 1 arm?

guess point is dont save scum and dont look for the perfect run coz ull miss all the fun you joyless fucks


e64bd9  No.15698098

How long are you niggas playing that these 80 man tribal raids become a thing? Like I've had colonies are year 10 with around 12 or solo colonists (don't like the super large colonies) maxed out research wealth out the ass, people are super soldiers with master work+ armor and guns + bionics, and I still don't get those level of raids. Infact I usually get bored around then are try out a different colony with a gimmick, or try some weird overhaul mod.


8a8426  No.15698123

>>15698098

What difficulty are you playing?


e64bd9  No.15698142

>>15698123

Randy Intense. Sometimes Extreme if I feel like it.


e64bd9  No.15698173

File: b23758e35647a52⋯.jpg (310.43 KB, 1920x1080, 16:9, RimWorldWin_2017-02-20_03-….jpg)

File: b0f84be26923845⋯.png (9.43 KB, 88x52, 22:13, RimWorldWin_2017-12-09_01-….png)

My biggest issue seems to be late game manhunter packs, probably because I don't ever bother to really make any melee focused colonist, and when you get 50+ animals quickly charging you, it only takes a few of them getting into melee range to tie your guys up in melee combat and then friendly fire starts happening and you get swarmed and overran. But luckily since like B15 I've always been making my bases like pic related, one giant facility all interconnected made out of stone so it's fire proof. That way when I do reach that point of massive man hunter packs I just lock the doors and stay inside for a few days while the animals start to starve get sleepy and give up and leave because they won't actively attack your doors unless they see someone go inside.

Pretty old picture but was the quickest one I found.


2acce0  No.15705623

>102 days

>Build every outer wall out of of wood

>You are being invaded

>(((The Nose))) starts throwing molotovs

>Every individual invader has the pain resistance values of a fucking machine

>Resort to isolating the fire because I have the disgrace of being on a fucking forest

>Lose 6 5x5 bedrooms furnished with good/excellent shit and a high tech lab

>-18 components, the floor is now vomit inducing cancer

>Week afterwards while I'm still rebuilding/recovering people I get a poison ship + toxic fallout on moderate

>Every exploding critter blows up but the vegetation has already enough aids and all the explosions are isolated

>Have to micro manage cows just to stop them from getting space aids

>Prompt for "Rapefugee running away from some nigger tribe"

I'm being stepped on by Cassandra and I don't like it


4e76d5  No.15705640

>>15705623

>playing on anyone but Randy Random.

You made this bed for yourself, anon.


88cecc  No.15705668

>>15689752

>what is cryogenics

Look at the chronological ages, idiot.


b76bd7  No.15712280

Be careful with fucking feminist modders trolling. I got the woohooing mod on to make some colonist farming and the fucking piece of shit replaced all my textures with a shitty logo about feminist developers at work. If you get that error check your most recently updated mods in case they are deleted from steamworks.


069231  No.15712287

>>15712280

How would this shit even happen? I get all my mods from ludeon forums and rimworld base because piratefag. Are they abusing steam somehow to trick people/mod update system or what?


aa9560  No.15712327

>>15689037

You actually CAN bribe them and can prepare for invasions.

As for migrating animals - how the fuck are you supposed to reasonably predict that?

AS for other faction populations - you wan to game to simulate every person on the planet? It's not necessary.


aa9560  No.15712332

>>15697924

I works. I also have the MonstergirlsPlus I improved myself.

Everything seems to work fine. Prepare Carefully and Psychology and Rimhammer 40K too.


aa9560  No.15712338

>>15689306

>It's not about attachment, it's about wasting your fucking time.

Then rouge-like games and games were loss is PAR OF GAMEPLAY are simply not for you.

So instead of sperging here that the game is shit realize that you are shit for attempting to force a game to conform to YOU alone, like you're the fucking king of the universe and all games have to carer to your tastes alone.


aa9560  No.15712478

>>15705623

>Have to micro manage cows just to stop them from getting space aids

Just have an animal safety zone and assign them to it

My current colony:

>4 Cadian survivors. Regular guardsmen.

>1 real soldier, 1 builder, 1 female medic and 1 farmer.

>Start in a small hills area, and quickly get our shit together.

>Base is mostly inside a hill, tough I'm running out of space.

>Saved 1 more guy from a pod and 1 that wandered in and joined.

>orcs start raiding more.

>after a heated skirmish with orks spraying bullets everywhere, everyone is wounded and bleeding, with half of them down.

>the medic is also downed, and I end up loosing one of the new arrivals due to infection and blood loss, couldn't patch her up fast enough.

>the other one who joined has brain damage, but I arrived with archotech medicine that could fix it and that I kept for just such an occasion.

>toxic fallout comes, and last for long enough that my food reserves run out. Had to send colonists out to search for fresh corpses. Colonists are starving, but the fallout finally ends.

>survivor being chased by 2 orks calls for help and I accept, not fully reading the message.

>It's an eldar.

>Oh well, what's done is done, kill the orcs and get her to join.

>she is a fucking Banshee with his melee and shooting scores AND has her armor on her!

>Fucking Tue decide to attack.

>Show them that the Emperors Flashlights are fucking deadly and loo their corpses

>Now I have a pulse rifle (which the eldar uses to great effect) and have finally replenished by food socks.


c9b3fb  No.15712492

File: c73ef2104adf14d⋯.jpg (337.98 KB, 1053x816, 351:272, dwarf columbine.jpg)

>Rimworld thread active

<Dwarf Fortress thread almost dead

My life is nothing but cold, bitter hatred.


cce589  No.15712606

>>15712478

Not to knock on your story but it's the basic fucking series of events that happens to everyone every game. That's why Rimworld is shit at story telling.

There will never truly unique stories because there is no depth to the interactions or world.


a56c83  No.15712620

>>15712492

>instead of bumping the df thread he posts in the rimworld one

Not the sharpest knife in the drawer are you?


c9b3fb  No.15712664

>>15712620

I'm just here for replies


1ca169  No.15712946

File: 4ff87f5fd5f02b9⋯.jpg (23.24 KB, 873x232, 873:232, 8tut81.jpg)

>>15712606

What personally ticks me off is the whole story teller angle crap. The game is sorely lacking in mechanics, mechanics that mods can and have implemented. Add water, shit, actual light/dark management. Fucking. Literally, add sex, reproduction, forced brothels and whatnot. An armor system that makes sense and more then two articles of clothing to wear. AKA parka and marine armor. Pawn personality system that's more complicated then [mth:100 x /0 trait]

Most importantly the game can't decide whether it's about surviving and getting to this red herring ship or long term homesteading. There's an encounter system that really impressed me first time I saw it, but instead of being about hunting or your slave raiding missions it's hope for a vanometricPC/whatever RNG reward quest you do and forget.


1ca169  No.15712990

>>15712946

Additionally the tedium. My God.

>drowning in useless (((tainted))) gear

>can't set or save battle positions

>worse trade interface then most 80s inspired roguelikes

>plain fuck you features like the animal training decay

>weapons won't decay with use but nothing will fix the damage of being left in the open for two hours

There's also an acute lack of late game automation apart from having a bunch of hauling huskies or some such shit. Where are my cyber zombie cleaners? Muh explosive collared prisoner miners? Basic railway and or mining carts for easier transport? Make us earn that shit but have some form of lategame quality of life available.


b76bd7  No.15713078

>>15712287

I guess some texture replacing. It is more painful to figure out what the fuck is going on than anything else, expecially if you have over 20 mods and you have to check each one of them one by one. I go small because I can't make my mod priority list work properly.

It seems they updated the game breaking error and then deleted the mod from Steamworks.


b76bd7  No.15713084

>>15712492

Rimworld have better music.


1ab765  No.15713137

Are there any mods to make the game not look like ass? I hate the shitty newgrounds look.


1ca169  No.15713163

>>15713137

Not really. There's some fairly great assets in there like the vanilla timber wolf or say RimKEA or apparello mods but generally anything truly detailed looks like absolute arse due to how the game scales and draws things.


aa9560  No.15713580

>>15712606

>There will never truly unique stories because there is no depth to the interactions or world.

Neither is there in DF. You are projecting pointless words and meaningless stats into something deeper.


1ca169  No.15713944

>>15713580

>something deeper

You mean something along the lines of either toady or tynankike leaving their respective donation and reddit cirklejerks and actually improving their games?


