|
So, this or Prison Architect? Both 30 bucks, both Early Access, both have Dwarf Fortress elements. I want to play one, but trying to decide which. I liked Dwarf Fortress from what I played, but had to ditch it due to it's insanity. Prison Architect seems cool but perhaps more 'limited' in that you have set areas to build and the scope is different to Rimworld. Opinions?
|
# ? Oct 4, 2014 05:42 |
|
|
# ? Apr 23, 2024 07:09 |
|
Tony Montana posted:So, this or Prison Architect? If you liked the part of dwarf fortress where you had 100+ rooms, workshops, and a complicated lava plumbing system, get Prison Architect. If you liked the part where you got a bunch of traps, Forges, and fought against sieges, get Rimworld.
|
# ? Oct 4, 2014 07:17 |
|
Download this everyone, it's good. http://ludeon.com/forums/index.php?topic=6261.0
|
# ? Oct 4, 2014 07:37 |
|
Turtlicious posted:If you liked the part of dwarf fortress where you had 100+ rooms, workshops, and a complicated lava plumbing system, get Prison Architect. Thanks. Hrm, I liked both of those parts! I think the sci fi aspect, plus the combat and purpose of having to survive makes me want Rimworld. Can we get an effort post put in the OP with a summary of the current mod scene? What are considered great mods and must haves? What should be avoided? How do you mod the game and are there any tricks like a mod manager?
|
# ? Oct 4, 2014 07:53 |
|
Popular Thug Drink posted:I do it like this I think you can add in another 3 with no problem. Less elegant and a bit worse to path around, but: the extra walking would pretty much be eliminated if you cut out the top left addition, though.
|
# ? Oct 4, 2014 08:45 |
|
I always viewed your Rimworld colony as being one of those lovely border worlds from Firefly. Full of dirt farmers and barely any technology and one guy with a laser weapon that would be considered outdated elsewhere rules the place with an iron fist.
|
# ? Oct 4, 2014 10:58 |
|
Tony Montana posted:So, this or Prison Architect? Prison Architect is frequently on sale. I'm not sure if this ever goes on sale.
|
# ? Oct 4, 2014 13:18 |
|
Lockback posted:Prison Architect is frequently on sale. I'm not sure if this ever goes on sale. It doesn't as it isn't on steam.
|
# ? Oct 4, 2014 13:19 |
|
I would bet it's possible to eventually mod Rimworld enough to build Prison Architect in the game as a total conversion.
|
# ? Oct 4, 2014 14:32 |
|
I bought it and am having a blast. Great fun so far. What in the name of gently caress do I do with mud tiles? Fill em in? I can't floor over them.
|
# ? Oct 4, 2014 15:29 |
|
Is there any fluff for the game other than the fiction primer? I love fluff and want more.
|
# ? Oct 4, 2014 15:53 |
|
Popular Thug Drink posted:I do it like this nice hidden swastika layout..
|
# ? Oct 4, 2014 16:17 |
|
Stele007 posted:I do find myself wishing I could go up and down Z levels then dig for precious minerals, but that'd probably set this game so far back it's best not to think about it. It's sort of a natural progression, since you can start building skyscrapers, sniper towers, execution cliffs, pungee traps... so exciting. DF was one-story for a long time, I bet Rimworld will get there too. Felime posted:I think you can add in another 3 with no problem. Less elegant and a bit worse to path around, but: Per this Reddit post, you can squeeze 18 hydroponics per sunlamp, albeit inelegantly. Note you need the corner pillars or you'll get cave-ins. Rivensteel fucked around with this message at 16:30 on Oct 4, 2014 |
# ? Oct 4, 2014 16:25 |
|
I enjoy this game when it works, but it still has the gigantic problem of no migration waves or anything. It's really easy to get hosed over because you just...never get any more than your initial 3 colonists.
|
# ? Oct 4, 2014 16:32 |
|
Tony Montana posted:I bought it and am having a blast. Great fun so far. Research then build a Fertiliser pump right on/next to the mud, it should slowly turn the mud to rich soil. Dirt5o8 posted:Is there any fluff for the game other than the fiction primer? I love fluff and want more. A bit more in the form of the Longsleep Revival Briefing Skyl3lazer posted:I enjoy this game when it works, but it still has the gigantic problem of no migration waves or anything. It's really easy to get hosed over because you just...never get any more than your initial 3 colonists. Buy slaves OR draft colonists and arrest wandering visitors if you wanna bulk up population fast.
