Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Alchenar
Apr 9, 2008

HerpicleOmnicron5 posted:

I'm amazed all this came this quickly after Alpha 6, and diseases? Organ harvesting? Peg-legs? I do not see what new features can possibly match these, other than simply more stuff. The game has a fantastic foundation, and if you do not own this game go buy it now.

Well once the crafting systems are all in place and not-buggy then I presume content is fairly easy to add. In particularly the medical stuff is really all a particular kind of 'crafting' onto a person that changes their stats.

Adbot
ADBOT LOVES YOU

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
This may be a stupid question, but how/where do I update the alpha? Just bought it, so I'm kinda green.

Pornographic Memory
Dec 17, 2008
Check your email, they send out an automated update email from SendOwl that will contain a link to an updated version. It might be in your spam folder.

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark
I just bought this two days ago as well, and my SendOwl link looks like it's not updated but when I click on it I get the new version.

OwlFancier
Aug 22, 2013

You don't need a new link or anything, the old links will contain the new version once it updates so far as I know.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Yeah, just dig back in your email archive for any of the links and that should do it for you.

-e- We could probably update the OP with new features at this point; some of the quotes from goons on the Alpha 7 release might be of interest to people reading the OP and on the fence about the game.

OwlFancier
Aug 22, 2013

I was planning on updating the OP a bit when I get chance, bit busy today though, will give it a go over the weekend maybe.

Goonquotes is probably a good way to do it.

S w a y z e
Mar 19, 2007

f l a p

Eagerly awaiting the first mod that allows me to unleash bombs full of disease-gas on invaders. God this game rocks.

FairyNuff
Jan 22, 2012

Surely building everything out of uranium can only be a good thing!

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Played around with a new colony, my sharpshooter got his arm cut off, but I gave him a bionic eye, and later a bionic arm, and he still wrecked poo poo with his M24. He even singlehandedly destroyed a crashed ship and the mechanoids that spawned from it, first time that damned event hasn't murdered my colony. The storyteller tweaks seem to have worked a treat for not randomly murdering me. Game owns even more now. I can't wait for mods adding Deus Ex style bionics.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy
RimWorld: Let's make some money off that, lets harvest her kidney.

Mister Bates
Aug 4, 2010
Sweet, organ harvesting, now I have a use for all those permanently-comatose raider prisoners I have with bullets in their brains.

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

Man, tropical jungles are tough to tame. All that foliage really gets underfoot! How do I take a torch to this nonsense?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Organ harvesting single-handedly made tribals useful again. I can't help but wonder if that was Tynan's goal all along, rather than it being an offshoot of the bionics system. Wicked clever, nonetheless.

Huszsersvn posted:

Man, tropical jungles are tough to tame. All that foliage really gets underfoot! How do I take a torch to this nonsense?

I'm sure there's a better way, but either incendiary mortars, or laying down tons of wood flooring everywhere you plan to walk (tactically this is better, as it not only adds beauty, but lets you maneuver at full speed while invaders have to slog to get to you.

Okan170
Nov 14, 2007

Torpedoes away!
Did that power and light mod get updated? Its unusually difficult to find it on the forums.

Mister Bates
Aug 4, 2010

Okan170 posted:

Did that power and light mod get updated? Its unusually difficult to find it on the forums.

I doubt many of the mods have updated, if any of them at all, as the update's only been out for a day.

VStraken
Oct 27, 2013
Well, finally jumped off the fence and decided to pick this up. I'm ready to start up a vanilla game, but are there any compelling reasons for waiting for a modpack to be updated, such as the big one previously mentioned in this thread?

OwlFancier
Aug 22, 2013

Okan170 posted:

Did that power and light mod get updated? Its unusually difficult to find it on the forums.

I didn't post it on the forums, I also didn't update it because I would imagine that the stuff system has probably completely changed the way the graphics work and I haven't had chance to look at it.