4a0da0  No.15713992

>>15712332

Does Rimhammer 40K have non-Steam download link? I only have the pirated GOG version.


2e4c40  No.15717509

File: ee2d6bb70803172⋯.jpg (188.63 KB, 764x691, 764:691, 839ee646a834b9ffb8faaeae0a….jpg)

>>15713992

>spoonfeeding

The codex does not support this action.


e8bc59  No.15717529

>>15713580

How many funny varied stories came out of DF? How many similar stories come out of RW?


2e4c40  No.15717545

File: 3bf5ebd3886514a⋯.jpg (89.31 KB, 849x400, 849:400, 34623563.jpg)

>>15717529

How many shitposts came out of arbitrarily comparing one thing to another? Plenty How much good came out of it? Jackshit

Cut the crap already.


e8bc59  No.15717571

>>15717545

Nothing arbitrary about it. There are entire archives filled with stories that happened in DF. Show me the same for RW.


2e4c40  No.15717575

File: 50837d414532cf1⋯.jpg (191.58 KB, 1200x825, 16:11, 50837d414532cf1e2f08b276e3….jpg)

>>15717548

That's part of the charm and you know it. Proper TTF tilesets never, ever though. That still doesn't change the fact how it's not about either of the games or even some alternatives like that shitfest MAIA but rather, rampant shitflinging. And low effort shitflinging at that.

Neither of the games is perfect, both have scumsuckers for devs and both have rabid faggots that cover up for either of those facts with better then thou or losing is funXDD memes that got stale fucking years ago. Dissent, mod, discuss, the actual game, and not some pseudo elitist crap. Hell, might even end up having some fun along the way.


2e4c40  No.15717612

File: 3fb45a89bc3a639⋯.jpg (5.25 MB, 3800x5352, 475:669, 3fb.jpg)

>>15717571

How about I show you my ass and you can suck it like an egg? There's everything arbitrary about being so sad and worthless that you can't participate in a thread, I assume any thread, without trying to shit it up with bait that again, got stale fucking years ago.

Your entire argument is A's better then B because some people had fun playing A ten years ago. It's not (You) having fun. It's not this place having fun. It's some faggots on some forum that being bored to tears with tedium of DF, especially classic DF roleplayed and condensed their experience, again, fucking years ago.

Know what the real kicker is? There's nothing stopping you from doing the same. "B-But DF has X!" It doesn't matter. The best writefaggotry came not despite but because of the lack of other stimuli like fancy graphics or heavy backstory. But you know, that would require some talent or at least some effort from (You).


e8bc59  No.15717617

>>15717612

Except nobody was talking about fun. The argument is whether or not RW is good at "telling stories" because it claims to be a story telling system. It's not.


2e4c40  No.15717628

>>15717617

Precisely my point. It doesn't matter whether the game is any fun, no, let's argue about arbitrary lables the dev pulled out of his arse. I mean, you see the issue, right?


e8bc59  No.15717644

>>15717628

If Tynan insists on this being some sort of story simulator he should be held to those standards and, you know, implement things that create stories. That's the issue here. As it stands RM 1.0 is basically the same series of events in a slightly different order every game. Not even mods can help with that because there's only so much you can do to influence the underlying system.


2e4c40  No.15717677

File: 7a581a5174aca62⋯.png (355.32 KB, 480x640, 3:4, 087.png)

>>15717644

How about, I dunno, fuck Tynan? You think any of those stories came out of toadykikery meta crap or had a 100% success rate? Anon, I can tell you from first hand experience your average oh, so fun, story came from a faggot that had some writefaggery talent to condense and stylize your average gameplay. It doesn't mean the gameplay was amazing. It doesn't mean you'll see what he saw. It just means he was a good writefag.

Now, how about we go back to having fun and take it from there?


690261  No.15717684

Procedural generation and level scaling is trash. Level design and encounter difficulty are purposeful elements. Why does procedural generation work in df? Because when they did it they put actual fucking work into it. Not raiders = 1d3 elves. No these elves are mad because you dumped their whiny trader into a drowning chamber, washed his body into a putrefaction room, gathered the bones to decorate your mugs once the miasma cleared.

A game shouldn't try to determine what I can handle. It should be throwing progressively more difficult challenges at me until I achieve the objective. What's a better story, a raid wiped out all but two guys, they managed to recruit a third, and through blind luck and grit fight through another and launched. Or he were go player that raid pushed your shit in so let's make the next fight fair. Uh no fuck you. This sounds like trash.


e8bc59  No.15717689

>>15717677

Again, you're trying to argue gameplay when I'm arguing ability to tell stories. Those are two different things. For one, as I said, RW has a very formulaic way of making things happen (literally due to its programming) and you also can't really go in depth with your pawns or the world itself. You don't get very many amusing bugs or weird behaviors either because the shallow combat doesn't really allow for it. Is there an RW equivalent of the Carps of Death?


e8bc59  No.15717700

>>15717689

Also I'm not trying to shit on RimWorld. I really enjoyed the game when I first tried it and I'm a DF grognard myself. The thing is that you can tell the problems the game creates for itself after a short while simply due to lazy design.


2e4c40  No.15717746

>>15717689

Good gameplay you can count. You can plan for. It's there, the balance, the features, the mechanics. The entry level scale that doesn't require six months living on Tibet preparation or that doesn't grow boring after two days of playing it.

Fun you strive for. It's not something you can expect, it's rather something you hope for. Your stories may come from having fun transcribed by someone capable. You may even have more fun reading stories of someone else playing the game then having played it yourself.

Now, I don't know about you but I'd expect my game to play well first and foremost and my management games especially so. I'm also not the kind of faggot to fall for marketing shitcks. The storyteller sim or what the fuck he's calling it? Anon, it's there to distract from gameplay or lacking features.

>Carps of Death

Again you're going for the 1:1. DF classic is not DF2000 is not DF current year. None of those is this or attempts to be RW. And there is obviously game ending shit. The ways raids are calculated is plain retarded, so you may end up with 100+ raiders because you engraved some walls or got some meme mod item that has bullshit value. Especially when 30 of those raiders come with mortars and 60 start digging around your defences.

No undead or obvious z-level fun like adamantine diving obviously.

>>15717693

>i wish more of my bones were broken

>it’s not charm

Tell that to the losing is fun crowd.


2e4c40  No.15717785

File: 1a00f33811815ca⋯.jpg (110.11 KB, 1041x1200, 347:400, 1a00f33811815ca9f4c41c4426….jpg)

>>15717689

And you want a story? Fine. I usually hand pick pawns with the first and only survivor being carefully prepared. Cannibal until the bad people mod came out, bloodlust, rapist. Fun etc. Then comes the harem building. Except this time, this motherfucker caught a stray bullet to the brain and left incapable.

Shit.

So me being me had a big stockpile, base that had several defensive rings and about a weeks of gameplay invested, so it didn't seem right just abandoning it. And as it happened I didn't save in like four hours. Well, I had some ancient sleeping pods in my converted med-bay so I put the would be Rance on ice. Of course since he was the only one truly capable of research and the females of the colony used for more, mundane tasks. I was pretty much screwed for bionic brains for the foreseeable future. So, there I was with four bitches, two of them nymphs and my second best fighter heavily pregnant.

I did the natural thing. Activated the cult mechanics from the call of cthulu, built a cathedral around the stasis pod. (Re)Built a base around the cathedral, and started acquiring bionics until we get the technology to rebuild him. Stronger. Faster. Less likely to have his brains shot out. And with a ever expanding harem waiting for His return.


d9cf00  No.15718364

>>15717785

You could have greentexted it at least.

So now my RW story about lich.

>Installed 30+ mods, mainly for QoL updates and more content.

>Carefully prepared one-man new arrival which was hermit lich

>Made settlement on Desert Oasis

>Noticed that my pawn can't do anything which doesn't involve killing shit and making it into undead

>However, he didn't need to eat or sleep, was immune to disease and very low/very high temperatures.

>So I just tried his magic on nearby iguana to see how it works. It worked and female Iguana was still getting progress in making eggs.

>Later, pawn was just wandering around until several events fired out

<Cargo drops with pemikan, alpaca meat, one manhunter bug which was tamed after being killed and horde of wild cats joining my colony.

>Made caravan and went to closest friendly colony to sell all cats and food.

>Before going there I got information about hidden ancient room.

