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#21 gogoblender

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Posted 08 April 2017 - 10:20 AM

unless you get hungry

and then? eating the huskies? O.o

heh, well..he did say there was a cannibal in their midst...

:oooo:

gogo



#22 gogoblender

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Posted 08 April 2017 - 10:23 AM

I started that game with 1 husky....after a short while a trader came by with 1 for sale so I bought it. Didn't pay any mind to whether it was male or female. So after a few days I get a notice my female is pregnant. Think that's cool and a few months later she gives birth to twins.

 

Then the twins grew up and my alpha female was pregnant again and then one of the twins and it kind of snowballed from there. They're running around all over the place. I have only one real animal trainer so they all bonded with him and won't sleep in  anyone's room but his. I've had to expand his room twice.

 

They are eating me out of house and home. Cooking is a 24/7 a day job trying to keep them all fed. One really cool thing is that I can train them to haul stuff. And that is a huge bonus.

 

Edit: I went to get a screenshot of it and somehow I overwrote the save file so I lost that game. My daughter is going to be sooooo mad lol. But hey, I didn't sell them :P

 

 

And yes you can eat ANY animal in the game...the only one you get a penalty for is human meat, unless your colonists have the 'cannibalism' trait

man, I really dig the detail...they must have all kinds of surprises and abilites "hidden" into the game's dna...kind of reminds me of Sacred when we were first starting out...with no real net sites avialable there where evryone was posting stuff, everything was a delight and discovery... I wonder how long it took them to write all this backstory in

cool that all yer cooks are cooking for the dogs

:lol:

gogo

p.s. hmmm, or maybe you can set them on renegade and they can go out in a pack and hunt down their food?



#23 Dragon Brother

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Posted 08 April 2017 - 05:30 PM

The way you write about this game makes it sound pretty interesting. The attention to detail seems to be quite impressive, but I'm not sure I'd have the time or the patience to make it through!



#24 Knuckles

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Posted 10 April 2017 - 05:23 AM

Actually half the fun is failing (something I thought I would never say). In a lot of ways the game is very casual, especially if you play on lower difficulties and without 'perma-death'. If some catastrophic event happens you can simply load one of the auto saves and go back a day.

 

Some of the fun is managing your colonists. Like Hughes. Hughes is an awesome miner...I mean he mines at god speed. But he is also 'Nervous' and 'Jealous' so he is always on the verge of a mental breakdown. So he has the nicest bedroom...by far and also gets 2 more hours of 'joy' than any other person (there's a nice mood modifer called 'Tons o Joy' and it is a requirement to get him thru the day). He also doesn't like mining in the dark so I have to have one of my 'dumber' colonists conitinually place torches down. This guys job is literally just to haul what Hughes mines and place torches.

 

And discovering stuff can be pretty bad. Had my first 'Toxic Fallout' event occur. Not sure how long it would have lasted because my base failed after about 3 weeks. All the wild animals were dead after a few days. And while I kept my colonists inside at first, my foodstock dwindled fast. I had them mining quite a bit to keep them busy but eventually food ran out and they were getting cabin fever so I let them out to get the crops. Was crossing fingers that the food wasn't too poisonous to safely eat.

 

While I was concentrating on that, a major bug infestation occurred inside one of the many tunnels Hughes had dug. First time for that too and I didn't appreciate how dangerous they can be. Especially in small, cramped areas. I nonchalantly waltzed in thinking this will only take a minute and the bugs utterly destroyed any colonist I sent in. And well I sent them all since most weren't doing anything.

 

I could have loaded an auto-save, and possibly the toxic fallout and infestation never occur but just feels like cheating to me...I probably should just turn on Hardcore mode (perma-death)

 

If you set it on the lower 2 difficulties...it really is an easy game...it turns into a simple base builder. Oh you still get events but they are much less dangerous. Like raids, you might get 1 or 2 attackers instead of 10-12. You also start off with a positive permanent mood modifier for every colonist (the 2 higher difficulties get negative ones). It's one of those games where you could play an hour here and an hour there. There is a learning curve but it isn't too bad plus there's tons of guides/wiki for help)

 

@ gogo...yes I can assign the dogs to follow, defend or attack hostiles....especially if I tell them to follow their master into battle. But they don't like bullets too much and they're much better at hauling anyways. Now if I had some Muffaloes or Megasloths then that's a whole different story.

 

Also insect meat will give colonists a negative mood modifier. Easy to exclude it from any meal and the dogs seem to like it.

