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Rimworld and Prison Architect have been the two best values for my money Early Access-wise so I think the key to finding good Early Access games is to look for the ones that depict people as limbless South Park Canadians
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# ? Sep 23, 2014 05:34 |
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# ? Apr 25, 2024 22:31 |
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I will boot this game up just to listen to the soundtrack. Whoever did that is amazing.
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# ? Sep 23, 2014 05:35 |
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n+1ing the 'this is worth your money' talk. It's pretty playable even without mods, and with a mod that adds a full tech tree like Superior Crafting, it's just plain great. It's very clearly not done yet, there's a lot of poo poo that the dev is still working on, but he could stop development now and still have an enjoyable product. I think it's only going to improve as development continues.
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# ? Sep 23, 2014 20:54 |
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I've "gotten in", as they say This is a lot of fun already! What should I know as a newbie, so as to avoid some of the dumber learning curve stuff? DF old-timer, so I'm assuming them looking up to DF means there will be a lot of explosions in my future..
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# ? Sep 27, 2014 18:05 |
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Tias posted:I've "gotten in", as they say Nothing too major, actually. The main issue I would say is that the current version is a bit too serious (if realistic) about deciding how much the raiders want to invade and take over your home. As in, if you build a nice home, every rear end in a top hat on the planet will want to take it off you, so play on an easier difficulty if you don't want huge waves of enemies. Otherwise not much to really tell, don't get caught out by your colony optimism fading, you need to get basic amenities up quickly. Be sure to keep a close eye on your colonists if something major happens to upset them and try to keep them in attractive areas and well fed/rested. Other than that you shouldn't have too many issues.
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# ? Sep 27, 2014 18:12 |
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I'm kind of interested in this, but every time i look at prison architect graphics i puke on my keyboard Have they put up any mockups of what they want the game to look like for release? I noticed they hired one of the chumps from starbound, so i guess they're putting actual money down on making the graphics suitable for human consumption?
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# ? Sep 27, 2014 18:48 |
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Tias posted:I've "gotten in", as they say Rocks and plants provide partial cover, and cover makes a huge difference in combat, so clear that poo poo away from paths you expect enemies to take. Build your defenses in layers and always have a path of retreat, because certain enemy types really like to charge up in your grill in order to negate your defensive advantage and you'll get overrun if you try to stick to a defensive line that has been compromised. Friendly fire is always on, so don't let your people fire past/over each other, or they'll shoot each other in the back. Don't be afraid to run away - buildings can be rebuilt, resources can be reharvested, but colonists are really hard to come by. Build at least one prison cell straight away, pressganging captured enemies is one of the only reliable way to get new colonists. If you're playing with the Superior Crafting mod, grow shitloads of cotton, process that cotton into shitloads of cloth, sell it to passing traders, and never worry about money ever again.
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# ? Sep 27, 2014 19:08 |
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Doctor Schnabel posted:I'm kind of interested in this, but every time i look at prison architect graphics i puke on my keyboard The graphics style has actually grown on me a lot. The only thing it's bad at is when there's multiple objects stacked in one tile.
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# ? Sep 27, 2014 19:09 |
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Mister Bates posted:Rocks and plants provide partial cover, and cover makes a huge difference in combat, so clear that poo poo away from paths you expect enemies to take. Thanks a lot! Well, I found both a crashed escape pod with a dude I could arrest and convert, and bought myself an all-round worker, a bartender, a technician and a ninja assassin off starships! I'm not sure how to clear rubble, though. It seems my dudes do it by themselves if I expand the home zone?
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# ? Sep 27, 2014 19:13 |
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Tias posted:Thanks a lot! Well, I found both a crashed escape pod with a dude I could arrest and convert, and bought myself an all-round worker, a bartender, a technician and a ninja assassin off starships! Use the 'haul' command and set up a dumping zone if it's large rubble. They'll sweep the floors themselves if they have time.
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# ? Sep 27, 2014 19:29 |
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If you keep your crew too busy they'll have issues getting to hauling or sweeping, so activate manual labor priorities and make everyone clean for half a day. Voila, everyone's moods are way better after you force them to pick up their poo poo.
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# ? Sep 27, 2014 20:11 |
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UP AND ADAM posted:If you keep your crew too busy they'll have issues getting to hauling or sweeping, so activate manual labor priorities and make everyone clean for half a day. Voila, everyone's moods are way better after you force them to pick up their poo poo. Yeah, I've realised that one of the things you need to do in this game is learn when to stop digging/building and just let your colonists run about and get poo poo done for a few days.
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# ? Sep 27, 2014 20:23 |
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This game looks really good. I must resist buying an alpha version of a game!