>Returned back with ton of silver and I opened hidden room by destroying wall with SMG.

>Opened one of two ancient stasis pods that were there.

>Two female pissed armed ancient soldiers came out, so lich killed them

>Used raise undead to get two more colonists, which actually worked all the time, while lich was stargazing or otherwise lazing around in cold spring

>Made roof over that room to build base in there

>Received prompt to name my faction and colony.

>Lich got cucked out from being faction leader by one of these soldeirs

>Otherwise

>Until thrumbo showed up and I was stupid enough to think I would actually win against it

>Thrumbo had bitten off neck from lich instantly, when he got too close

>Every colonist and animal I had died after one hour ingame shortly after lich.

>Also Thrumbo stopped bleeding few seconds later

>THE END


50df73  No.15719344

>>15717785

Anime AND lesbianism?

You belong in >>>/a/, not here.


2e4c40  No.15722839

File: fe4338b4b139d48⋯.jpg (100.13 KB, 1024x576, 16:9, fe4338b4b139d486d99d080d5d….jpg)

File: e583d92961f1e96⋯.jpg (147.37 KB, 1024x576, 16:9, e583d92961f1e963cd1ac274e2….jpg)

>>15718364

Didn't you want the bay12 style of stories? I was almost tempted to do a day by day classic /v/ plays shit but for start that would require notes. Also liches are very much bitches in that magic mod. A fucking sniper or surprisingly a ranger will wreck absolutely goddamn everything on the other hand. Warlock is nice though, he has that mental break inducing plague thing as well as basic summoning from the mage class.

>>15719344

Funny you should say that. As a social experiment it's impressive to see what happens to a bunch of cock hungry nymphos when you take the cock out of the picture. I didn't account for a second/rival cult sprouting due to the conflict with rimhammer. So, on one hand you have the loyalist faction trying to revive their boss and on the other I presume the Yuri Liberation Army.


d15b35  No.15722953

>>15722839

>Didn't you want the bay12 style of stories?

That was another anon.

>I was almost tempted to do a day by day classic /v/ plays shit but for start that would require notes.

Sounds interesting.

>Also liches are very much bitches in that magic mod.

Liches work like princesses from vanilla but are slightly better by being able resurrect dead for free labor, have non-existent upkeep cost and fast HP regen as long their parts aren't destroyed.

It's still kind of stupid when crucial part of their body is destroyed they still die though.

>A fucking sniper or surprisingly a ranger will wreck absolutely goddamn everything on the other hand. Warlock is nice though, he has that mental break inducing plague thing as well as basic summoning from the mage class.

Nice to know.


2e4c40  No.15723088

>>15722953

My bad. 8ch's been screwing with recognizing my proxy and keeping my ID so much recently I'm personally amazed I've kept it ITT for as long as I did.

>Nice to know

If we're talking about the rimworld of magic, and I'm pretty sure we are, snipers are an absolute beast. AoE stun that does at least double damage to mecha. Then guaranteed aimshot ability that has a chance to string crits ie heavy SMG has all five hit head. They also have passive increase to their cooldown and accuracy. Rangers get free deadfall traps that poison and have this very short cooldown, and extremely accurate burst ability with bows that's more comparable to what you'd expect from an autocannon. For example I've routinely crippled 3-4 funneled raiders per volley, legs, arms removed. The works. It's also one of the few things capable of one punching a high soak target like a vampire or a maymay space marine.

Summoners and liches/necromancers are actually either really, really bad or really good in a very cheesy sort of way. Just consider about how RW calculates raids, "adaptability" and % for bad shit to fire in relation to pawn count.

I'd also give psionics an honorable mention. Their abilities are situational and then some but they've got this autocast burst improvement thing that massively increases anything from fire rate to melee rate to mining to moving and crafting. It's like glad or blademaster but actually useful. Fighters also get some neat general abilities like sprint, free passive gear repair or massive carry capacity.

>Sounds interesting.

It could be interesting but it's not really a game that benefits from community input. And even if it was this place is kinda dead


d15b35  No.15723198

>>15723088

>Summoners and liches/necromancers are actually either really, really bad or really good in a very cheesy sort of way. Just consider about how RW calculates raids, "adaptability" and % for bad shit to fire in relation to pawn count.

They are only to boost numbers for while and give a little extra power to counter raids.

Good as colony support classes, but not much else.

>It could be interesting but it's not really a game that benefits from community input. And even if it was this place is kinda dead.

Aye. It's kind of sad.

Too bad, Phi mod is just a meme.


2e4c40  No.15723261

>>15723198

Yeah, but undead and permanent minions inflate your total colony value and in turn increase the chance bad things will happen. It also messes with your gain colonists events as you're technically above the four softcap. Aside from the meme value of the sheer novelty you're much better off with huskies or some such shit forced into a buffer zone via allowed zoning. Chickens especially would be perfect for distraction if they were capable of hauling junk.

I've also grown out of using embrasures or certain workbenches and furniture in favor of doors. A bunch of those provide on demand shooting ports, they allow for sallies and best of all really mess with the AI pathing. Don't know how many times I've reset their assault on one section by opening a door on the other side, all the while a good sniper or two, and I'm talking garden variety good shooter with a high quality rifle at the very least picking them off.


d15b35  No.15723405

>>15723261

I don't worry too much about it.


dd366f  No.15726019

give tips for beginners my first colony lasted an hour


72f842  No.15726129

>>15726019

>Try to use existing ruined stone structures(repair holes in them with wood until you get stone cutting) as temporary shelters(for lowlands) or search for isolated area(hills and mountains).

>Maintain and secure your food/medicine supply. Pemikan is best early game even without fridge.

>Maintain happiness of your colonists around 60% or more.

>Give weapon to every colonist that can fight.

>All your colonists needs clothes to raise their temperature tolerance and simple armor so they won't die by single arrow/pila from some nigger tribesman


bcb3ef  No.15726226

>>15726019

Butcher table gives more shit then butcher spot, parkas are overpowered. Keep both your kitchen and bedrooms areas clean and separate.


e62f18  No.15726229

File: 25a6fa10ea79bcc⋯.jpg (8.81 KB, 280x280, 1:1, 25a6fa10ea79bcc23e14d33ca3….jpg)

>making great progress on base

>tons of mods on

>put days on play time into game

>game updates out of nowhere despite there being no info for almost a year

>all the mods break and i cant play my old save because steam a shit and auto-updates everything

>all the modders also update the current mods instead of making a new version entery on the workshop

>have version X of mod Y? too bad

>have to find all of the old mods on the web pages like the games forum

>it takes forever to find all of the mods again

>this is the forth time this has happened to me

I guess I'll play this game properlly when the creator gives it a rest with updating out of the blue.


bcb3ef  No.15726234

>>15726229

1.0 and 0.19 are the same shit


cc72a2  No.15726255

Any torrent for the most modern version of Rimworld? The mods I want to use are totally broken, and I think it's because there has been an x.x.xxx1 update since the pirated 1.0 was released.


966662  No.15726295

File: e1ff1c678862b28⋯.jpg (56.15 KB, 573x873, 191:291, e1ff1c678862b284517f0f56a7….jpg)


069231  No.15726338

File: 8667ed012122ea8⋯.png (225.91 KB, 463x492, 463:492, anime_girl_is_confused_by_….png)

>>15726295

>Over 250 mods

H-how?


966662  No.15726390

File: 67ab055b93e4807⋯.jpg (31.59 KB, 646x337, 646:337, DcGojiBX4AAlp_k.jpg)

>>15726338

10-15 minute boot time. I can tell you, getting a working list was a massive pain the arse. I've probably spent more time tuning modlists than I have playing the game since 1.0 dropped.

That's just the basic enhancement list. I've got plans to do tailored modlists for an Imperial Guard base, a Medieval cult, an underground Metro 2033 survivor base and maybe some kind of horrifying sci-fi research facility. Ever since 1.0 dropped. I can for the most part make stable mod lists that I won't have to worry about expiring any time soon. I'll post the .xml's to the thread once I'm satisfied with them.


72f842  No.15726403

>>15726295

>>15726338

This game shouldn't be that dependent on modded content.


bcb3ef  No.15726409

>>15726390

>10-15 minute boot time

Supposedly turning off your internet helps some people with that.

>>Over 250 mods

But, why? We're talking cluttered UI, heavily cluttered lists, random BFG tier guns because some dipshit decides this shit textured sling is stronger then a 155mm cannon etc.


966662  No.15726421

>>15726403

It's not, but it is expanded by it. It's got great potential for modded settings that has the Rimworld structure, but all the flavour of another game.


8fcd40  No.15726426

>>15717689

>RW has a very formulaic way of making things happen (literally due to its programming)

DF isn't programming?

WUT?

Everything that happens in a game is sue to programming.


cc72a2  No.15726428

>>15726426

Learn how to read the English language.


8fcd40  No.15726432

>>15717529

Who can tell?

What constitute a good story? Who writes it down?

The entire point you're trying to make is shit.


069231  No.15726447

File: ce1a21693540640⋯.png (91.66 KB, 500x522, 250:261, ce1a21693540640f195132a950….png)

>>15726390

The true question here: Was it worth it?

Also this does seem like a really cool list. Can you tell me what your ideas for how the Metro 2033 survivor base will be; I've always wanted to do something like that. I assume it will need that underground building mod, which I've never used because I've heard that if the ladder is destroyed your colonists will just be imprisoned forever. Also the guy who did that Metro 2033 mod seems to have given up on it a while ago so it doesn't have much content.

My favourite/default type of colony is an isolationist superstructure bunker with an imposing security perimeter with the goal of conducting secret research and being comfy. Any nignog invaders who survive the assault will most likely never see daylight again unless I decide to sell them to a slaver for the cash needed to further my research. Also useless degenerates are thrown into the ritual furnace room, which ideally would be a standard granite interior with a gold/jade facade decorated with statues. Have you ever tried the Questionable Ethics mod? Same author as the monster girls mod I think, basically lets you do strogification and convert people into mindless cybernetic abominations that will do your bidding. Also has cloning and cloned organ harvesting but I never used that because my colony was struggling.


bcb3ef  No.15726485

>>15726447

>Questionable Ethics mod

I'm on the ropes about that one. First the crude bionics seem more accessible and even better then bionics proper and second how does the integrated weaponry work? Ranged especially. Is is premade gun or can you slap anything on top? How does it behave when you add a shotgun on the left and sniper on the right? Does it impact the overall pawn carry capacity?


e62f18  No.15726500

>>15726234

I'm talking about 0.18 going to 0.19, you giga-nig.


bcb3ef  No.15726515

File: e91a3e2173d3e3d⋯.jpg (110.82 KB, 1291x1600, 1291:1600, 67wry57.jpg)

>>15726500

0.18.0 came out on November 18th, 2017 so forgive me for assuming you're talking about switching from .19 you unclear jackass


7d9e53  No.15726529

The real question is what version do I need to pirate to have the most amount of mods available while also having a relatively new if not the newest version of the game?

Also are the forums the best place for mods? Its the only one I know right now.


dd366f  No.15726605

went to the rimworld r*ddit thinking maybe theres some good tips or whatever there. nothing but cringey memes. my mistake


bcb3ef  No.15726620

>>15726605

>spoonfed this cunt

No, my mistake. Fuck off.


41b520  No.15726643

>>15688994

Here's a story for you

>pretend to make casualized DF for retards

>steal Prison Architect assets

>get rich by dumb fucks buying proof of concept

>write book about developing a game while the only "game" is still in "development"

>shit out half assed abandonware and wash your hands


dfac13  No.15726671

Rimworld and dwarf fortress create vastly different stories. Dwarf fortress stories tend to revolve around digging too deep or implementing some ridiculous construction, or someone having a tantrum which causes the fort to fall into ruin. In contrast, rimworld stories tend to end in raids or starvation. Rimworld is focused on survival rather than building a big fancy colony.


dd366f  No.15726681

>>15726620

no need to be a salty faggot, i just want my colony to succeed


069231  No.15726813

File: 48b0829009edad7⋯.jpg (324.62 KB, 1280x859, 1280:859, rx78 kit building.jpg)

>>15726485

>the crude bionics seem more accessible and even better then bionics proper

Not really, they are cheaper but require their own separate research which also requires nerve stapling as a prerequisite and since they are of lower quality they only give a boost of 120% while a standard bionic gives you a 140% if I remember right. I actually have a design problem with them, because while the flavour is cool, in practice they still actually require a lot of total investment in what is supposed to be a slapdash lab experiment slave. Makes them feel less disposable and more an underpowered steel and component sink that you don't want to lose. Then again I only played with it for one game and at the point where I was stapling prisoners I had a component shortage from the android mod and mass producing rifles for defense, so they felt more expensive then they probably are.

> second how does the integrated weaponry work

One of the advantages is that the weapon is always on them so if they are downed you don't have to micromanage shit which is nice since they are supposed to be a low maintenance drone. A ranged integrated weapon is described as a "weapon platform" where you have to slot in a weapon to be used. I don't actually know how this exactly works because in the game I had all the combat viable prisoners had high melee and no range. The melee integrated weapons I did get to try didn't seem that great for what I put into them, given that you not only have to have someone build it but then also have a doctor perform an operation to install it.


069231  No.15726824

>>15726813

than*

fug


bcb3ef  No.15726856

>>15726813

Have you tried sidearms mod? Limits the weaponry related micro by a fair but and it has working loadouts. As in equip a DMR, a pistol and a sword and have your pawn automatically use the correct weapon. And it works for enemies as well.

>I don't actually know

I'm mostly curious about your experience with the balancing. For example I've had a generally positive experience with the old 40k mod for A16, I think, and the rimhammer is not nearly living up to expectations.


069231  No.15726926

File: b2ff2fe5b00eb3d⋯.jpg (174.14 KB, 1200x1000, 6:5, b2ff2fe5b00eb3dd47acaf9c85….jpg)

>>15726856

>sidearms mod

Yeah, I used simple sidearms mod some versions ago but have sort of ignored it till now because it didn't always do what I wanted it to and became a nuisance for some reasons, probably bugs. It is probably more stable now though so I will go back to using it.

>balancing

Well again it seems like it might even be overpowered on paper but the advantage (cost) of crude bionics seems to diminish with each instance of use. Example: say you want to make a semi complete strog soldier type thing, so not even giving him extras like crude eyes, you give him 2 legs, an arm and an integrated weapon, so 4 limbs. While this is obviously cheaper than bionics, you are spending a few hundred steel and a decent amount of components to what will amount a mediocre to above average pawn with a significant time investment, (all these parts have to be individually crafted and surgically installed of course, and we haven't even gotten into how nerve stapling itself takes some resources and is not even instantaneous. There is a period of time where the stapled pawn resists the mind control for a few days and is liable to have breakdowns). The problem is that it is in a very awkward place balance wise, where it takes too much labour that could be better spent elsewhere for midgame, and is too weak for lategame. Like I said though I could be wrong, and I haven't tried the cloning portion of the mod.

>40k

Since you have experience, could you tell me about which current 40k mods are worth using and which one has what? I know one of them has you forced into making multiple geneseeds for one space marine because geneseed is an ingredient for the space marine organs. So for 4 space marine hearts you need 4 geneseeds, which is bullshit.


1eb8b2  No.15726942

>DF autists still shilling for "no stories"

LMAO

If you get mods, you can have:

>Space Marines dropping on tribals and cleasing the planet with promethium

>Catgirl harem's worshipping Cthulhu

>Ye Old Timey English city where tea parties can be lethal

>make a Pokemon Gym

>Giant Mecanized and Automated Factorio-tier base well, not Factorio-tier since Factorio IS Factorio, but pretty close

But hey, let's put that aside. Not in the base game, doesn't count, right?

Here's a few entire vannilla stories that break from the "make base, defend raids/diseases, get bored

>pick 3 colonists with terrible skills

>they are also 3 drama queens with severe mood penalties

>Randy Extreme, time to embrace the !!!FUN!!!

>drop on tundra

>uh… where are the berries and animals?

>shit, why are we so shit at agriculture?

>first winter arrives

>one shitty shack

>no clothes

>no kitchen

>no food

>3 deer left on the map

>Well boys, looks like we're gonna starve. Time to cut down the number of mouths!

