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Garfu posted:Anyone know why this setup: Are you using any of the 1x1 serving tables? Cause those are tables and will make that message pop up. I had the exact same issue as you're describing, and that ended up being the problem, cause I used one of the serving tables in my kitchen to place finished meals on. bobtheconqueror fucked around with this message at 01:29 on Sep 2, 2014 |
# ? Sep 2, 2014 01:25 |
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# ? Apr 19, 2024 23:19 |
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bobtheconqueror posted:Are you using any of the 1x1 serving tables? Cause those are tables and will make that message pop up. I had the exact same issue as you're describing, and that ended up being the problem, cause I used one of the serving tables in my kitchen to place finished meals on. Ah yup, I'm using a few of them. Good find, thanks. I should have posted a pic of the entire kitchen, would have found that sooner.
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# ? Sep 2, 2014 14:52 |
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Turtlicious posted:I'm pretty good at this now for the base vanilla stuff. Does anyone have any good mods they'd recommend? I'd love to see a goon run mod pack. Well zombie mod add's a fun chatoic element. I have a game now with about 500+ zombies. anytime raiders spawn in it grinds the game down to 1 or 2 fps as they all plot routes to the new food. http://ludeon.com/forums/index.php?topic=3635.0 I've also been playing with Superior Crafting which has an actual tech tree. You can only make wooden walls when you land, for example. and you have to research up (it also adds a ton of stuff from other mods, turrets , embrasures ect.) With the zombie mod it makes the game pretty challenging http://ludeon.com/forums/index.php?topic=5413.0 I'm about to try out Tech Tree Minami which seems just got updated for Alpha 6 http://ludeon.com/forums/index.php?topic=3464.0 not sure if it will play well with SC though, and skimming screen shots I think SC's art style fits better with vanilla. Blooshoo fucked around with this message at 18:45 on Sep 2, 2014 |
# ? Sep 2, 2014 18:34 |
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Recently got this and I'm slowly getting the hang of it, although I do have a few questions: Almost every time raiders attack they take out at least 1 colonist, is there any way for me to make armour? Why do groups of people just visit me and then stand in the middle of my town and occasionally beat up my prisoners? Is there any point to sending them silver over the comms device?
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# ? Sep 3, 2014 14:33 |
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If you've sent them a lot of silver, you can ask them to send a group of dudes to help you out when you get attacked It is not worth it
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# ? Sep 3, 2014 16:37 |
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Geokinesis posted:Recently got this and I'm slowly getting the hang of it, although I do have a few questions: There are mods that allow you to make armors but I am not sure if that is in vanilla (yet). When you kill bad guys be sure to /strip them. Usually they have armor on. But you are going to lose guys - eventually one guy will get tagged in the head with a sniper rifle and get tapped out. That aspect of randomness, I think, adds a lot of value to the narrative of the colony- Which is what the lead dude is going for. I am assuming the groups of people visiting will eventually do other things- maybe your colonist will make friends from other colonies and will get a boost when they visit? Maybe you will eventually be able to make little hotels or bars or something for the visitors? I am not sure but I'd put money on something interesting going on with that dynamic down the pipe. It's just a interesting/random thing that happens at the moment..The reason they are scuffling with your prisoners is they are probably at war with that faction. I usually tuck my prison kind of in the back and out of the way though so I never really have this particular issue. And yeah if you send silver to other factions you can eventually call your friends over to help you with raids. This can help a bunch sometimes, especially later in the game when huge raiding parties are landing, at the very least they can serve as a distraction/meat shield
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# ? Sep 3, 2014 17:04 |
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Thanks! I'm ok with losing my colonists (my first raid against 1 single pirate and my guy is headshot in a few seconds) just I've not managed to get more than 4 colonists alive at once.
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# ? Sep 3, 2014 20:34 |
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Geokinesis posted:Thanks! I am pretty sure the first raide is always *just* 1 guy who is really easy to knock out. This might not be true anymore but for my first raid I always still send out everyone to melee the guy down. I do feel like he knocks out more often than not.
