Page 1 of 5

Rimworld

Posted: Tue Jan 03, 2017 4:21 am
by onleavedontatme
I can't stop playing it help

Re: Rimworld

Posted: Tue Jan 03, 2017 4:37 am
by Super Aggro Crag
Why don't u ask your gf to help u

Re: Rimworld

Posted: Tue Jan 03, 2017 4:47 am
by Anonmare
Dude just, like, not play. Like, nigga, close your eyes

Re: Rimworld

Posted: Tue Jan 03, 2017 5:24 am
by Xhagi
Super Aggro Crag wrote:Why don't u ask your gf to help u
I have her too busy drawing catgirls.

RIP Kor tho.

Re: Rimworld

Posted: Wed Jan 04, 2017 12:23 am
by Kraso
Seek help.

Re: Rimworld

Posted: Wed Jan 04, 2017 4:21 am
by Lumbermancer
I was told Rimworld will never be on sale because the dev is autistic. Is this true?

Re: Rimworld

Posted: Wed Jan 04, 2017 4:31 am
by oranges
Lumbermancer wrote:I was told Rimworld will never be on sale because the dev is autistic. Is this true?
He thinks the value is what it's worth and that sales would be unfair to the people who have already paid that price for the game.

That said, if you're really too poor to afford the sticker price I'll sort you a copy. pm me.

Re: Rimworld

Posted: Wed Jan 04, 2017 11:34 am
by oranges
CosmicScientist wrote:
Lumbermancer wrote:I was told Rimworld will never be on sale because the dev is autistic. Is this true?
That would explain a bit of other things.
What other things would that be

Re: Rimworld

Posted: Wed Jan 04, 2017 10:42 pm
by oranges
I don't

Re: Rimworld

Posted: Wed Jan 04, 2017 10:49 pm
by ShadowDimentio
oranges wrote:
Lumbermancer wrote:I was told Rimworld will never be on sale because the dev is autistic. Is this true?
He thinks the value is what it's worth and that sales would be unfair to the people who have already paid that price for the game.

That said, if you're really too poor to afford the sticker price I'll sort you a copy. pm me.
Babies first Dwarf Fortress: Still inferior to Dwarf Fortress, still overpriced.

Re: Rimworld

Posted: Wed Jan 04, 2017 10:53 pm
by DrPillzRedux
rimworld is boring

Re: Rimworld

Posted: Thu Jan 05, 2017 5:22 am
by onleavedontatme
I reached the end game and it seems to consist of tabbing out while waiting for raids to die in my death hallway or traders to show up so I can buy enough plasteel to finally escape. Maybe I'll try dorf fort now.

Re: Rimworld

Posted: Thu Jan 05, 2017 7:24 am
by oranges
You should have the difficulty right up to maximum so you don't ever reach the late game.

Also avoid using kill boxes too much

Re: Rimworld

Posted: Thu Jan 05, 2017 8:01 pm
by onleavedontatme
Yeah, you can't really afford to fight the enemy head on because

Your guys:
-Take ages to train
-Cause mood penalties when they die
-Are small in number
-Are very fragile
-Generally fulfill important roles that nobody else does very well because each guy can only do 2-3 things well, and likely flat out refuses to do several things.
-I get emotionally attached to because I'm dumb

Their guys:
-Outnumber you in a wave
-Often are better armed than you
-Are completely expendable because their faction doesn't care about food/mood/doctoring/population etc, there will always be another bigger wave afterwards, so they tend to just rush head on

I enjoyed the sieges, early small skirmish firefights and poison ship parts because it gave me time to plan and do other things than "hope I am sending enough bullets in their direction before the human wave of badguys that outnumber me 3-1 start beating people to death"

Re: Rimworld

Posted: Thu Jan 05, 2017 8:55 pm
by Sometinyprick
have you stopped being a cheapskate and bought it yet?

Re: Rimworld

Posted: Thu Jan 05, 2017 8:57 pm
by Wyzack
try combat realism. You need to keep your colonists supplied with ammunition but enemies can be suppressed and damage is seriously tweaked, basically limbs are more durable and organs bleed more. Once you get some good fortifications and a handful of automatic weapons and body armor you can swing outside your weight class much better against greater numbers, but also need to be more careful about rescuing your guys when they get really shot up.