>One guy has better social skills, so he's the leader

>the other two play horseshoes until one scores 3 times (zoom in, you can tell)

>leader shoots the looser

>LOOKS LIKE MEAT IS BACK ON THE MENU

>need wood for campfire to keep shittyshack warm

>demolish a bed, only one left now

>It's the leaders bed of course, the other fucker has to sleep outside

>he does and in the middle of the night goes berzerker

>He's mad as hell and he's not gonna take this any-BOOM

>One less mouth to feed

>Leader is not cannibal, very angry from eating shitty human meat

>decide he needs a hobby, make a sculptors bench

>he spends a day cutting down wood for the fireplace

>another deer comes in, half a day to hunt it, but hey, food for 4 days

>spends entire winter making shitty sculptures

>so shitty, he placed 9 on his shitty shack and the room is barely beautifull

>!!!RAID!!!

>Oh boy, how desperate can a man be to sigh in relief when a Raid is announced

>Charge the poor raider, eat him afterwards. So hungry, I ate his arms right there and then.

>decide he needs to be a medic to heal himself

>another raid, this time a confused tribal

>no really, the guy spawned high on drugs

>I'm charging at him, he keeps doing drugs

>passes out after a while, take him to second bed in my shitty shack

>cut out his organs, made some progress in medicine after 7 botched operations

>take organs +human meat on a caravan

>sell organs to nearby village

>Uh… might take a while to get another Raid…

>one of their villagers is a little too far from the village

>drop him with two shots

>grab and go while arrows fall around me

>take him back, he survives non-vital organ extraction

>decide to practice my medicine further

>amputate every single limb he has

>decide I'll keep him as a meatshield

>peg-leg all of him, nick name him KitcheTable because he's where I eat my meals

>every raid is 1-2 guys (I'm extremely poor) so he goes in front, takes every bullet head for me until I get my shot in

>sometimes, I shoot him too

>he keeps recovering, I keep healing, I hit 20 medicine by the time the next winter rolls around

>danger room opened, a scyther pops out

>unnistalls.exe

>KitchenTable down, but healed quickly

>grab scyther blade arms

>install on KitchenTable

>renamed him ButcherTable

>Shit, he's actually effective (if very slow)

>do caravans 3 times (and snatch a couple victims) until one village has a shield for sale

>here have these 700 kg of human leather in return

>resettle and find more ancient rooms

>ButcherTable cleaning them up like it's nothing

>ancient soldiers drop enough armor for me and him

>find another scyther, FUCK YEAH

>rename him "THE BUTCHER"

>Realize what I've done over those 5 years

>Nickname my character "Mengele"

>Keep killing and eating my way through the world

>check map, oh look that "Ancient AI helping you to escape" thing is actually rather close

>15 days of killing and eating and killing and eating and killing and eating

>Some crazy fucked up AI just put Dr. Mengele and The Butcher on a ship headed for some major population center

Fucking fantastic.


bcb3ef  No.15726947

File: 72c481b6b75b63e⋯.webm (2.66 MB, 480x360, 4:3, ork song.webm)

>>15726926

Yeah, but you're counting how they're bionics - as in regenerative parts. So no scars, probably no infections and much faster healing.

>40k

As I said I didn't really play all that much since A16 or 17 but I'd rather go with Adeptus Mechanicus Magos Xenobiologis race pacs and their standalone armory then that rimhammer garbage. The assets are better and no overpowered shit as far as I see. The astrates armor in rhammer for example gives you like X150% for mining and construction, has 6000HP on poor quality and triples your maximum carry load and movement. Armor rating is around 120-300% on average. Plus orks.


1eb8b2  No.15726963

>>15726942

Crap, I forgot one detail about Kitchentable back when he had all peg-legs and peg-arms

>he can barely do anything right, so I set him to haul so he can bring stones so the Good Doktor can make shitty sculptures

>whenever he has no rocks to haul, he just sits around doing nothing

>one caravan passing through

>rude, not even trading with me?

>GET'EM, KITCHENTABLE

>he fucks up a muffallo leg while the Doktor hides in the shitty shack

>goes down to caravan fire

>caravan starts to flee, muffalo staying behind

>the Doktor steps out, misses two shots, but the third brings down the muffaloo

>meat for a week and… fuck ton of beer

>Doktor keeps making sculptures

>Kitchentable, away from my oversight drank as much as he could everyday

>murders his own liver

>spends days in feverish dreams while his brain rots inside the shack until some unluck organ donor decided to raid me

Now, I choose to add this detail for one thing.

You gotta ask yourself: "What is a storytelling system and what does it do in a game?"

If you want a system that generates the whole story and simply tells it, well, you got VN's and other shit.

Games like Rimworld generate half of the story. The player has to generate the other half. Those last days where Kitchentable was waiting for a new liver were simply:

>pawn acts on a flaw (chem dependant) and hurts self

>colony sinks resources to recover pawn

Not much diferent from every other situation where a pawn finds himself fucked up to the point they can't walk.

But because of everything that happened before, that pawn wasn't just waiting for treatment.

It was Kitchentable, and the Good Doktor would make him walk again. Kill again. Eat again.


069231  No.15727002

File: e7f22a45aeba5e8⋯.jpg (579.63 KB, 1280x1912, 160:239, e7f22a45aeba5e8777b6d0b6f3….jpg)

>>15726947

>Yeah, but you're counting how they're bionics - as in regenerative parts. So no scars, probably no infections and much faster healing.

You're right but still I am considering how they fit into the game's overall power economy and I've never seen infections and scars as that big a deal even though I usually procrastinate on stuff like hospital beds and vitals monitors. I've rarely had colonists get new scars. They would either get parts blown off or die, otherwise they would be treated back to normal. I should probably try out the mod again. I've thought about using the cloning for a Great Leader colony where there is a cult of personality around a dictator who has his mind downloaded into a computer and uploaded into a clone would he to die, achieving pseudo immortality. I recommend you try it for yourself once, it is fun to build and manage your own slave army. It is more balanced than the androids mod, which I still use a lot since it is a lot of fun and brings great flavour.

>6000hp on poor quality

Wew they have a dozen times the HP of a granite wall. I guess it's inevitable with 40k since people are so autistic about power scaling shit to the moon and back. Is a decently lore friendly Imperial Guard/Astra Militarum run viable?


bcb3ef  No.15727045

File: 816859dcff5a416⋯.jpg (121.54 KB, 800x800, 1:1, Now _3552c9df6442a3e510342….jpg)

>>15727002

>they have a dozen times the HP

Not them. Their armor. The same armor and shit you can pick up and abuse in your new smurf colony. or the same armor that will cause your colony to burn because each piece is worth something insane

>I've rarely had colonists get new scars

How? If they're fighting and fighting mechs in particular they're bound to pick up a few. There's also that permanent injury type of scar.

>limited numbers

>recruit xenos

>recruit scum

>forbidden tech

>decently lore friendly Imperial Guard

How could it be? Then again a dark mechanicum type of settlement could work.


069231  No.15727082

File: 1c10ec19afab7ce⋯.jpg (165.42 KB, 500x691, 500:691, f6befe5acf01c6ca6c9ac8c65f….jpg)

>>15727045

>Not them. Their armor.

Yeah I know, and it is still pretty dumb.

>How?

I treat the parts and I they go back to 100% without issue somehow ¯\_(ツ)_/¯. I do get the permanent injury stuff somewhat often, like on the eyes and stuff just being totally destroyed, like a bashed in nose. Stuff like old cuts or gunshots I only see on pawns from char gen though.

>How could it be?

Wishful thinking. I just like them and it would be comfy in a grimdark sort of way. Obviously no xeno recruits but there could be a way to bring in savages and scum, like make an arena and prisoners fight to the death. Winner gets privilege of serving the Emperor and becoming tyranid chow down the line. Also I like the idea of working my way up to the monumental task of making a Space Marine from scratch. Doing all the research, making the material and somehow selecting a candidate

Monstergirls are the only acceptable form of xeno, the Emperor would accept them with open arms


e015bd  No.15727085

>>15692226

I think you can make a sealed room with a bunch of heaters and kill people with heat stroke.


96e424  No.15727108

>>15727082

I get and respect your love for the guard, but you are describing 90 percent of the warbands of Chaos.

Monstergirls are pure and don't deserve the horror and desperation of life in the 41st millennium


1eb8b2  No.15727134

>>15727085

Heaters only heat up to a certain temperature.

Not sure it's enough to actually kill people.

I used to do "Bug Rooms"

>mine out 5x5 room under mountain

>20 tile corridor

>put down sleeping spot at the end of corridor, door and designate as prisioner

What happened is that prisioners got put on the bed, woke up and started wandering. As soon as the bugs spotted them, the prisioners would end up as Bug Food.