If you want to though, feel free to take it to bits and fiddle with it, or ask someone else to. It didn't take long to make so I don't give a poo poo if someone else wants to use it. You'd probably have to remake it from scratch anyway as it's mostly just the graphics that I added.

The power generator part is just a small code change though so that should probably still work?

bobtheconqueror
May 10, 2005
Honestly, mods add a lot of complications to the game, so playing your first few rounds in vanilla probably isn't a bad idea. It gives you an idea of what limits you, and then you can better decide what mods to use to give you the edge you want or need. Also, I'd expect mod updates to take a while, as the "stuff" upgrade is a fairly large change from Alpha 6. Only disappointed I can't make golden turrets or geothermal generators so far. Otherwise the update is pretty awesome, especially the medical and trading changes.

Alchenar
Apr 9, 2008

VStraken posted:

Well, finally jumped off the fence and decided to pick this up. I'm ready to start up a vanilla game, but are there any compelling reasons for waiting for a modpack to be updated, such as the big one previously mentioned in this thread?

Your first few games will be a symphony of errors punctuated by 'ooh, so that's how that works!'. Get over that hurdle first before you mod.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Human leather shirts :stare:

https://www.youtube.com/watch?v=W-ac87-6n3I

Felime
Jul 10, 2009
This game makes me feel like some sort of monster. Apparently harvesting their compatriot's organs in the same room as a prisoner you want to convert makes them really not want to join you. The obvious solution being separate rooms, not stopping.

Oddly, your colonists are perfectly fine with killing prisoners by ripping out their still beating heart, as opposed to selling them to slavers or executing them. This will probably change eventually.

Okan170
Nov 14, 2007

Torpedoes away!

bobtheconqueror posted:

Honestly, mods add a lot of complications to the game, so playing your first few rounds in vanilla probably isn't a bad idea. It gives you an idea of what limits you, and then you can better decide what mods to use to give you the edge you want or need. Also, I'd expect mod updates to take a while, as the "stuff" upgrade is a fairly large change from Alpha 6. Only disappointed I can't make golden turrets or geothermal generators so far. Otherwise the update is pretty awesome, especially the medical and trading changes.

Eh, the one thing I used to most of all was probably the wall lights, since standing lights take up one square and are kinda ugly. Its not a huge deal though.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



There really needs to be more options for lighting. I'm guessing that will be one of the last things to get put in since right now it's mostly functionality and features. Alpha 7 is amazingly great, but I really wish you didn't have to select the material every single time you go to build something.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Alchenar posted:

Your first few games will be a symphony of errors punctuated by 'ooh, so that's how that works!'. Get over that hurdle first before you mod.

Not just that, but playing without mods for a while will help you learn the timing of approximately how long you have to get your base set up, in the early stages, before being attacked. For instance, the "build defenses" email will come after a day or two, but depending on your storyteller setup and starting location, you may not need to actually build any defenses for several months -- or you may need to get at least a turret or two up right away depending on storyteller.

-e- the only mod I consider absolutely vital, personally, is the one that adds tons of new guns to the game.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
gently caress all that poo poo. Ignore these guys. Go find mods and download to your heart's content even if its your first play.

The fun of this game IS discovering and learning and mods only add more to that. The journey is the road, not the destination and Rimworld's destination is a heavily minmaxed mountain fortress with a tower defense style killzone maze powered by geothermals staffed with cooks and snipers.

OwlFancier
Aug 22, 2013

Okan170 posted:

Eh, the one thing I used to most of all was probably the wall lights, since standing lights take up one square and are kinda ugly. Its not a huge deal though.

Wall lights are by far one of the things I wish was in the base game, or at least a non-obstructing light.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Zigmidge posted:

gently caress all that poo poo. Ignore these guys. Go find mods and download to your heart's content even if its your first play.

The fun of this game IS discovering and learning and mods only add more to that. The journey is the road, not the destination and Rimworld's destination is a heavily minmaxed mountain fortress with a tower defense style killzone maze powered by geothermals staffed with cooks and snipers.