|
# ? Oct 4, 2014 16:48 |
|
Funny; my limiting factor always seems to be medkits. My guys are a hurting, half-crippled wreck of a crew, missing all sorts of fingers, hands, and limbs because I can't heal them in time. Mostly, I think, it's due to my inability to create tradegoods. I wish I could just carve rock statues or something because cowboy hats take a lot of resources. Then the spaceship crashes and it's basically game over. I have a save game right now and I'm not sure what to do with it, as soon as I attack 3 centipedes and 2 automatons pop out and devour my crew. But yeah, those medkits. I can't even rip out organs to sell without them!
|
# ? Oct 4, 2014 17:33 |
|
Set up some mortars if you have them researched, send like one guy with a sniper rifle, or, failing that, an Enfield or equivalent (if you're using a weapons mod) to shoot the ship and make the robots pop out. Run him away and just lob mortars until the mechanoids come after you. Even if you don't kill any of them, at least having the mechanoids run across the map to get you means the centipedes and scythers should be separated enough that you can deal with them independently, which is a lot easier.
|
# ? Oct 4, 2014 17:38 |
|
Mister Bates posted:There's no faster-than-light travel, so everyone's slowboating it around at relativistic speeds, which means mostly in-situ resource utilization. It takes advanced industry to build and maintain fancy laser guns and poo poo, while a bolt-action rifle is something you can make with hand tools if you have to, and people have been casting lead and mixing gunpowder for over a thousand loving years. Plus, a plain old bullet will still kill someone just as dead as an energy weapon. It actually makes a lot of sense from a hard sci-fi standpoint for people to still be using gunpowder weapons in at least some capacity even millennia into the future - especially because your colony is explicitly a bunch of survivors from a passenger liner, not the kind of people you'd expect to have top-of-the-line military hardware at their fingertips. To clarify, I'm not wondering why people in a hard setting would use gunpowder, but that, in the age of space colonization, it is not a -newer- rifle than the Lee-Enfield that is in use.
|
# ? Oct 4, 2014 18:52 |
|
Hmmm, I'm thinking of making a mod that increases the amount of colonists you get after a while, and see if I can make the invasions larger. I'll let you all know how it goes.
|
# ? Oct 4, 2014 18:57 |
|
Well, it's 5am in Australia. I played all night. Great fun Now this raider was shot down by my turret and I nursed her back to health. Admittedly I told the warden to use none of our precious medikits on her.. but I gave her a bed and fresh berries to eat. She finally gets better and joins the crew and I notice her walking.. so.. slowly. A closer look and it appears my turret actually blew her face off and the bullet is still lodged in her brain, making her shuffle about like a zombie. Euthanasia time
|
# ? Oct 4, 2014 19:05 |
|
Tony Montana posted:Euthanasia time And waste perfectly good organs?
|
# ? Oct 4, 2014 19:12 |
|
oh... game rocks
|
# ? Oct 4, 2014 19:14 |
|
Tony Montana posted:oh... Yes. Yes it does. Bhodi posted:Funny; my limiting factor always seems to be medkits. My guys are a hurting, half-crippled wreck of a crew, missing all sorts of fingers, hands, and limbs because I can't heal them in time. Mostly, I think, it's due to my inability to create tradegoods. I wish I could just carve rock statues or something because cowboy hats take a lot of resources. Just go on a hunting spree and make clothes out of the leather you get from butchering. If you have a high skill miner and plasteel deposits, it sells for quite a bit. I'm gonna post the list of mods I'm currently using, one of which lets you craft bionics. It's a bit unbalanced, though, because bionic eyes only require 15 plasteel, and they usually sell for more than 15 plasteel costs to buy.
|
# ? Oct 4, 2014 19:20 |
|
So I led a blind, slow and mentally disabled person to a bed, where I knocked her out and took out her heart and put it in a box to perhaps use later if I need it. What was left of her body was buried in a shallow grave just outside the complex. Jesus Christ.
|
# ? Oct 4, 2014 19:31 |
|
Tony Montana posted:So I led a blind, slow and mentally disabled person to a bed, where I knocked her out and took out her heart and put it in a box to perhaps use later if I need it. What was left of her body was buried in a shallow grave just outside the complex. Jesus Christ indeed. You didn't even butcher the body for leather, what a waste.
|
# ? Oct 4, 2014 19:52 |
|
Tias posted:To clarify, I'm not wondering why people in a hard setting would use gunpowder, but that, in the age of space colonization, it is not a -newer- rifle than the Lee-Enfield that is in use. The Lee-Enfield is cooler than modern rifles. And wooden. Wood is cool.
|
# ? Oct 4, 2014 19:56 |
|
It's a hella cool rifle. It still doesn't make sense in future hard sci-fi setting, unless specifically reconstructed by an archivist AI with a british empire-boner.
|
# ? Oct 4, 2014 19:58 |
|
So i can't try again with a new bunch of colonists on top of the ruins of my previous failed colony, huh?