I can't remember the precise rules for Bug AI because you needed some fuckery with distances and pathfinding in that corridor so the bugs wouldn't knock down the door and instead return to their nest.

You could also do this but set fire to the corridor after a while when the bug population was too high. Wasn't that great (bug meat is terrible food) but you could farm them that way.


069231  No.15727135

>>15727085

The furnace mod does this so you don't have to make a nigrigged multi-heater thing. One unit quickly brings a room to several thousand degrees Celsius pretty quickly. Good as a trash disposal, crematorium and execution chamber. And someone already linked him the gas trap mod anyway

>>15727108

A broken heretic is right twice a day, anon


bcb3ef  No.15727156

File: bfc7a383ce97378⋯.jpg (297.43 KB, 1032x958, 516:479, full.jpg)

>>15727082

>making a Space Marine from scratch

That's what I was getting at. The sum of SM in rimhammer is their absurd gear. No geneseed or even stock bionics apart from the RNG ones.

>the Emperor would accept them with open arms

Are /pone/fags next?

>>15727134

Absolutely is but they break and then they break your doors. I actually made massive trap rooms near my entrance mazes with all dozen+ tiles being heaters. Any nearby raider that got funny about attacking a wooden door would get instadowned before the heat escaped.


069231  No.15727180

File: 995aa872b33fd25⋯.jpg (497.31 KB, 1536x2048, 3:4, halt.jpg)

>>15727156

>No geneseed or even stock bionics apart from the RNG ones.

Holy shit, that is lame and overpowered. You don't even have to work for something as powerful as a SM, you just stick any fag in some ridiculous armour, even though this game has a detailed medical/bionics system?

>that image

Delet this


bcb3ef  No.15727232

File: 60f69dc706d7018⋯.gif (924.77 KB, 800x444, 200:111, 1482719688536.gif)

>>15727180

To be fair if you stuck a 20+ shooting bionic fag in that armor and gave him a legendary gun he'd probably mop the floor with your average space marine raid.

>Delet this

Not even a full on exterminatus would purge that image.


3ed475  No.15727235

>>15726942

>If you get mods, you can have:

>If

The mods you suggest are all gay dumb shit as well.


bfbb31  No.15727306

File: 7a3b66d7c23952a⋯.jpg (180.57 KB, 600x600, 1:1, 7a3b66d7c23952a84f95bd53d3….jpg)

Just because you can fix the game with mods doesnt invalidate criticism of the core problems the game has. Randomly generated raids that solely depend on the players position in the world that in no way affect or reflect their affiliated factions are inexcusable. The retarded scaling that punishes good decisions and strategic play is indefensible and if you believe otherwise you are retarded but also wrong.

And Im saying that as someone who enjoys the game with a metric fuckton of mods, including those that recalculate raid strength.

Also Randy is the only acceptable storyteller, if youre gonna delve head first into pure RNG might as well go all the way.


72f842  No.15727364

>>15727306

>Randy is the only acceptable storyteller, if youre gonna delve head first into pure RNG might as well go all the way.

Agreed, Cassandra is complete cunt after some time and Phoebe is gentler but still will just fuck your shit up later.


f40b49  No.15727377

>>15727180

Why girls with gun turn me on?


96e424  No.15727441

>>15727377

Because danger is sexy


95214d  No.15727458

File: 098f65a61a9e70a⋯.jpg (534.57 KB, 1920x1080, 16:9, scfd.jpg)

pls rate my old base from year ago


069231  No.15727490

>>15727306

I agree with this 100% as someone who also plays with mods. After tinkering the game satisfies a lot of autistic itches but Tynan's "muh story" design is fucking retarded. It's especially apparent how he is a total autist with no idea of how groups of humans warring against other groups would act in a survival scenario, most obviously demonstrated in how he wrote mood buffs/debuffs (muh tables, a spacious room must be the size of a walmart, we were mean to the guys who tried to genocide us, I can't stomach sleeping in a barrack even though most people lived with their family in a confined space for most of human history, selling a loved one to a slaver is nowhere near as bad as said loved one dying, this natural boreal forest is somehow hideous, etc…). "Story" to him is a rote calculation on how to fuck over the player at a scheduled time and then resetting the calculation to give an appropriate amount of "tension" or "drama". This is partly why most people play on Randy, because it feels natural, unscripted, unpredictable, like an actually interesting scenario with fun, and not a wave based horde mode. The raid/wealth system leads to autistic metagaming, with players destroying valuable possessions in order to decrease wealth, because raiders telepathically know how many marble tables you have in your rec room and will throw themselves headlong into danger after doing some basic algebra at the tribal highschool classroom to see how many people they should send. Instead of designing an interesting challenge it simply looks at a statistic to determine how well you are doing and punishes you for perceived progress. I don't mind dynamic difficulty like in Resi4, where the word dynamic actually seems appropriate. Aside from maybe speedrunner strats, you don't feel you are forced to play worse or take certain actions simply to change the background workings of the game in your favour, instead of focusing on roundhouse kicking zombies, or in the case of Rimworld, building a prosperous colony. But that again is the problem, it seems Tynan doesn't see the game as a colony builder, but a "A Story Telling Generator". Actually his own words would put it thus: "RimWorld is a story generator" (taken from the steam store page). Yet again an example of a gamedev with a weird fixation on story not caring about fun.

But hey I didn't write a book on game design, so what do I know? :^)

>>15727377

>>15727441

Yes


bcb3ef  No.15727775

>>15727458

I like the outside landscaping that you've done but I really don't appreciate the lack of secondary or tertiary defense lines, anti-sapper tunnels outside your main tunnels or that your defenses don't overlap or at least cover more angles. I'd also personalize their rooms a bit. I'd also put my corpse larder closer to my kitchen but that's an acquired taste.

>>15727490

>weird fixation on story not caring about fun

I'd say that's less about not caring and more about being a hack unable to facilitate it. And in what's truly hack like behavior he falls back on marketing doubletalk, pretentious, deeper than thou bullshit on muh artistic vision rather then improving on himself and his game.


e7c571  No.15727858

How's Rimworld in terms of power progression? I don't like how in Dorf Fort you can immediately tunnel down and get one of the best materials in the game pretty much no matter where you settle down. I find it hard to enjoy the game unmodded because of that.


e68778  No.15727936

>>15727858

Depends on if you have good researchers or a lot of researchers. You can expect slow but steady progress towards the more advance tech. Components, the material needed in just about every electronic device, are pretty rare in the base game as well as expensive to make and buy.


bcb3ef  No.15727951

>>15727858

If you want to earn it, it can take awhile. A very long while. Then again, the game may decide to just drop a bunch of free cargopods carrying power armor or plasma guns. Same for colonists. You can start with a decent fellow and spend several in game years training his shooting on hunting and raiders and then some random fuck shows up and has natura 22 shooting.

Welcome to RNG.

>>15727936

>Components are pretty rare

Since when?


e68778  No.15727956

>>15727951

>Components are pretty rare

>Since when?

They are in my play throughs, or at least not abundant enough to make my colonists live perfectly comfortable.


bcb3ef  No.15727964

>>15727956

How many do you need exactly? Between ship parts, compacted machinery and bandit bases I'm usually far more strapped for wood then spare parts. And that's not counting trading possibilities.

Do you mean advanced components or something?


e68778  No.15727975

>>15727964

You start off with enough to make solar panel and some change, after that you have to mine or find it, right? Though I don't usually go out and do quests so that might be a big factor.


bcb3ef  No.15727987

>>15727975

You really should. Easy camp has a couple of turrets, gens. Batteries. That's a ton of steel, parts, guns and leather for a day's or two walk. And that's without the reward which can include some game breaking crap like portable free gens.


6e1140  No.15728029

>>15689246

Sounds like you're trying to invent justifications for having a shit scaling system rather than realizing that its a shit scaling system and something else would be better. X-com has good difficulty scaling. Its one of the basic components in a game and Randy Random is unironically the best storyteller because he pulls a number out of a bag instead of pulling a number that might just barely fuck you over but making sure that if it doesn't, the next one will. That's trying to dictate to the player how to play the game, and its why killboxes and AI abuse is the prevailing defense meta.


1eb8b2  No.15728130

>>15727975

You can also enabled more than one base.

Once I got droppods, I usually start a mining camp near some mountains.