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# ? Sep 27, 2014 20:29 |
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Pawn 17 posted:This game looks really good. I must resist buying an alpha version of a game! My view on this sort of thing is to ignore alpha/beta/early-access labels and focus entirely on whether a game is fun to play right now. I'm happy that I've gotten my money's worth out of Rimworld already. e: my only major complaints at the moment is that the scaling of encounters is a bit off - Mechaniods are ridiculously powerful and I've regularly had them show up when my only option was to hide behind a couple of turrets and pray they hit something vital. Alchenar fucked around with this message at 20:43 on Sep 27, 2014 |
# ? Sep 27, 2014 20:31 |
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Yeah it's not the broken, unplayable tech demo kind of alpha it's more the fun, but not very large content wise kind of alpha. The systems that are in all work pretty well, game just wants a lot more content to be truly excellent.
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# ? Sep 27, 2014 20:37 |
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Alchenar posted:My view on this sort of thing is to ignore alpha/beta/early-access labels and focus entirely on whether a game is fun to play right now. I'm happy that I've gotten my money's worth out of Rimworld already. If you only have a few mechanoids I've found that with Enfields or Sniper Rifles you can kite the centipedes forever. Scythers on the other hand are really really good at long range fighting, so hide around a corner to lure them close and either open fire with rapid fire/close range weapons like pistols and uzis, hoping you can stun lock them, or just outright bum rush them with melee attacks. Scythers do not fight in melee at all and try to run away whenever your people start punching them. I really hate fighting mechanoids though. They can be an interesting challenge, but I think they should be a lot rarer than they are, kind of like the boss encounter of hostile raids, since they're so much tougher and more lethal than regular humans.
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# ? Sep 27, 2014 20:54 |
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Tribal invasions can get kind of ridiculous. I was seriously swarmed by almost a hundred people just now, and my colony has a population of seven. Fortunately, I had two mortars, a sniper rifle, and a pair of Lee-Enfields, so I was able to whittle them down quite a bit before they actually launched their attack. Then the charge rifles, pump shotgun, and LMG got their chance to shine, along with my gatling turrets (Superior Crafting adds several more turret types). The colony is pretty smashed up and I've got three people in the hospital with serious injuries, but I beat off the attack handily. There are corpses and bloodstains loving everywhere.
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# ? Sep 27, 2014 23:45 |
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Attack size is tied to the value of your colony - all those potted plants mean more invaders come to smash your poo poo. Miniguns become more important simply because the increased lead and flesh fractions of the air result in some very bloody mathematics. You'll blow out half your walls, but rifles and LMG just can't keep up with the number disparity. Just wait until it's raiders (or mechanoids!) in drop pods landing right on your power station. Tribals are a comparative non-issue!
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# ? Sep 28, 2014 00:12 |
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Just saw a raider siege camp destroy itself. I landed a lucky mortar hit directly in the main group, and while I only killed two of them outright, I did cause several of them to suffer mental breaks and start shooting their comrades - and get shot at, in a hilarious mess of friendly fire and explosions, which also set off even more mental breaks. Most of the people who weren't crippled or killed in the ensuing brawl gave up and left. There's about four broken people with the 'dazed and wandering' status hanging around the camp, four seriously wounded, and a whole lot of bodies. Nice to see a tantrum spiral happen to the enemy for once.
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# ? Sep 28, 2014 00:36 |
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Nullkigan posted:Attack size is tied to the value of your colony Apparently in the next release this is going to be changed to population instead of colony value.
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# ? Sep 28, 2014 01:20 |
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I would like to be able to produce clothes/armor myself rather than have to wait for them to drop off bad guys. And yeah, I've noticed how I've screwed myself by making a super-rich agricultural colony that regularly ships off 1000 units of potatoes to passing food ships. But all the things I want are things I think of as 'this would make the game better', not 'the game needs this to be finished'. That's pretty great, especially for an alpha game. Right now I'd rank Rimworld on the same level as Starsector/farer in terms of 'even if it's never finished what exists right now is really fun'.
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# ? Sep 28, 2014 01:21 |
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Nullkigan posted:Attack size is tied to the value of your colony - all those potted plants mean more invaders come to smash your poo poo. Miniguns become more important simply because the increased lead and flesh fractions of the air result in some very bloody mathematics. You'll blow out half your walls, but rifles and LMG just can't keep up with the number disparity. The value of the colony thing is being changed in the next update, I think to be more in line of how many colonists you have or something.