Re: Rimworld

Posted: Thu Jan 05, 2017 9:18 pm
by onleavedontatme
Sometinyprick wrote:have you stopped being a cheapskate and bought it yet?
I actually bought it right after we spoke.
Wyzack wrote:try combat realism. You need to keep your colonists supplied with ammunition but enemies can be suppressed and damage is seriously tweaked, basically limbs are more durable and organs bleed more. Once you get some good fortifications and a handful of automatic weapons and body armor you can swing outside your weight class much better against greater numbers, but also need to be more careful about rescuing your guys when they get really shot up.
Thanks, I'll check it out.

Re: Rimworld

Posted: Fri Jan 06, 2017 1:02 am
by 1g88a
Kor wrote:I can't stop playing it help
Play Dwarf Fortress instead

Re: Rimworld

Posted: Fri Jan 06, 2017 1:18 am
by danno
rimworld is DF but for scoobert nooberts

Re: Rimworld

Posted: Fri Jan 06, 2017 1:21 am
by DemonFiren
DF is a lot more intricate and fun, but still not autistic enough for me.

Re: Rimworld

Posted: Fri Jan 06, 2017 3:22 am
by Doctor Pork
im right there with you rimworld might be my GOTY

Re: Rimworld

Posted: Fri Jan 06, 2017 11:12 am
by Doctor Pork
CosmicScientist wrote:
Doctor Pork wrote:im right there with you rimworld might be my GOTY
>early access
>GOTY
Where did games go wrong?
Where did rimworld go right?

Re: Rimworld

Posted: Sat Jan 07, 2017 12:32 pm
by Lumbermancer
Can you remove designations easily? You can designate a mountain to mine or forest to cut down, but you can't seem to remove the designation in other way than canceling each tree/ore. Or am I missing something?

Is there ammunition for guns or they just go?

I caved in and bought the fucker.

Re: Rimworld

Posted: Sat Jan 07, 2017 1:27 pm
by MMMiracles
Lumbermancer wrote:Can you remove designations easily? You can designate a mountain to mine or forest to cut down, but you can't seem to remove the designation in other way than canceling each tree/ore. Or am I missing something?

Is there ammunition for guns or they just go?

I caved in and bought the fucker.
'Cancel' tool in the Orders tab can clear marked orders.

Guns don't need ammo, grab Combat Realism if you want to deal with ammo management/more lethal firearms.

Re: Rimworld

Posted: Sat Jan 07, 2017 5:09 pm
by Lumbermancer
SOCIAL FIGHTING.

Re: Rimworld

Posted: Sat Jan 07, 2017 5:31 pm
by Lumbermancer
Oh well.
Spoiler:
Image

Re: Rimworld

Posted: Sat Jan 07, 2017 7:11 pm
by Anonmare
>No firebreaks

Hmm...

Re: Rimworld

Posted: Sat Jan 07, 2017 7:30 pm
by Lumbermancer
Fire...breaks?

Re: Rimworld

Posted: Sat Jan 07, 2017 7:32 pm
by onleavedontatme
Barriers of stone or metal to stop fire spreading too far

Re: Rimworld

Posted: Sat Jan 07, 2017 7:34 pm
by Lumbermancer
How will that affect movement of my guys?

Re: Rimworld

Posted: Sat Jan 07, 2017 7:35 pm
by onleavedontatme
It will actually speed them up if its stone floors, and it will only slow them a little if you leave stone doors in the stone walls

Re: Rimworld

Posted: Sat Jan 07, 2017 7:40 pm
by Lumbermancer
Oh, floors. I thought you wanted me to build walls around everything.

Re: Rimworld

Posted: Sat Jan 07, 2017 7:55 pm
by PKPenguin321
Why is this in the hut? Video Games board is thattaway

Re: Rimworld

Posted: Sat Jan 07, 2017 8:12 pm
by Lumbermancer
I already reported the thread asking to get it moved. Alas...

Re: Rimworld

Posted: Sat Jan 07, 2017 9:28 pm
by lzimann
Lumbermancer wrote:I already reported the thread asking to get it moved. Alas...
I was just lazy to actually do it.

Anyway, I kinda like this type of game, but since I'm not really organized I get kinda lost in what to do and give up fast on it... but it can be fun to play around sometimes.