 

 

I think the worst/best/funniest thing are the wounds/ailments my colonists accrue after time. Some get bad backs after hitting 50 or 60. Had one older gent get dementia. Most battles end with someone's toe or finger getting blown off. Lost a few legs and arms too :o. Also people can have stuff like asthma, cirrhosis or drug addictions.

 

I have one guy that has lost 5-6 fingers or toes, his left leg (woohoo for peg legs) and just had his jaw shot off. He's still able to eat...no idea how but he can. Of course he's much slower now too. Not much hope he will live much longer or be productive but I guess I can replace his jaw?!. You can replace just about anything on hiim including organs with bionics or 'donated', ok harvested body parts from raiders. Just make sure you have a sterile brightly lit medical area and a highly talented doctor or stuff goes sideways really quick. Sometimes traders will sell the stuff too. I've killed a colonist (or 2) trying to attach a peg leg and getting a 'ridiculous failure'. Only two things I can't replace are the head and torso.

 

Oh another thing I found out (man I keep rambling about this game). Is that the wealthier you get the more often raids happen. Raiders typically try to do 3 things. Raze, steal or kidnap.

 

Raze: if they can't get into your base and your good items are inside, they will smash and burn

Steal: If wealth is available and they start taking losses they will try to grab anything and run

Kidnap: Happens a lot if you meet them before they get inside your base perimeter. If one of your colonists becomes incapacitated and they take heavy losses they will try to kidnap that colonist and flee. Had that happen once and thought person was gone for good. But got a ransom note a week later. Since the colonist was one of my worst I refused. Hope she is happy in her new home.

 

Also wealth is measured in how many colonists you have. So if you accept/save everyone, including recruiting enemies you've captured, you'll quickly increase the size of your colony. Found out on the wiki that ideal colony size is 4 to 10 people. Less and game will send recruits (either thru falling escape pods or someone fleeing captors).

 

I like the escape pods better since I can see their stats before saying yes or no. But typically they are badly injured in the crash and sometimes I haven't gotten them in time. The ones fleeing will bring a raid with them. So if I say yes that person immediately becomes part of my colony and I can see their stats. If I don't like them, I stop them from running to my base and have them wait for the raiders. And 1 of 2 things happen.

 

The raiders incapacitate my newest member and kidnap and flee map. And I ignore the eventual ransom note (sometimes they send multiple ones...the price going down each time lol)

 

Or they kill the person and continue on to my base and raid me. And then I also have to bury all of them as they get negative moods walking by dead people.

 

Not sure on having more than 10 people as the most I've had is nine (I think)

I could go on and on about the minutia in this game. It is really well thought out. And technically it's still in Alpha stage. It's like a cross between a base builder and The Sims. It is so refreshing to see 'married' people actually interact with each other while building your colony. People have deep talks, try to have affairs, insult each other and even have fist fights.....and it's awesome lol



#25 Knuckles

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Posted 21 April 2017 - 06:05 AM

Well I thought I was becoming a pretty good player.....and have been slowly ramping up difficulty the last few weeks. There are 6 difficulties.

Peaceful

Base Builder

Some Challenge

Rough

Intense

Extreme

 

Been playing on Rough mostly but decided to skip Intense and go right to Extreme. And not only that but try the 'Extreme Sea Ice Challenge' and 'Extreme Desert Challenge'. And I mean 'try'. It is very humbling to die on your first day (over and over and over). You have to do things in a certain order and pray your colonist doesn't fail any task that first day or you will die...from hypothermia on Sea Ice or heat stroke in Desert. Also pray that the random events aren't catastrophic. Losing power to your air conditioners or heaters can be a death sentence.

 

So I backed off and just playing Intense in a more forgiving biome rigt now and doing ok. Survived a Volcanic Winter,  Toxic Fallout and Blight all at same time. Wasn't pretty but didn't lose anyone. Learned that defenses and micro-managing your colonists during battle are vital to surviving.

 

I would love to do a 'Let's Play' of me playing the game but I don't have a very good voice for playthroughs and typically I'm quiet anyways until something bad happens and, well, bad things may be said....frequently lol

 

But if you want to see what can go wrong, check out this Let's Play from Blitz on Youtube. He's playing on an Ice Sheet on Extreme difficulty(not to be confused with Sea Ice which is much harder) and it's from Alpha 11. Game is up to Alpha 16 now so many things have changed but the basic gameplay is pretty close to the same. Each episode is about 30 minutes and there are at least 20 of them.

 

Watched these when I first started playing and learned a lot. He was rather ambitious with his base building and it ends up hurting him quite a bit until he finally finsihes most of it. Learned you start small, stay small and only gradually increase your base as you acquie more colonists/wealth. Not having enough workers makes every job take forever if you have several things going on at once. It's better to concentrate on 1 or 2 things early on.