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# ? Sep 4, 2014 03:12 |
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Is there a mod to allow you to heal people with missing legs or eyes etc? It's a bit tedious having to check every wounded person to make sure I'm not saving a useless 1 legged bed ridden person who will do nothing and eat my food.
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# ? Sep 4, 2014 07:31 |
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Would be nice if the game didn't turn into an FPS poo poo show in the later parts.
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# ? Sep 4, 2014 21:53 |
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So I just bought and tried this out today (yesterday?), and holy poo poo is it fun. I kept getting assaulted, and after losing a couple of people, slowly capturing a few more and getting into the rhythm of things, I build a nice perimeter wall with a bunch of turrets facing it. I figured that the next wave of enemies would waltz right in and die, and the next wave of tribals happily obliged. After that, a group of pirates drop podded in, started building, set up a goddamned fire mortar, and started wiping out my base from afar without ever needing to even get close to engage me. I'm pretty happy with this game so far, there seem to be some good twists up its sleeve, and it's pretty good at manufacturing stories.
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# ? Sep 5, 2014 10:56 |
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Just in case anyone isn't in on the changelog loop, next version is likely to include a dwarf fortress <material> <item> system, including for most structures. Stats of items and structures are determined by what they're made of, including durability, fireproofing, and prettiness. So you can build silver walls to pimp the poo poo out of your colony.
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# ? Sep 5, 2014 16:04 |
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I just got this game and I'm loving it. Any suggestions on what three classes I should hit random until they show up?
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# ? Sep 6, 2014 20:22 |
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A grower, a talker and maybe a guns dude?
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# ? Sep 6, 2014 20:31 |
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Make sure you have at least one guy who's good at shooting, another guy who's good at doctoring (seriously, the last update made doctors worth their weight in gold), and make sure everybody can do useful labor. If a guy can't grow that's fine as long as he can still haul and build and cook but if a colonist can't do manual labor at all then they're dead weight, because what you need more than anything in the beginning is people who can build stuff, grow stuff, and mine stuff. Pacifists are also pretty bad, though if he's your doctor you don't want him fighting anyway and a badass soldier dude can cover for him or something, since a guy who shoots very well is a lot better in combat than two guys who barely know which way to point the gun. I don't really think a high social colonist is super important in the beginning, though I like to bring them along for flavor as the "leader" of my colony. I mean, the main thing a talker guy does at first is recruit prisoners, and while having high social makes you recruit faster, even people with bad social skills will recruit prisoners eventually given enough time.
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# ? Sep 6, 2014 21:39 |
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How complete is the game right now? It looks fantastic but I want to make sure that there is more than a couple hours of content. Especially at $30.
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# ? Sep 6, 2014 22:42 |
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Ben Smash posted:I just got this game and I'm loving it. Any suggestions on what three classes I should hit random until they show up? I find you need solid all-rounders as your starting three, if they're already specialised when that first pirate comes and gets a lucky head shot, you're hosed already.