Re: Rimworld

Posted: Sat Jan 07, 2017 9:31 pm
by Anonmare
I eventually found out that drugs solve all your problems forever.

Re: Rimworld

Posted: Sat Jan 07, 2017 9:37 pm
by onleavedontatme
lzimann wrote:
Lumbermancer wrote:I already reported the thread asking to get it moved. Alas...
I was just lazy to actually do it.

Anyway, I kinda like this type of game, but since I'm not really organized I get kinda lost in what to do and give up fast on it... but it can be fun to play around sometimes.
Put my thread back where it came from right now
Anonmare wrote:I eventually found out that drugs solve all your problems forever.
If by "solve problem" you mean "give all your colonists cancer before they have mental breaks and then murder each other" sure

Re: Rimworld

Posted: Sat Jan 07, 2017 9:39 pm
by Anonmare
Hush meme man, lemme enjoy things before they crash and burn. It's already bad enough some of my best guys are rebelling against my cult.

Re: Rimworld

Posted: Sat Jan 07, 2017 9:59 pm
by Fatal
There's like a million mods on the steam workshop to play with if you get bored of the regular game, so really it's pretty good value

Re: Rimworld

Posted: Sun Jan 08, 2017 4:50 am
by Doctor Pork
Kor wrote:
If by "solve problem" you mean "give all your colonists cancer before they have mental breaks and then murder each other" sure
Learned this one the hard way. :unknownman:

Re: Rimworld

Posted: Sun Jan 08, 2017 5:45 am
by Wyzack
I mean smokeleaf is pretty much a "get out of bad mood free" card and i have yet to see any drawbacks manifest

Re: Rimworld

Posted: Sun Jan 08, 2017 6:17 am
by Doctor Pork
Wyzack wrote:I mean smokeleaf is pretty much a "get out of bad mood free" card and i have yet to see any drawbacks manifest
POLITICAL AGENDA IDENTIFIED? SMOKELEAF?

YOU KNOW WHAT OTHER LEAVES MAKE YOU CALM WHEN YOU SMOKE THEM? HMMM. COINCIDENCE? YOU DECIDE.

Re: Rimworld

Posted: Sun Jan 08, 2017 7:32 am
by Lumbermancer
While I don't mind the lack of ammunition, because I feel that combat is a secondary or even tertiary activity, the lack of seeds and ability to plant all the plants all the time is kinda too casual even for me.

Re: Rimworld

Posted: Sun Jan 08, 2017 9:33 am
by Davidchan
Seeds are in the pipe for implimentation, iirc. One of the devlogs mentioned how pretty much all the farming is a place holder right now.

I somehow missed a16 coming out and look forward to getting back into it. Had a blast in a14 with mods in an arctic/ice biome and a zombie mod that sent hundreds of zombays at me a day. Sadly lots of those mods don't work anymore, but the syndicate mod is still a thing adding ss13 tator gear as end game weapons.

Combat is still clunky as ever with you just rnging bullets at each other till you hit something vital, or you go melee and wonder what the fucking point is when a guy with level 12 melee and power armor and a titanium sword loses to some scrub pirate wielding a wooden club and naked.

Re: Rimworld

Posted: Sun Jan 08, 2017 10:19 am
by Lumbermancer
Is there a design document or a milestone plan somewhere to look up planned features and changes?

Re: Rimworld

Posted: Mon Jan 09, 2017 9:02 am
by Davidchan
Can't even find the log, coulda swore tylan mentioned it around a11 release. Either way he's active on the forums and has repeatedly said he wants to make the game till he can't afford to continue it and while he has an idea of where it should end up he doesn't want to write it down as if its some kind of prerelease promise he may or may not be able to deliver upon.

Re: Rimworld

Posted: Mon Jan 09, 2017 1:58 pm
by Wyzack
Tynan is a p coop guy, I have faith

Re: Rimworld

Posted: Mon Jan 09, 2017 3:14 pm
by Shaps-cloud
Ludeon uses an iterative, evidence-based, dynamic development process that changed direction often.
What the fuck does this even mean

Re: Rimworld

Posted: Mon Jan 09, 2017 3:23 pm
by Davidchan
It's a fancy way of saying they live and die off player feedback from their updates.

Re: Rimworld

Posted: Mon Jan 09, 2017 3:24 pm
by Lumbermancer
Ludodevelopement.