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i guess it'll depend on how it's all sorted. you still have 2 levels of armor over your arms at least. duster and button down shirt - the normal shirt doesn't have sleeves, but the button down does.
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# ? Jun 18, 2018 17:55 |
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# ? Apr 24, 2024 03:39 |
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Jesus Christ, check out that loadout
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# ? Jun 18, 2018 18:01 |
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It'll be rough but you should be able to handle them relatively well with bows and clubs, they have no real weapons there. If they'd mixed in some guns that would have been really bad.
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# ? Jun 18, 2018 18:08 |
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Three tribal level people with shortbows, no medicine and not much security constructed yet vs 5 grenadiers who don't care about friendly fire, that's pretty much over with
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# ? Jun 18, 2018 18:10 |
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Really? Because they shouldn't be able to hit you with the grenades if you don't let them. You'll have to kite them around like hell but, well, they have to stop and throw, which shouldn't be able to hit a pawn moving away from them. As I said if they mixed a real gun in there it'd be poo poo because that would make it much much harder, but 3 bows should be able to kite them around for days and pepper them to death. The main risk is that you lose structures or they start a big fire. The main threats with raids is when they go after your base and not your skirmishers, or if they outrange you sufficiently that you can't skirmish them, or if they're significantly faster than your skirmishers. Or I guess if they outnumber you so much that you can't bring enough firepower against them to kill them before your guys starve to death. But a pure grenadier group against a colony without much to defend is far from the worst threat, because it's one that you should be able to evade injury from entirely if you play it well. OwlFancier fucked around with this message at 18:20 on Jun 18, 2018 |
# ? Jun 18, 2018 18:17 |
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Also new in this rev: ranged attacks are not automatically stopped buy a guy in melee with them. I.e. guns and bows still shoot, grenades still throw. Not saying this to discount your tactic of kiting stuff, yes that works, just fyi. e: although now that I think of it that's a dire nerf for melee heavy colonies Flesh Forge fucked around with this message at 18:50 on Jun 18, 2018 |
# ? Jun 18, 2018 18:45 |
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that's basically the chicken's way out of allowing side arms. i'm still not clear on why tynan doesn't like that idea.
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# ? Jun 18, 2018 19:25 |
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Coolguye posted:yeah the vests are a known quantity, they have their own layer which is great because you can combine it with devilstrand gear for Hella Armor - which is really probably even better now that it works consistently rather than constantly rolling. Unfortunately flak pants are just regular pants. No stacking there. Sindai posted:There is no such option (unless the game can be copied out of steam's storage and run independently of it). Developers can use the "betas" feature in an unintended way by adding old versions to it for people to switch to but that's something they have to do explicitly. Tynan does do this and has already said he will keep doing it for 1.0, so although you can't keep it from auto upgrading you will still be able to downgrade. Workshop mods are another story. Also uhh this happened:
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# ? Jun 18, 2018 19:29 |
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PUA negging works folks
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# ? Jun 18, 2018 19:31 |
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No! No! Damnit, no! *whaps Tynan with a newspaper*
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# ? Jun 18, 2018 19:32 |
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Hang on, they could just be a masochist.
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# ? Jun 18, 2018 19:34 |
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End of the first year, raid went poorly. 3 colonists dead from infection thanks to a lack of medicine and qualified doctors, including M's fiancee. Gonna be a rough winter for the two survivors.
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# ? Jun 18, 2018 19:46 |
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StrixNebulosa posted:No! No! Damnit, no! *whaps Tynan with a newspaper* Make sure that newspaper has a lead bar in it.
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# ? Jun 18, 2018 20:09 |
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Gadzuko posted:Unfortunately flak pants are just regular pants. No stacking there.
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# ? Jun 18, 2018 20:15 |
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Mountain + Huge River makes for some very interesting maps
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# ? Jun 18, 2018 21:03 |
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So ends the tale of carpenter's cliff, overrun by a medieval warband after foolishly taking in a refugee.
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# ? Jun 18, 2018 21:16 |
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It seems like combat is back to immensely favoring tiny animals, so the mad rat or squirrel is terrifyingly dangerous again
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# ? Jun 18, 2018 22:04 |
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Tynan can't design a game to save his life, thank God he can delegate it to the community
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# ? Jun 18, 2018 22:40 |
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One big thing I forgot to mention before: pawns get a tolerance for particular kinds of recreation now. You can't just plop down a horseshoe pin and be done with it, you need at least a couple different kinds of entertainment or pawns will spend all day forcing themselves to play horseshoes and barely getting any entertainment out of it. I've finally gotten a surplus of steel so I'll plop down some turrets and see how often barrel changes are required. Main problem currently: multi-analyzers now require 2x advanced components (in addition to the gold and other stuff). Advanced components are made at the fabrication bench, the research for which... you guessed it, requires a multi-analyzer. Going to have send out some caravans. Also, negging is not the only way to find love on the Rim. Sometimes you gotta be sensitive:
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# ? Jun 18, 2018 23:02 |
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Gadzuko posted:One big thing I forgot to mention before: pawns get a tolerance for particular kinds of recreation now. You can't just plop down a horseshoe pin and be done with it, you need at least a couple different kinds of entertainment or pawns will spend all day forcing themselves to play horseshoes and barely getting any entertainment out of it. I've finally gotten a surplus of steel so I'll plop down some turrets and see how often barrel changes are required. I like that joy change, and aw, I hope those two live happily.
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# ? Jun 18, 2018 23:33 |
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Gadzuko posted:One big thing I forgot to mention before: pawns get a tolerance for particular kinds of recreation now. You can't just plop down a horseshoe pin and be done with it, you need at least a couple different kinds of entertainment or pawns will spend all day forcing themselves to play horseshoes and barely getting any entertainment out of it. I've finally gotten a surplus of steel so I'll plop down some turrets and see how often barrel changes are required. This was always the case. I guess Tynan just made it actually matter now.
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# ? Jun 18, 2018 23:34 |
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Three of my colonists now have prosthetic middle fingers, thanks to some, um, carefully aimed bites from rabid bunnies.
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# ? Jun 19, 2018 00:11 |
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Flesh Forge posted:It seems like combat is back to immensely favoring tiny animals, so the mad rat or squirrel is terrifyingly dangerous again There is a plus to this, in that tamed/trained combat animals are amazing
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# ? Jun 19, 2018 00:24 |
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Cup Runneth Over posted:This was always the case. I guess Tynan just made it actually matter now. Yeah, my mistake, I just never noticed it before. I think he rebalanced the categories and maybe the rate of tolerance, because pawns in an old game I checked with nothing but a horseshoe are fine but I had some real problems with this latest game. By the time I noticed that my pawn would. not. stop. playing horseshoes she was at something like 80% tolerance for it so I built a chess set and that helped a lot. Got a masterwork charge lance from an ancient danger. It's glorious. That accuracy
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# ? Jun 19, 2018 00:42 |
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Those caravan changes are amazing! They'll forage? AND you can add and remove things while they're packing? Now we just need to let people not in the caravan help load it and we're good. Maybe some kind of wagon too.
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# ? Jun 19, 2018 03:09 |
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Gadzuko posted:- Certain neighbors (tribals I think?) relations decay steadily until you hit -80, and I've gotten a whopping 1 relationship point from a ~800 silver trade so far, so don't hold your breath that trade will make a difference
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# ? Jun 19, 2018 03:47 |
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0lives posted:why
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# ? Jun 19, 2018 03:48 |
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The waterwheel seems like it will give a good reason to actually settle on a river now. For 360 wood, 20 steel and 1 component its a permanent 1400W for your colony, which is pretty good compared to solars which are useless during eclipse and night, or the unreliable wind gen. You and even wall them off using bridges.
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# ? Jun 19, 2018 05:28 |
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yeah turrets requiring new barrels doesn't change my love for them in the absolute slightest. the only question i have is if you can force a new barrel in before it is strictly speaking required, so you can change barrels after every raid rather than risking them breaking down during.
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# ? Jun 19, 2018 05:40 |
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Coolguye posted:yeah turrets requiring new barrels doesn't change my love for them in the absolute slightest. the only question i have is if you can force a new barrel in before it is strictly speaking required, so you can change barrels after every raid rather than risking them breaking down during. Turrets are still good but they will annihilate your steel reserves in the current build. The barrel lasts for 120 shots (that's individual rounds, not bursts) and then has to be replaced for 60 steel. There is a new heavy turret that is 2x2 with I think an 11 tile minimum range but something like 40 or 50 tiles maximum, it does a ton of damage but the barrel only lasts for 100 shots and requires 200 (!) steel to be replaced. It is possible to force an early barrel replacement by right clicking and prioritizing the job. There is no chance of an early failure as far as I can tell, it's just been implemented as a fuel gauge basically. I'm not a fan of this change so far. Too much steel, too few shots. Doubling the shots and halving the barrel cost would seem closer to the mark for me. We'll see what Tynan ends up doing, either way I'm sure it'll be modded out the nanosecond 1.0 goes live anyway so it's not a huge deal.
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# ? Jun 19, 2018 06:22 |
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the cost of replacement seems way high but the stamina on them sounds pretty legit. it basically stops turrets from being placed out somewhere in an idiot trap and then forgotten about, which was a pretty big way of using them that i always thought was colossally lame. you want to use them smarter, not harder with this change, which is effectively the way i've been advocating they be used since like A15. halve the replacement costs and i'd probably say bob's your uncle
Coolguye fucked around with this message at 06:36 on Jun 19, 2018 |
# ? Jun 19, 2018 06:31 |
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Gadzuko posted:I started a Naked Brutality game in 1.0 and it's been pretty fun so far. Had two false starts due to manhunters on day 2 but the third colony is going strong. Starting year 2 with I think 6 pawns, maybe 7, and I've finally got a decent base up although the defenses still leave something to be desired. The total lack of colony wealth brought on by the naked start means that raids are very anemic at first (either that or Randy was just very kind to me so far) and now I've finally researched turrets and got a proper power grid up and running so things are looking good. How much rerolling of your starting guy did you do? high construction seems like a must, as does high growing, but then you need shooting for killing stuff, and mining for digging steel, and growing for herbal medicine and chopping trees.. and medicine is also a must. basically need a godly jack of all trades. I've made a couple attempts at it.
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# ? Jun 19, 2018 11:42 |
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Yeah also you need to avoid anything like Wimp or Sickly or pretty much any incapabilities (maybe Intellectual is the only exception). Anything that makes you more break-prone is also really bad for solo starts, as practically any break will be fatal.
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# ? Jun 19, 2018 17:45 |
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You know, for having such a strong vision on how Rimworld shouldbe played, Tynan is surpringly open to modding.
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# ? Jun 19, 2018 18:45 |
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it's pretty easy to be open to mods when you know that a single digit percentage of your audience will ever install even one of them
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# ? Jun 19, 2018 18:48 |
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I never thought about this. The workshop seems huge.
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# ? Jun 19, 2018 18:53 |
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I'm not sure that's totally accurate in Rimworlds case. Surely more than 10% of players mod rimworld?
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# ? Jun 19, 2018 18:55 |
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Pharnakes posted:I'm not sure that's totally accurate in Rimworlds case. Surely more than 10% of players mod rimworld? that's how it's been in every other game that has supported mods, both ones with larger playerbases (skyrim) and smaller ones (stardew). it's entirely possible that modding is more prevalent in rimworld but honestly i'd need to see some real numbers to know that that's actually the case. tynan has been kneecapping his development process for literal years now to support 32 bit OSes for <1% of users so i wouldn't read too much into the effort put forward there.
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# ? Jun 19, 2018 19:05 |
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https://steamspy.com/search.php?s=rimworld 500,000-1,000,000 from steamspy https://steamcommunity.com/sharedfiles/filedetails/?id=735106432&searchtext= 443,500 Unique Visitors from Prepare Carefully. I don't know how accurate steamspy is, but steam workshop numbers should be accurate?
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# ? Jun 19, 2018 19:12 |
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# ? Apr 24, 2024 03:39 |
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That Guy Bob posted:https://steamspy.com/search.php?s=rimworld Some people prefer to download mods from the forums instead of going through the workshop, too, so it's probably a little higher. I wonder if the work shop has had an impact on how prevalent modding is? I know there's an impression that it's a more involved process than it actually is, so you'd think the automated installation would make people more likely to try it. Keeshhound fucked around with this message at 19:18 on Jun 19, 2018 |
# ? Jun 19, 2018 19:16 |