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# ? Sep 6, 2014 23:03 |
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I go with a grower (usually of the herbalist variant if I can help it), a chef (beware the midworld chef refusing to clean or haul!) and a crafter. All must be able to haul with a minimum of two capable of caring for others. I normally shoot for a 6+ in the relevant stat and a fast movement/fast working trait if I feel like playing the RNG for half an hour. Colonists with 12+ skill exist, but they're usually heavily handicapped in other areas. "Psychically sensitive" starts off inoffensive, but gets progressively more important as the game goes on, so try to avoid having it on too many people. The grower and the chef are not strictly necessary, but without them things will go slow at the start. Higher skill levels increase both working speed and yield. Once you've got your basic bedrooms, hospital, jail and crafting room set up the crafter then becomes important enough to have other jobs turned off. This is especially true if you're using a mod like Superior Crafting. Crafting is slow as hell, and you'll need the skill to build sturdier structures and set up a trading economy (in the core game, probably crafting stone blocks; for the Superior Crafting mod you can get by with cotton/cloth). Remember to click on the ‘make X’ bill for core goods like meals/stone blocks and set them to ‘make until you have x’ to save yourself a lot of headaches. Mining is another skill that you will notice having obvious benefits from a high level, but that can usually wait until you start recruiting more people. Medicine too, but I’ve yet to have a game where the rate of healing was a deciding factor. You’ll still want a good doctor because unskilled practitioners will be slow and focus-minded enough to drive themselves insane in the aftermath of a particularly brutal fight. Never rely on a colonist with good shooting skills to win a fight. Even when they've got maximum skill the range, cover, lighting, and base weapon accuracy penalties mean that you're not guaranteed to take someone down first, even when they have a handful of stones to your rifle. Make sure you have your other colonists close to hand because weight of fire is the only way to be certain of anything. Use and build whatever cover you can, eventually including automated defences. The combat engine is at least as robust as advertised, and colonists will lean around corners and out of doors. However, the depth of the ballistics model mixed with the woeful accuracy of the colonists means that you have to be plan to avoid friendly fire. Napoleonic ranks or tight corridors result in unfriendly fire incidents. A 5x5 room will avoid 'cramped conditions' penalties but is dangerously expensive early on. Rooms leading directly into the open (if you're tunnelling into a mountain don't put doors on the entrance) avoid 'cabin fever' penalties. Once you're a few weeks in switch everyone over to cleaning for a day or two to get rid of the 'ugly environment' penalties. To expand your population you have several options:
Never take a lord unless you are wholly desperate. There's not enough hunting and social stuff to warrant giving up every other skill. The only time I'd ever do this is if every other colonist lost their legs and I was making a last-ditch gambit on prisoners or slaves. Finally, remember that you have a goal: build a replacement ship and get off the planet. This is a Rimworld, not a garden world, and eventually the locals will overpower you. For mods: look at Superior Crafting (expands the tech tree into something meatier), EdB interface and Realistic Weapons/Project Armory (note that this fucks with the weapon balance something fierce - you WILL want to build a stockade and choke points). Don't get too many mods as quality/compatability/stability are variable. Superior Crafting or an equivalent mod (Tech Tree Minami? I haven't tried it yet) really help to flesh out the tech tree into something that feels like a full game, and I wouldn't be surprised if the dev picked up chunks of content from them. Nullkigan fucked around with this message at 23:25 on Sep 6, 2014 |
# ? Sep 6, 2014 23:22 |
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For the base game I usually want someone who can grow and cook, someone who can mine and build, and then one random other guy, usually a doctor or a talkey man. I also try to have my starting three guys not have any restrictions on activities, because they'll all be pulling different duties until you can get more guys and start specializing.
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# ? Sep 7, 2014 05:26 |
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Spaseman posted:How complete is the game right now? It looks fantastic but I want to make sure that there is more than a couple hours of content. Especially at $30. Depends how much you like dwarf fortress. It's a solid, if not overly complex colony builder with a lot of challenge and a way to 'win' at the moment. It also makes a pretty good real time tactics game with the combat mechanics. Every month or so there is usually a very good patch which adds a bunch of content to the game, the next patch looks like it'll greatly expand the building aspect of the game with the material system. I've gotten quite a lot of time out of it, and the big updates make it replayable for me, even ignoring the fun inherent in the game as it stands. It's certainly not complete in the sense of having everything the developer seems to want to add, but I would say most things that are in the game feel like solid standalone systems. Most of the additions are expanding the scope of the game, to me, rather than finishing off things that desperately need it.
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# ? Sep 7, 2014 05:40 |
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Here's my character selection gimmick -- auto-pick any colonist with title/background: Commissar, Vatgrown Soldier, Space Marine, Political Assassin, Space Pirate, Fighter Controller, Pilot. Any colonist with greater than 12 in a skill. Otherwise, I'll reroll characters until I get someone that either has a hilarious combination (like, an oaf named Fats), or is one of my "auto-picks" above. Once in game, I take everyone I come across unless they're horribly crippled, don't have any stats above 4, or have no really useful abilities (Lords, non-haulers, etc). The one exception to this is a Mad Scientist, as I've got a game where I've got one with a retardedly high research (15? maybe more?) and 12 doctor, but literally no other useful abilities. Them, I'll take, even if they'll be useless later on, because of the doctor skill being so necessary and getting the research done quickly is a huge plus.
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# ? Sep 7, 2014 05:46 |
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I usually take a caveworld space miner if I can, they get 16 mining skill which lets you get an absolute gently caress-ton of metal early by mining all the local metal patches.
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# ? Sep 7, 2014 11:44 |
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Has the developer said if he's adding z-levels? I'm satisfied with the game, but it would be interesting if that was a feature eventually.
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# ? Sep 7, 2014 15:46 |
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OwlFancier posted:Depends how much you like dwarf fortress. I'll second this general statement - what's here is fun, and I've dumped 30-50 hours into Alpha 6, but the greatest part for me is that you can see and feel the potential here. Perhaps the best endorsement of the game is that, some day, it'll become Dwarf Fortress with a proper interface, legible graphics, a learning curve vice a learning cliff, and also in space. It's not there yet, it's not nearly as deep as DF, but I'd say it's quite playable as-is. There are a couple mods that are helping a lot, mentioned earlier in the thread. Of course, whether it's $30 playable is a harder choice - it was for me, but I have cheap hobbies and no kids. There's also the large chance it never makes the jump from "playable" to "stellar/classic" (I doubt this game will be worked on for a decade+ like DF).
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# ? Sep 7, 2014 17:45 |
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Maybe it's just me but it feels really silly to keep comparing a real time squad based tactics game to dwarf fortress.
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# ? Sep 7, 2014 22:46 |
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Zigmidge posted:Maybe it's just me but it feels really silly to keep comparing a real time squad based tactics game to dwarf fortress. Zigmidge posted:It's a good point and one that's always used in reply to my statement but to me I play this game for the very purpose of micromanaging the hell out of everything including 20 vs 20 battles. I spend the majority of my time in 1x or pause mode. Um....
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# ? Sep 7, 2014 23:20 |
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It's only a real time squad tactics game like 25% of the time, if even, and the rest of the time it's a settlement builder game in a world where you start from scratch and sometimes outsider people want to trade, most want to raid, and sometimes your dudes go crazy. It's not up to DF-levels of detail but the basic blueprint is there so I don't think it's inconceivable that eventually it'll catch up in a lot of the ways that count and make it fun. The wound system is actually pretty cool for both making combat more intense and giving your colonists character, and personality traits and whatever the "art" skill does still have not been fully implemented. Maybe some day we'll have a game where Psychotic Nudist colonists with high artistic skill make holo-paintings of them rolling around naked in the slaughtered remains of tribal raiders and that freaks out one of your colonists enough to leave the colony or assault the artist.
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# ? Sep 7, 2014 23:51 |
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Leif. posted:Um.... Hah, owned
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# ? Sep 8, 2014 00:52 |
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swampcow posted:Has the developer said if he's adding z-levels? I'm satisfied with the game, but it would be interesting if that was a feature eventually. Explicitly no, I believe. I can't remember the exact reason off the top of my head but I think the idea is that Z levels would overcomplicate the game or otherwise diverge it away from being the streamlined experience he's going for. Zigmidge posted:Maybe it's just me but it feels really silly to keep comparing a real time squad based tactics game to dwarf fortress. It's certainly a different game but it's also explicitly inspired by DF, and hits a lot of the same notes. Also I think the next update will make it a lot more like DF. The combat is the biggest departure but as stated, that's not what you spend all your time doing. I don't think it's likely to become dwarf fortress, because then it would also be just as obtuse, which is something I think the developer is trying hard not to do. I think the goal is something that scratches most of the DF itch, with the bare minimum of complexity required to do that. OwlFancier fucked around with this message at 09:47 on Sep 9, 2014 |
# ? Sep 9, 2014 09:43 |
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What does everybody do with the garbage weapons dropped by the tribes? Bodies are easy enough to take care of/ignore after battles since they can stack on top of each other, but weapons just go everywhere, through walls if theres no space. Its becoming really irritating, especially in the late game raids with 50+ attackers. I've been selling them off to traders but they run out of money before I run out of things to sell, and hauling them all away out of the battlefield takes days.