 

In the first video...skip to the 6:15 mark if you want to bypass all the game setup and just want to see gameplay.



#26 gogoblender

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Posted 21 April 2017 - 10:09 PM

llove reading how much you've fallen for this.  Just reading about your adventures and feedback on the game makes me feel like im right in there with you. ... did you say six levels:)

I sense the Sacredness here 

 

:)

 

gogo



#27 Knuckles

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Posted 22 April 2017 - 07:17 AM

My daughter is even getting into it....she'll watch for an hour or 2 just about every day...she really loves the interactions of the colonists and of course,  the dogs. She's talked me into playing on the hardest difficulty this weekend, and picking which biome the base will be in. Playing perma-death, so no resorting to an earlier save if things go sideways.
 
She also wants me to play with the 3 game generated colonists. I can spend up to an hour re-rolling colonists til I get the right traits/stats. I usually try get ones that are not incapable of any task. But if I just use the 3 the game generates, it might mean I have no fire fighters or a terrible doctor or no crop growers etc. If I do it, chances are the first year will be incredibly difficult if not impossible. So I'll probably try it lol

#28 gogoblender

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Posted 22 April 2017 - 01:35 PM

My daughter is even getting into it....she'll watch for an hour or 2 just about every day...she really loves the interactions of the colonists and of course,  the dogs. She's talked me into playing on the hardest difficulty this weekend, and picking which biome the base will be in. Playing perma-death, so no resorting to an earlier save if things go sideways.
 
She also wants me to play with the 3 game generated colonists. I can spend up to an hour re-rolling colonists til I get the right traits/stats. I usually try get ones that are not incapable of any task. But if I just use the 3 the game generates, it might mean I have no fire fighters or a terrible doctor or no crop growers etc. If I do it, chances are the first year will be incredibly difficult if not impossible. So I'll probably try it lol

That max time for re rolls reminds me of endless hours of D and D playing when starting out with rpgs...table top...character creation was always so thrilling

Love that they give you one hour to keep re rolling...very amusing and imaginative game balancing

 

:)

 

gogo



#29 Knuckles

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Posted 22 April 2017 - 03:19 PM

Oh there's no time limit on re-rolling characters....you could spend the whole day doing it if you wanted. But there is no such thing as a perfect character. There are 12 skills..some are super important like Medicine. If you have a poor doctor, you're in for a very rough start and probably short time staying alive. Some are less important like Artistic...oh it's nice to have but if all your colonists are bad at it, you won't miss it and you won't use it at all in the first year or two anyways.

 

Then once you get a character good in skills you like, you have to look at their traits...some can outright make the character you just spent time re-rolling completely useless. I can usually overlook or deal with one bad trait but having 2 or 3 typically makes them unplayable..especially if they are negative mood modifiers.

 

So now you have skills you like and traits you like....just one more thing....Health. And they can also be character stopping. Dementia, Frail, Drug Addiction and Bad Back are just some that will really make you think about re-rolling an otherwise good character.

 

And all 3, Skills/Traits/Health are rolled together so you can't pick and choose what you like and re-roll just some of it. It's all or nothing. There are some mods where you can manually edit every aspect of character creation but it's not for me. I want good characters, not perfect ones. And having flawed characters is soo much closer to reality and honestly makes the game so much more engaging and fun. Your characters actually, umm, have character. You'll find yourself having favorites and rolling you eyes when your not so great ones do something stupid.

 

Like Tobbe...I rescued Tobe from some pirates. But Tobbe really couldn't do anything well. So Tobbe was my designated hauler/cleaner. While in the midst of a raid approaching, he decided he needed to go and get some steel that I was mining quite a ways from my base. He literally just walked right by the raiders coming from the other direction. The raiders literally stopped for a moment not believing he would walk right by them. They stood for a moment and then gave chase. Did I mention Tobbe had the 'Slowpoke' trait? Didn't take long for them to catch up and fill him wih a bunch of holes.

 

I now have an opening for a new janitor....room and board, meals and an assault rifle included



#30 Gilberticus

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Posted 22 April 2017 - 04:39 PM

Today, I heard a few of my customers talking about something called Atomic Society, I recall hearing the words " like a 3d version of Rimworld". I haven't researched it, and I'm kind of falling out of gaming altogether, but I thought I'd just pass along what I heard.



#31 Knuckles

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Posted 22 April 2017 - 07:12 PM

This is what I mean about flawed characters and drama....