|
# ? Oct 4, 2014 20:14 |
Tony Montana posted:Well, it's 5am in Australia. I played all night. Great fun Eh, I just turn on cleaning as the only job and ignore em. The place could always use a cleaner.
|
|
# ? Oct 4, 2014 20:27 |
|
So how badly does having a big map affect performance? I've been considering cranking it up because for some reason the 200x150 or whatever default size maps seem a little confining and limited in resources.
|
# ? Oct 4, 2014 20:38 |
|
Tony Montana posted:So I led a blind, slow and mentally disabled person to a bed, where I knocked her out and took out her heart and put it in a box to perhaps use later if I need it. What was left of her body was buried in a shallow grave just outside the complex. What a waste. You forgot to take out a lung and kidney first. I can't wait for the inevitable life support so I can them of every single organ (and maybe even grow more in their comatose bodies )
|
# ? Oct 4, 2014 20:50 |
|
Tias posted:It's a hella cool rifle. It still doesn't make sense in future hard sci-fi setting, unless specifically reconstructed by an archivist AI with a british empire-boner. maybe Space Afghans took the tradition of Khyber Pass replicas to the stars
|
# ? Oct 4, 2014 21:24 |
|
RIP colony, so much blood. After a crashed ship part and several mechanoid attacks what actually killed it off was the wild boars going crazy.
|
# ? Oct 5, 2014 01:18 |
|
Chokepoints, dude! Chokepoints!
|
# ? Oct 5, 2014 02:31 |
|
Yeah, at that point you should have some sort of wall around your compound and one way in, one way out filled with turrets. And then you get that effect that shuts off all your powered machinery and then 15+ pirates attack your somewhat thriving colony of five. The only combatant worth his salt anymore is a guy suited up in power armour and lugging around a minigun. I had two really good snipers but one lost an eye and the other had someone manage to hit a 1% shot blowing off his left hand when he was working over a siege party.
|
# ? Oct 5, 2014 02:49 |
|
Sage Grimm posted:Yeah, at that point you should have some sort of wall around your compound and one way in, one way out filled with turrets. And then you get that effect that shuts off all your powered machinery and then 15+ pirates attack your somewhat thriving colony of five. Just save up lots of silver and buy some bionic eyes and arms.
|
# ? Oct 5, 2014 03:00 |
So this is interesting, in order to be able to attach bionic arms, the shoulder needs to be functional. I would think a bionic arm kit includes the shoulder attachment but nope. Also, this is something weird that has been going on. I have a hunting assassin that I send out in power armor, power helmet, etc. I have gone through FOUR OF THEM. What happens is I capture one from a raiding party, convert them, outfit them and send them off with a sniper rifle... and the new one kills off the old one. At first I thought it was a missed shot that hit the other assassin but now after going through three of them I am thinking it is some sort of guild grudge that I am unaware of.
|
|
# ? Oct 5, 2014 03:07 |
|
Sage Grimm posted:Yeah, at that point you should have some sort of wall around your compound and one way in, one way out filled with turrets. And then you get that effect that shuts off all your powered machinery and then 15+ pirates attack your somewhat thriving colony of five. I don't really like the whole killbox things, I much prefer getting my colonists to fight in the 'alleys' of the buildings.
|
# ? Oct 5, 2014 03:38 |
|
Lprsti99 posted:Just save up lots of silver and buy some bionic eyes and arms. That was the plan but unfortunately no trader has come through with any. A bionic leg, once, but I didn't need to move faster. And my killbox is essentially two turrets protecting my trade beacon and gauge how strong their group is, two turrets further in to provide non-squishy targets while my colonists can fire back without reprisal, and one turret sitting in the middle of the compound with plenty of alleyways to fall back to. I've been quite happy with how the arrangement sort of formed organically as things progressed and how well the storyteller AI has ratcheted up the challenge until now.
|
# ? Oct 5, 2014 03:51 |
|
|
# ? Apr 23, 2024 07:09 |
|
Looking for some new mods, I tried out the Zombie Apocalypse mod that just got updated for the new version. It's pretty frickin' sweet, and adds another layer of tension to the game. You basically start off with a zombie faction that will attack you just like tribals or whatever, but there's an infection system, and the only way to stop an infection from turning someone is to amputate the limb, which of course doesn't help if they get bit in the torso. Also, euthanasing them just makes a zombie in your hospital, so you're kind of stuck having to make some kind of quarantine room with a bunch of turrets to draft your poor doomed colonist into. Also, there's an event that eventually happens that makes the virus airborne. People don't get sick and die, but basically any human corpse will rise up within a day or so unless destroyed.
|
# ? Oct 5, 2014 04:25 |