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# ? Sep 11, 2014 00:19 |
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I hate my drat humanity, I keep saving wounded tribes people and pirates because I can't stand the thought of letting them lie there bleeding helplessly. Also is there a way to keep the wondering visitors from eating my food? I keep getting wiped out by roving bands of local assholes.
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# ? Sep 11, 2014 00:29 |
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Zapdos posted:What does everybody do with the garbage weapons dropped by the tribes? Bodies are easy enough to take care of/ignore after battles since they can stack on top of each other, but weapons just go everywhere, through walls if theres no space. Its becoming really irritating, especially in the late game raids with 50+ attackers. I've been selling them off to traders but they run out of money before I run out of things to sell, and hauling them all away out of the battlefield takes days. The weapons I don't mind, you can sell them to passing traders for a nice buck. It's the loads of apparel that annoys me.
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# ? Sep 11, 2014 00:33 |
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They make my killing rooms just that much more welcoming to the hostile groups. If there are thirty or so bows just lying abandoned on the floor, what's going to happen to them? Unless it's powered armour, clothes stay with the bodies to burn in the incinerators.
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# ? Sep 11, 2014 00:38 |
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Dryb posted:The weapons I don't mind, you can sell them to passing traders for a nice buck. It's the loads of apparel that annoys me. You can burn clothes separately in the incinerator now, you just need to create a separate bill from cremating corpses. Zapdos posted:What does everybody do with the garbage weapons dropped by the tribes? Bodies are easy enough to take care of/ignore after battles since they can stack on top of each other, but weapons just go everywhere, through walls if theres no space. Its becoming really irritating, especially in the late game raids with 50+ attackers. I've been selling them off to traders but they run out of money before I run out of things to sell, and hauling them all away out of the battlefield takes days. Mortar them
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# ? Sep 11, 2014 00:46 |
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Love this game, been playing it a lot. The only thing that bothers me is the skill decay. I haven't been able to find a mod that removes it and was wondering if someone here knew of one or could create one.
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# ? Sep 11, 2014 17:00 |
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Garfu posted:Love this game, been playing it a lot. The only thing that bothers me is the skill decay. I haven't been able to find a mod that removes it and was wondering if someone here knew of one or could create one. They decay!? I've never even noticed.
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# ? Sep 11, 2014 17:03 |
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They decay only above a certain skill level (I think it's 12). It's to keep people from making super colonists who can do everything in a nod towards realism I guess.
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# ? Sep 11, 2014 17:06 |
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Geokinesis posted:They decay!? Yeah, I noticed after using Target Practice to level my shooting up pretty high. edit: \/\/ Nah they decay down multiple levels Garfu fucked around with this message at 17:32 on Sep 11, 2014 |
# ? Sep 11, 2014 17:24 |
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I believe they only decay down to the last level gained, it's essentially a damper on leveling imposed once you get to a really high level. I'm not sure if there's supposed to be an item being added which can give your colonists skill levels Matrix style at some point, so it might be bypassable with that.
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# ? Sep 11, 2014 17:30 |
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# ? Apr 19, 2024 23:19 |
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So, I'm loving this game since the thread convinced me to buy it. Questions though, what makes an area "pleasant" or not. I remove trash and debris from an area, say a courtyard with plants and trees. If I watch a colonist's thoughts as they move through it, it alternates rapidly between "pleasant" and "ugly". Whats triggering what? Also, should I be building beds in the middle of the bedroom? My dudes seem to lose the "spacious" mood when they get into their bed, logically placed along a wall. Finally, is there any way at all of stopping the power surge that dumps your entire store of electricity onto one spot, usually occupied by my super-star colonist?
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# ? Sep 11, 2014 19:07 |