Main base sends food+fuel, miners send metals and components back.

It honestly kinda breaks the game, but then again, settling a mining outpost is fun.

On one game, my actual base pretty much burned up and the few survivors migrated to the mining outpost that I converted into a new base. Since the previous base wasn't declared "abandoned" I could still go back and salvage some crap too. Pretty fun.


a24922  No.15729084

>>15726428

And you learn how to think.

Everything in everygame is programmed. Period.

>>15726643

>The game doesn't have every single feature I want

>Therefore, it is abandonware

How can someone be this retarded?


b76bd7  No.15729100

I'm trying to make an scenario about cavemen finding a spaceship from the future. What should a ship have regarding equipment and other stuff?


a24922  No.15729104

>>15726926

40K corruption and Rimhammer (has everything MAgos Biologis has, plus much more. All the factions are there) are the most complete.

>>15727082

>>15727045

I have a IG survivors colony and times are so hard I had to take in two eldar. They ended up being pretty useful (as comfort prisoners, researchers and fighters) and one former Tau sympathizer.

All Tau and Orks that come near die. No exceptions for them.

>>15727306

>Randomly generated raids that solely depend on the players position in the world that in no way affect or reflect their affiliated factions are inexcusable.

Stop talking shit you waste of oxygen.

Your standing DOES amtter and you will not get raided by nautral/friendly factions.

And why would position in the world NOT matter? Obviously, factions closer to you are more likely to interact, either trough trade caravans or raids.


bfbb31  No.15729343

File: 51ce93482782b95⋯.png (377.04 KB, 540x717, 180:239, chlorine.png)

>>15729104

Raids have no influence on the faction that sent them. Factions have no labor pools. Improve the local gene pool by taking a lungful of some healing chlorine you mongoloid fanboy.


6cd3a0  No.15729872

File: 5676fb8df481399⋯.jpeg (82.79 KB, 480x533, 480:533, F8055E45-2466-4D02-A990-C….jpeg)

>Start game with 10 random colonists

>All female, half phsyco half bloodlust

>5 Androids, 3 Astoriel, 2 humans

>Hoh boy.jpg

>Land in plains close to two friendly settlements

>Also surrounded by 2 pirate gangs and savage tribals

>Can’t go a day without the phsyco lesbians beating the shit out of one another

>The colony is very clearly split into two factions

>Ironically the bloodlusting nympho lesbian elf is the most sane person and the defacto leader/negotiator

>Slowly but surely build solid armored walls embrasures and cheap bunkers to thwart doomsday launchers

>Name my colony the Krazy Syco Resbians of Fort Vaux

>Bitches only

>Go fuck up a bunch of pirates for silver quest appears

>Send most of the colony except for a rival prosthetic addict android maid and a human purist

>2 days pass and a toxic ship part crashes in the river

>Don’t want to fight it with only 2 colonists and few turrets

>another day passes and suddenly RAID

>huge party of pirates mostly armed with guns and 3 doomsday lawn chairs

>easy.jpg

>Pirates waste a launcher on one of the cheap turret bunkers before making a beeline for the colony

>Angle of attack means the 2 rivals will have to be fighting right beside each other

>pls don’t throw another bitchfit

>most of the pirates get caught in the wire and are mowed down by the tactically enhanced onahole’s Machine gun

>The human is doing alright picking the others off

>Until the 2nd and 3rd DD is fired almost at the same time

>1st rocket slams into the chain link fence and takes out w huge section (also friendly fires a few downed pirates

>2nd directly hits the embrasure the Android was using and explodes violently inwards knocking the robutt unconscious and shredding one of her arms

>Human is surprisingly upset with her rival’s misfortune while picking off the remaining rats

>suddenly notice one of the pirate stragglers is armed with a triple launcher

>the idiot fires does no damage but one of the rockets flies far and lightly taps the toxic ship part


d81940  No.15729952

File: 8a509c4fdeac278⋯.png (318.76 KB, 637x348, 637:348, bill_warface.png)

>10 dudes

>doing pretty well

>researching space ship stuff

>send away my leader / sniper Captain on a peace negotiation mission with 3 escorts

>succeeds

>meanwhile back at home, big raid

>about a dozen invaders with grenades and shit

>enemies take a beating but overwhelm my defenses

>grab 4 of my guys and set my fields on fire

>one kidnapper was wounded and collapses before escaping

>gets curb stomped instead

>Captain returns to find a full hospital, destroyed defenses and scorched fields

>space ship research on hold

>assemble mortars

>build incendiary shells

>manufacture guns

>make power armor, flak jackets and helmets

>cook go-juice

>saddle the muffalos

The Moral Confederacy is going to war


4df7dd  No.15729961

>>15729343

>Raids have no influence on the faction that sent them. Factions have no labor pools.

So? Neither does DF. I remember kobold raids in the millions. The game doesn't simulate every villager on the planet, nor does it need to.

I do agree that after a big raid failed, the faction should lay off for a while or try something else.


c31415  No.15730023

>>15729104

>Rimhammer (has everything MAgos Biologis has, plus much more

That's a lie. Their races are made from the alien template and as such generally integrate better with mods such as rimjobworld or dubshygiene but they have two or three weapons on average vs as much as ten to dozen weapons Biologis features. And that's just weapons. MGB also features wargear with separate slots, far more apparel and vehicles and battlemounts. It's also broken as shit in regards to actual gameplay balance.

>>15729961

>Factions have no labor pools.

>in DF

Since when? I haven't played in a few years now but I distinctly remember bleeding elves dry. Kobolds and goblins are less noticeable since they breed like locust.


c803a4  No.15730107

For the last week I have been starting a new colony a day tweaking and fine tuning a heavily modded Rimhammer campaign. Just about ironed out all the details for my Rogue Trader wreckagebrother and then I need to work on missions.


7f4762  No.15730454

File: 64f1545aaa53e7f⋯.png (140.85 KB, 726x660, 11:10, 04dc51f283e936d166991f60fb….png)

>>15726409

Cheers Anon, I'll give that a try and see how it goes.

>But, why?

Most of them are just quality of life fixes and improvements. The UI stays fairly lean and I can avoid cluttered lists with colony manager, but even so it's nothing too egregious. Gun balancing and economic balancing is something I'll be tweaking once I get far enough beyond a starting settlement to see what the impact has been on that.

>>15726403

I don't think it is, but I've been playing since the early release builds of the game when it had dick all in it. So mods have only helped build on what's already there. It's not DF in many regards, but you can't deny the accessibility has fostered a strong mod community and given people the itch for those kinds of games. I'm hoping with Harmony patches they may be able to expand the scope of the game beyond what Tynan has already done. With a lengthy dev time like that, it was always going to be outshone by the mods developed for it, which is a weird development race to have and luckily not one that killed the game before official release.

>>15726447

>Was it worth it?

Fuck yeah it is. I've been waiting so long for 1.0 release so I've not got outdated mods conflicting with everything. Now it won't be much longer before I've curated my own mega-mod setup. Back in the days of Beta 15, I modded my pirated version of Rimworld with this impressive mod-pack that was on Nexusmods. Rimworld Overhaul or something like that. It changed fucking everything and made the vanilla experience unplayable for me. Expanding the resource production cycle, additional clothes, assets, technologies etc. It made it feel like I was playing the completed game years ahead of it's time and I was satisfied with it then, but the potential now 1.0 released is quite exciting.

As for what I'm planning with the Metro 2033 modlist, it's mainly what I've got now with sci-fi weapons stripped out and weapon packs for the Metro 2033 weapons, Soviet weapons and Werhmacht weapons packs. Also the expanded biomes mod with the caverns biome. Functions like an underground map with tunnel entrances and cave systems. I would need to tweak stuff to remove all the mechanoids and other weapons and items that exceed industrial tech levels, but I think that can be done through the scenario editor anyway. I would love to take a crack at making a custom Metro map that has an emphasis on utilising available space and cramming everything in to a choked station, with the main tunnels intersecting with all the side passages and stuff opening out in to cavern systems brimming with Nosalis and toxic gas filled areas etc. But for now I'd be happy to make something that fits the flavour of Metro with available mods through the steam workshop.

I've got Questionable Ethics subbed ready for the Research Colony modlist I'll be throwing together. All you described there sounds right comfy to me. There was another pack called Polaris research which seemed slightly weebish, but maybe has decent features in it to justify that. Ever come across that?