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# ? Sep 28, 2014 01:36 |
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Fermented Tinal posted:Apparently in the next release this is going to be changed to population instead of colony value. It should be a mix of both, it already is, I believe, it's just that currently it's weighted more towards colony value and it turns out that if you make a moderately comfortable place, it's enough to trigger big raids, and it's not very difficult to reach that level of comfort. So next patch should hopefully balance it a bit more around the size of your settlement but pushing colony wealth is still going to make it harder.
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# ? Sep 28, 2014 01:37 |
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Okay, I'm about to have a ship built, and no disasters of mention. Can you actually fly the ship off (I seem to need an AI, and don't know how to get it)? Also, how do I use mods? Superior crafting sounds pretty interesting.
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# ? Sep 28, 2014 14:52 |
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Drop them in the mods folder, activate them through the menu. Most of the game data is stored in an xml-like language in outside files that the game just loads up and overwrites as necessary. An AI core isn't something you can make, but one might... turn up, if you wait long enough.
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# ? Sep 28, 2014 15:37 |
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Oh! That's really cool. Thanks.
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# ? Sep 28, 2014 15:44 |
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drat, it gets challenging with the Crafting mod. I'd rather not spend oodles of time making planks and bars to get on with it, though many of the advances look interesting!
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# ? Sep 28, 2014 17:51 |
How do I get my men to man the mortars? I'm getting rocked in the mechanoid attack and a lot of my people are psychically sensitive so they fight for a moment then go insane.
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# ? Sep 29, 2014 02:15 |
I think I was thinking of this back when I bought spacebase DF9. After getting burned by that, I wish I had actually gotten this one.
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# ? Sep 29, 2014 02:17 |
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Donkringel posted:How do I get my men to man the mortars? I'm getting rocked in the mechanoid attack and a lot of my people are psychically sensitive so they fight for a moment then go insane. You have to draft them first, then right click the mortar.
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# ? Sep 29, 2014 02:18 |
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I've not been following this since I backed it way back, but I'm pleaed to see that it's still going. Have they made Steam keys available as yet for the earlier backers, or do I still have to download the builds?
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# ? Sep 29, 2014 02:24 |
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Hav posted:I've not been following this since I backed it way back, but I'm pleaed to see that it's still going. Have they made Steam keys available as yet for the earlier backers, or do I still have to download the builds? Still using SendOwl. It's not hitting steam until the developer thinks its ready for massive scale uptake.
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# ? Sep 29, 2014 03:10 |
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Since Alpha 7 is now down to bugfixing I guess it will be finished this week hopefully. New content goes now into Alpha 8 according to the RimWorld changelog
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# ? Sep 29, 2014 08:00 |
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Playing with the Alpha 6 has been great - my chef Riggs(!) was abducted by space pirates and had his left eye ripped out. He just stumps around the kitchen spraying deer blood everywhere. My scientist Wren is on a completely different sleep pattern to everyone else and stays up all night at the research station. My farmer Healy flips his lid anytime anything remotely upsetting happens - he's only sane if he is standing out in the middle of his field. If they can inject this much personality into the game in Alpha, I can't wait to see what else is coming.
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# ? Sep 29, 2014 09:29 |
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Donkringel posted:How do I get my men to man the mortars? I'm getting rocked in the mechanoid attack and a lot of my people are psychically sensitive so they fight for a moment then go insane. Draft them first, then right click on the mortar, but you need to make sure that the spot for them to stand in is clear (not immediately obvious, but it simply won't give you the option if the one tile where the dude stands is not clear).
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# ? Sep 29, 2014 10:45 |
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Also, consider not deploying incendiary mortars in the field if you're in the middle of a huge-rear end forest with low precipitation. Ouch! E: Also, I keep getting "need grave" though plenty are available and checked on, as well as both "require unoccupied prisoner/medical bed" when I try to issue capture and rescue commands. It's really dragging down my game, what to do? Tias fucked around with this message at 14:17 on Sep 29, 2014 |
# ? Sep 29, 2014 12:22 |
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Tias posted:Also, consider not deploying incendiary mortars in the field if you're in the middle of a huge-rear end forest with low precipitation. Ouch! Have you unforbidden the bodies? Have you selected spare beds and toggled them for prisoner/medical use?
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# ? Sep 29, 2014 14:44 |
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Yes, and yes. Not entirely sure what the deal is :/
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# ? Sep 29, 2014 15:48 |
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Tias posted:Yes, and yes. Not entirely sure what the deal is :/ Screenshot it, lets see what is up.
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# ? Sep 29, 2014 15:52 |
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# ? Apr 25, 2024 22:31 |
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I played on, but if I keeps dogging me I'll promise to snap some stills and post them.
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# ? Sep 29, 2014 15:53 |