 

My 1st 3 characters were carefully selected and my colony was going very well. Running so good it's almost boring. Then I get a distress call and rescue a lady named Emma since she was great at constructing. I didn't look at health issues and probably should have. She had a little bit of a drug problem and I don't allow drugs in my colony, I didn't have any anyways.

 

Slowly and surely she regresses due to drug withdrawal...always at a mental break risk. But I've weathered other withdrawals before and know her condition is only temporary. But she goes on a beserk rage before making it through rehab. And for the safety of my other colonists, they were forced to resort to deadly force to subdue her. And in the process of 'calming' her down, she has her left leg shot off :o

 

So now she cannot walk and therefore useless to me...on a good note she's no longer beserk. Well my medical research hasn't progressed that far but I decide to have my best doctor try and perform a surgery to attach a wooden peg leg. 1st try isn't successful and Emmy sustains a cut to her torso (don't ask...not sure how Lillith could bungle it that bad...supposedly at her medical skill level she is a 'very strong expert') I should note I do not have any medical facilities of any kind yet.

 

I figure the 1st surgery is a fluke and try again. Went even worse...she bungled it so bad she ended up killing Emmy. So now have have no one even remotely competent at constructing. Lillith being distraught goes into a mental daze and starts wandering aimlessly. And of course there's a raid coming.

 

At this point Lillith is wandering right in the direction where raid is coming from and nothing I can do to stop her. So I run out to meet raid, instead of hiding behind my defenses. I can't lose Lillith as she is my only 'good' doctor. Well the raiders get to her first and kill her. And now my other colonists are in a bad position to fight from. I manage to fight off the raid but Gert sustains mortal wounds. She dies before I can get her back to the base. She is my best cook/grower.

 

So because of a simple drug withdrawal, the subsequent chain of events lead me to lose my best doctor, builder, grower and cook. I went from a prospering and healthy colony to one on the brink of collapse all in the span of less than a day...that's drama for you :P



#32 gogoblender

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Posted 22 April 2017 - 07:13 PM

Oh there's no time limit on re-rolling characters....you could spend the whole day doing it if you wanted. But there is no such thing as a perfect character. There are 12 skills..some are super important like Medicine. If you have a poor doctor, you're in for a very rough start and probably short time staying alive. Some are less important like Artistic...oh it's nice to have but if all your colonists are bad at it, you won't miss it and you won't use it at all in the first year or two anyways.

 

Then once you get a character good in skills you like, you have to look at their traits...some can outright make the character you just spent time re-rolling completely useless. I can usually overlook or deal with one bad trait but having 2 or 3 typically makes them unplayable..especially if they are negative mood modifiers.

 

So now you have skills you like and traits you like....just one more thing....Health. And they can also be character stopping. Dementia, Frail, Drug Addiction and Bad Back are just some that will really make you think about re-rolling an otherwise good character.

 

And all 3, Skills/Traits/Health are rolled together so you can't pick and choose what you like and re-roll just some of it. It's all or nothing. There are some mods where you can manually edit every aspect of character creation but it's not for me. I want good characters, not perfect ones. And having flawed characters is soo much closer to reality and honestly makes the game so much more engaging and fun. Your characters actually, umm, have character. You'll find yourself having favorites and rolling you eyes when your not so great ones do something stupid.

 

Like Tobbe...I rescued Tobe from some pirates. But Tobbe really couldn't do anything well. So Tobbe was my designated hauler/cleaner. While in the midst of a raid approaching, he decided he needed to go and get some steel that I was mining quite a ways from my base. He literally just walked right by the raiders coming from the other direction. The raiders literally stopped for a moment not believing he would walk right by them. They stood for a moment and then gave chase. Did I mention Tobbe had the 'Slowpoke' trait? Didn't take long for them to catch up and fill him wih a bunch of holes.

 

I now have an opening for a new janitor....room and board, meals and an assault rifle included

good story

awww...poor tobbe...

:cry:

 

gogo



#33 gogoblender

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Posted 22 April 2017 - 07:15 PM

Today, I heard a few of my customers talking about something called Atomic Society, I recall hearing the words " like a 3d version of Rimworld". I haven't researched it, and I'm kind of falling out of gaming altogether, but I thought I'd just pass along what I heard.

that kind of saddens me Gliberticus

I love reading the lengthy posts you write about gaming, you have an eye for narrator, details and framing of game systems... is there another hobby pulling you away, or maybe this ist just a break?

 

 

:)

 

gogo



#34 Gilberticus

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Posted 27 April 2017 - 11:29 AM

Not a break from gaming, just a break from New games, I'm waiting for games that have a higher level of immersion than what I currently see.


Edited by Gilberticus, 27 April 2017 - 01:30 PM.





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