The one I'm really looking forward to finalising is the Medieval Cult modlist. I just want to make a nice colony filled with cannibals that prey on merchant caravans and visitors for sustenance and offerings to their fell gods. A big comfy temple complex made entirely of the bones of the foolhardy and unwary, camouflaged as a sleepy trading hamlet where the locals just like to keep to themselves.


a24922  No.15732700

>>15730023

Rimhammer doesnt' have every single weapon and piece of wargear yet, but it doesn't have to. It has enough and it's a more compelte package.

40K corruption has warp powers and faith, but development has ground to a halt.

It sucks that you have several different mods, but all are lacking in some aspect.

In unrelated news, my colony has grown to 6 (9) colonists and it had it's first baby (The colony doctor and the farmer).

3 eldar ex-prisoners that I'm literaly miliking(thanks to lact-X drug) and whoring out for $$$ are relation boosts with visitors.


c31415  No.15733190

File: 5890b54e5355d83⋯.png (127.23 KB, 510x546, 85:91, 1342209728854.png)

>>15732700

>40K corruption

The best one of them all. Too bad the last release was for a17 or something.

>Rimhammer doesnt' have every single weapon

Adeptus Mechanicus Armoury has 63 (87) ranged weapons and 26 (28) melee. I'm not counting vehicles, combat walkers or skitarii integrated gear. Rimhammer has 11 (14) ranged and 5 (9) melee. Again, counting straight up distinct pawn weapons.


869289  No.15733566

>>15733190

How do you people even keep track of all your shit with that many additional items.

Is there a mod that makes biomes less boring?


c5a8d5  No.15733600

File: f6d521214a8c8d9⋯.png (249.05 KB, 1260x1260, 1:1, e867edfb0b2652c3d279e99912….png)

>>15732700

>3 eldar ex-prisoners that I'm literaly miliking(thanks to lact-X drug) and whoring out for $$$ are relation boosts with visitors.

You have my attention. Mods used?


c31415  No.15733621

>>15733566

There's a literal less boring biome mod. Or whatever it's called. But I'd suggest rather that you add animals, geneticrim and the dino mod in particular are really well done.

>keep track of all your shit

In what regard? You mean wrapping your head around what's say a better weapon or keeping track of stocks?


869289  No.15733634

>>15733621

Stocks mostly, although weapon quality also eventually gets confusing.


c31415  No.15733670

>>15733634

I'd say stocks are simple enough

>make several stockpiles

>separate them by quality

>only equip the best quality gear

>sell melt incinerate

The real problem are items broken by design. Grossly overpowered or overpriced shit that you don't notice until it screws with your game. Now I'd recommend Rimsenal and the vanilla pack in particular if you just want to spruce up the available dakka.


95cc25  No.15733953

>>15713992

>GOG version

There's no GOG version.


95cc25  No.15733967

>>15733600

Guessing its this.

ludeon.com/forums/index.php?topic=46851.0

sage for double-post


d81940  No.15734044

I can't remember where, but in some context I came across a mod that added some Lovecraftian elements, cults, eldritch monsters etc. to the game. Googling around it was probably the Rim of Madness.

Any experiences with that?


d43f18  No.15734297

File: 1d9932e585d57e1⋯.jpg (45.39 KB, 397x397, 1:1, 4ccebd582087f751.jpg)

>>15734044

On one hand it adds santity loss as another thing that will prevent your pawns from being productive members of society, on the other hand it adds some interesting events to break up the monotony of endless raids, manhunter packs and infestations.


676db7  No.15734391

File: 2b7cf897983e5b8⋯.jpg (259.91 KB, 475x750, 19:30, 475rtur68.jpg)

>>15734297

That's not true. Sanity loss is current year version at least a health condition that actually increases their productivity at a cost of high break chance. Them being on edge and all.

>>15734044

Probably the only modpack without which I'd refuse to play. Well, that and RJW.

>vampires

>werewolves

>giant spiders

>star monstrosities

>cult management


d43f18  No.15734763

>>15734391

The constant mental breaks get in the way of productivity.


676db7  No.15734815

File: 3b1a44fa5eba293⋯.jpg (69.59 KB, 500x278, 250:139, 99da9b804e246e286a24de2c45….jpg)

>>15734763

Yeah, it's probably not something you want to get out of hand but it can cut a load of time to plop that obelisk or such in your research or stone cutting room.


a24922  No.15737465

>>15733600

- Rimhamer (or any 40K mod)

- MonstergirlsPlus (and Lamias)

- Rimworldjob

- Milkable Humans

- Hospitality

I also use Psychology and a bunch of others, like Nature is beutifull, rain clearing blood and rdirt, etc..


0fd0a3  No.15743475

>>15737465

is this the day that i have to pirate the mods too?


7ccd19  No.15743526

Tywin is a fucking hack. He never fixed how raiders attack or let alone how you can interact with the world. There are no worthwhile fractions in space (tradeships) or on the ground. Its has no depth at all. All the shit he added from .16 on is hardly different from 1.0 besides a few things here and there. Fucking mods are needed to overhual the world. Now you can at least with mods take on quests from other tribes, and do peace deals etc. There is no real world economy. I like the game a lot but come on, the game would be 10x better if he did z levels that whatever he added from as far back as .15 if it would have taken him a year so what, its easily worth WAYYY more.


adca69  No.15744439

>Pick desert map

>20-32C°

>Get a cold snap

>-20C°

Dis game is returded.


bfbb31  No.15744581

>>15744439

the game is retarded in assuming its 20 degrees at night in a fucking desert


d48a13  No.15744608

>>15744439

>Vanilla game is retarded.

Fixed.


7ccd19  No.15744777

Vanilla combat is pathetic and I still cant believe combat extended still hasn't been updated. Seriously combat extended is NECESSARY for any enjoyable combat.

I would like to see real ruins combined with deep rim so you can do some dungeon crawling.


d48a13  No.15744812

>>15744777

Why not play some dungeon crawler at point?


102247  No.15745705

Started playing again, last version I touched before 1.0 was alpha 17, I've noticed that flake isn't a crack pipe anymore and it just looks like a darker yayo powder on a plate, the old animation of my pawns smoking a pipe was more satisfying to watch, I went through all the previous log notes and didn't see anything about it. Is there any way to rip it from an older version to put into 1.0?


5d800a  No.15746093

>>15745705

How autistic do you want to get with this? In theory you could take the old assets and replace them. Tracking down the unpacked artfiles for A17 on the forums and maybe even replacing motes. If that doesn't work you could always duplicate the smokeleaf entries and just replace the joint with a bong. Optionally you could rip the guts out of hardcoreSK and just use it's exposed assets seeing that the older version of it probably still has the original thing.


231e36  No.15746519

to the anon complaining about absurd end game raid size… I get your frustration, heres the hard counter to raider zerg ball

>>> Doomsday Rocket Launchers <<<

if you can get 2 shots off in the same area its a guaranteed wipe! rarely 1 or 2 might walk outta that alive.

congrats you just cut down the raid size by 50-75%

always send trade caravan to nearby settlement every 30 days and buy every Psychic Shock / Insanity Lance you come across.

Use it on the raiders with doomsday, boom u either get a free doomsday or the raider fires into the crowd for you !

works every well with choke points the size of the blast radius.. but i havn't tried this tactic with killbox cuz i aint a pussy.


143689  No.15746729

>>15744608

There a mod that helps fix these retarded events?

>>15744581

That's true of course but in the game's logic it doesn't make sense either. A hot biome shouldn't get freezing temperatures. Should I keep a second set of clothing for dozens of pawns at all times?


102247  No.15747794

>>15746093

Thanks, it was perfect the way it was, needless shit cosmetic change.


ee450a  No.15748225

File: 7b9219644bbe545⋯.png (619.9 KB, 543x538, 543:538, 4rxmyd32sty11.png)


153db2  No.15748247

>>15748225

Sudoku/10


143689  No.15748405

File: 55ea068690bb89d⋯.mp4 (332.06 KB, 720x518, 360:259, nvxpHED.mp4)


1eb8b2  No.15749156

>>15746729

>There a mod that helps fix these retarded events?

https://steamcommunity.com/sharedfiles/filedetails/?id=1372130541&searchtext=cold+snap

Should probably do what you want.

>>15748405

cuckchan get out


cd7326  No.15749265

>>15748225

>not placing a chunk of meat at the end




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