Uh, we're talking about spending maybe an hour or two worth of play without mods to get a feel for the game before you start flooding it with all sorts of additional poo poo. Relax bro.

Okan170
Nov 14, 2007

Torpedoes away!

OwlFancier posted:

Wall lights are by far one of the things I wish was in the base game, or at least a non-obstructing light.

Clutter had some low profile ones, but they were I think that way only in visual design and that they let people walk over that tile.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

Leif. posted:

Relax bro.

Relax bro.

OwlFancier
Aug 22, 2013

Okan170 posted:

Clutter had some low profile ones, but they were I think that way only in visual design and that they let people walk over that tile.

Yeah you can't actually put things on a separate layer so you'll still have them taking up the tile for building purposes.

I haven't tried putting a glow property on a floor tile but I don't know if it will work.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Floor lighting that you could toggle to red for RED ALERT would be pretty great.

boner confessor
Apr 25, 2013

by R. Guyovich

TK-42-1 posted:

I really wish you didn't have to select the material every single time you go to build something.

This is my only complaint. This game is fantastic and absolutely worth a purchase, and I haven't played anything else in a while. But having to select the material for a structure every time is annoying. That and ordering a bunch of stone tile floors only to realize too late that you could have smoothed the natural stone instead. Why can't I rip up flooring goddamit this game is poo poo :rant:

S w a y z e
Mar 19, 2007

f l a p

The only mod I'd really caution about is the Improved Turret Mod - the "improved turrets" can defeat entire attacks singlehandedly and shoot over mountains. They remove any sense of risk from the game.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

dylguy90 posted:

The only mod I'd really caution about is the Improved Turret Mod - the "improved turrets" can defeat entire attacks singlehandedly and shoot over mountains. They remove any sense of risk from the game.

To be fair, in the previous version the game would sometimes just decide to kill you, dropping huge waves of mechanoids or pirates right on you, and without those turrets there wasn't much to be done (for me, at least). They were tweaked in this update to be more fair, so now I'd agree that they're overkill.

Demiurge4
Aug 10, 2011

drat, I had set up a turret at both canyons leading into my base, put my guys next to it behind sandbags to take out three natives with bows and throwing spears. My best dude got oneshot by a throwing spear, RIP. :(

What's a good way to avoid that in the future?

Okan170
Nov 14, 2007

Torpedoes away!

OwlFancier posted:

Yeah you can't actually put things on a separate layer so you'll still have them taking up the tile for building purposes.

I haven't tried putting a glow property on a floor tile but I don't know if it will work.

I know the only thing I need after wall lights is a disco for the colony. Might lighten the mood after the latest body-shattering assault!

OwlFancier
Aug 22, 2013

Okan170 posted:

I know the only thing I need after wall lights is a disco for the colony. Might lighten the mood after the latest body-shattering assault!

You jest but I'm fairly sure you can mod in a disco fever moodlet which applies when in proximity to a disco floor, which potentially is altered into homicidal rage if the character has the 'hates disco' trait.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

Demiurge4 posted:

drat, I had set up a turret at both canyons leading into my base, put my guys next to it behind sandbags to take out three natives with bows and throwing spears. My best dude got oneshot by a throwing spear, RIP. :(

What's a good way to avoid that in the future?

I've been holing up in my town and waiting for tribals to get into the alleyway system so that I can flank them and rush them for hand to hand combat. I get better results than trying to deal with them in a firefight.

Adbot
ADBOT LOVES YOU

OwlFancier
Aug 22, 2013

Zigmidge posted:

I've been holing up in my town and waiting for tribals to get into the alleyway system so that I can flank them and rush them for hand to hand combat. I get better results than trying to deal with them in a firefight.

The brawler trait in the current version is amazing. You can start a guy with 16 or so melee skill and a +50% to hit chance on top of that, they can deck armored raiders with their bare hands.

I also want to see what effect the trigger happy ability has on a minigun, just an endless hail of bullets that doesn't hit anything I'm hoping.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply