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Pornographic Memory
Dec 17, 2008
I'm playing with the Randy Random storyteller and he really likes sending huge rear end human waves of raiders with pistols backed by a couple dudes with sniper rifles and other not-crappy guns at me. Against a bunch of M-16s and M-24s this should be a massacre (and mostly is) but a dozen raiders with pistols put out a pretty huge volume of fire so I lose a couple guys in each raid. I'm about to just give up and go to the peaceful storyteller so I can build a nice settlement that does not have to continuously fight for its life with all hands and have huge a dumping pile with scores and scores of raider corpses in it. Though all the trash weapons I don't need makes a pretty good source of trading silver.

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Pornographic Memory
Dec 17, 2008
It is pretty cool, and yes I definitely get a Jagged Alliance vibe when I don't just hunker into kill zones, but when you've got a dozen or more people fighting it gets really hard to manage constantly moving them in a real time with pause system. Kill zones are boring, but at least you can just send a horde of people to hunker down in some cover and let them do their thing, only needing to intervene to pull back wounded or overly exposed folks.

Pornographic Memory
Dec 17, 2008

Zigmidge posted:

That's loving hilarious. Also surprising to hear considering how popular it is, normally gamers boil over with rage at the sierra adventures game over effect.

Your idea about group banding spawns is fantastic. Go post it on Ludeon's forums stat!

Dwarf Fortress is the game that spawned the phrase "losing is fun", plus, seriously, an ASCII builder game with no mouse control? loving masochists.

Pornographic Memory
Dec 17, 2008
Haven't played since the first version, but all the new changes are pretty nice. I'm gonna have to try a gimmick run of playing as a tribe of cannibalistic cave dwellers or something.

Pornographic Memory
Dec 17, 2008
I really like how individual raiders will lose morale and go "gently caress this, I'm out of here" even while his buddies are pressing on. I had a decent sized siege set up, maybe over a dozen guys, but I had four mortars of my own already built. So I had my people man them in shifts, and scored a hit or two before the raiders had even fully set up, killing one and destroying a mortar. They tried to make another but my barrage whittled them down with a heavier volume of fire, resulting in a couple running off after being injured, and a couple even had mental breaks that caused some infighting in the raider camp. Eventually a really lucky hit destroyed two of their mortars and killed some guys besides, leaving them with no more mortars so I just let my people go back to their business until the assault came. By the time the game gave me the "raiders have begun their assault" message, only two of them were left, wandering around in a daze, so I just sent out a couple of my best fighters to melee them to death and captured one.

I'd really like a story teller that would gradually ratchet up the difficulty, but instead of making waves where you have to put your whole colony into the fight to survive the only ones, it would make those rare and most of the time you'd be fighting small gangs of raiders who were just a nuisance.

Pornographic Memory
Dec 17, 2008
All the changes are pretty nice but one nobody here has talked about that I'm glad to see is the changes to the Storytellers. Hopefully now we can hit the sweet spot of regular raids that won't be a cakewalk and have a chance of causing damage, instead of the previous choices of "every raid is an existential threat to your settlement" or "every raid is a couple injured guys with pistols and t-shirts forever." I like to have a good scrap and having to rebuild stuff or adjust to losing people, but it gets really tedious when I have to have my whole settlement take up arms with every raid, and I don't want to have to build my settlement around some ugly, gamey kill zone.

Pornographic Memory
Dec 17, 2008

Sylink posted:

Ah Ok, got some savage to join me then.

Another retard question, I have a shitton of silver in my stockpile but if I use the comms unit to trade it says I have zero ?


For purposes of trade, the only goods that are counted are those that are outdoors and within the radius of an Orbital Trade Beacon.

Pornographic Memory
Dec 17, 2008
So I had one of those mechanized centipedes with a minigun drop right on top of my colony's dumping stockpile, populated by all of 6 people. We had nothing to fight him with but pistols, the Lee-Enfield you start with, and an R-4 Charge Rifle that was the only good gun I could get from a trader. It mowed down two colonists, and wounded everybody else, who I managed to get to my newly constructed hospital. Once everybody was out of his sight he wandered around randomly wrecking everything up, setting things on fire, but mercifully steering clear of the hospital. Eventually two colonists recovered enough to take up arms again, and luckily the one with a pistol managed to stun lock him while the other colonist poured on fire from the charge rifle from another direction and we finally killed the thing. Since everybody was starving and injured, one of my colonists left the colony in the midst of fighting the huge fires that had broken out and promptly starved to a few hours later, while another starved in his hospital bed.

Before:


After:


I now have two colonists and my work cut out for me, to say the least.

edit: somehow my survivors have no permanent injuries :stare:

Pornographic Memory
Dec 17, 2008

NiknudStunod posted:

While I am enjoying the new health system I can not wait for bionics. Right now losing a limb is broken to the point where you are better off arresting them and selling them off as slaves or just starving them to death then anything else. Recently I just pause the game when I see one of my colonists go down and if they lost anything I just leave them there to die.

Well to be honest maybe that isn't a bad thing because otherwise there's no reason to sell anybody into slavery pretty much ever if they can otherwise join your colony. Now you have a moral dilemma if you care about that sort of thing.

Pornographic Memory
Dec 17, 2008
Food is pretty much never an issue though, especially if you can find a patch of fertile ground. It's a pretty edge care where you have a guy who can't at least haul, clean, build, repair, or hold a pistol and stop bullets.

Pornographic Memory
Dec 17, 2008
I kept on trucking with my colony and managed to rebuild to 6 people again. Unfortunately zero combat suppliers passed by so when a ship section crashed I was hosed, still being stuck with an assortment of pistols, an Enfield, and a charge rifle. It was in a wide open field and spewed out four scythers, who immediately incapacitated one guy so everybody else ran away. I built some mortars but an EMP mortar and a regular mortar couldn't do it and my colony had to keep running and not spend all day mortaring.Eventually the psychic droning drove everybody crazy but two guys I started with who had Iron Willed. They were no match for the Ninja I picked up from a crash, though, who went on a rampage and incapacitated both of them - I couldn't put enough distance to shoot her (she was faster than one of them, even) and obviously ninjas have good melee skills. So raiders swept through and kidnapped everybody.

And that was the story of the settlement of Driftwood.

Pornographic Memory
Dec 17, 2008
In the last version I had a colony of like 40 dudes so using any of the Cassandra storyteller variations of the random one would give me massive human waves of like a hundred dudes, so I just used the devmode to force them to run away every time until I edited my save file to Chill Callie, at which point every wave was a half dozen guys who were already half dead and had nothing but pistols and t-shirts.

Pornographic Memory
Dec 17, 2008

Chonchon posted:

Yeah, this system is honestly kind of loving up the game for me. At the moment, the AI is like a beach bully. If you build a shiny, glittering palace of luxury, prevailing against massive pirate raids, starvation and natural disasters to do so, then the AI becomes rabid and frothing mad and MUST break your poo poo and murder you, even if it means forcing you to restart your computer and making your save totally unplayable.

You know that in this version you can just bring up the options menu and change your storyteller mid-game, right? Now you can change between Phoebe, Cassandra, and Randy, and also change their difficulty levels. It's not even a debug mode thing either.

Pornographic Memory
Dec 17, 2008
If you get relations high enough, you can hop on the comms and call them over to help you in a fight. That's about it.

Pornographic Memory
Dec 17, 2008

Alaan posted:

Can you actually Mortar a moving target? I had some raiders land and immediately attack and my mortarmen just hurf durfed around until they were right on top of me.

Also I nearly just had a base starve to death because when I arrested three raiders the only room I had to use as a prison was my kitchen...and you can't haul stuff out of prisoner rooms.

Really the main use for mortars is to shoot back at people besieging you with mortars of their own. They are inaccurate as gently caress even against stationary targets and don't have the volume of fire to make up for it unless you have at least a half dozen of them operating at once. Other than that the only thing they can really be used for is to let your pacifists contribute to a fight kind of because characters who otherwise cannot perform violent actions can still be assigned to operate mortars (at least as of version 5 - I have not had a chance to check for version 6). They probably will not hit anything, and if the enemy closes to pistol range you are frankly just as likely to hit your own people as the enemy, but hey its something right??

Pornographic Memory
Dec 17, 2008
So I was making a colony where I'd have a blatant dictator with the "Psychopath" trait whose only value was having high social skills and some other intellectual skills running a violent, amoral settlement with a core of "civilized" folks and we'd recruit tribals en masse and use them as cannon fodder and manual laborers and it was going pretty well until I ordered my chef to butcher a corpse. The meat sat around unused for a long time but since apparently butchered meat doesn't go away I eventually decided "ah what the hell I'm sick of this human meat taking up space in my stockpiles, cook it up chef". BIG. MISTAKE.

My colony was already having a small trouble due to a psychic drone affecting males negatively (all of my 10 colonists were male) but with time we'd bring back the ones who had mental breaks back into the fold. Of course while still trying to recruit back the three colonists who lost the faith this was when I had ordered some long pork sandwiches made. At this time I also had ordered the construction of a crematorium...oh boy. The morale penalties from eating human meat combined with the sight of a dozen corpses that they had to move made all but four guys give up or go on a rampage, and in drops a Scyther to boot. Time to reload :smithicide:

Pornographic Memory
Dec 17, 2008

Generation Internet posted:

It's weird that you have to, I like to unforbid it in the hopes that one day some intrepid hauler will bring it to the stockpile, but everyone will prioritize eating survival meals before anything else.

That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available.

Pornographic Memory
Dec 17, 2008

Rivensteel posted:

Is there something specific to do to get colonists to cremate bodies? I've got one up and powered with an infinite bill for cremation. Just that colonists have to get around to it?

You might not have a colonist set to do crafting work, or crafting work is too low priority so they do other things instead. Also make sure there's corpses in the "ingredient search radius".

Danith posted:

Is it possible to have a cannibal based society, or does everyone just freak out from the dead bodies?

It's possible, but you will probably want to keep rerolling your starter colonists until you get three colonists with the "Cannibal" or "Iron-Willed" trait because normal colonists take a pretty huge morale penalty for cooking and eating human flesh.

Pornographic Memory
Dec 17, 2008

Alaan posted:

Huh. Never seen an enemy have a break. Letting a siege go that long unless you went all dwarf and burrowed into a mountain is a really poor idea though.

Also god sieges are a pain and mortars are really annoying. I've yet to do anything with them other than splatter some random schlub or scratch the enemy mortar. On the other hand since your base is so much bigger than yours they have good odds of hitting SOMETHING. I tried incendiaries but they AI is pretty drat good at putting those out. Also every siege I've tried to assault had at least one competent M24 gunner. Despite the range I've not found myself too fond of them because they are so slow and even on Overkill, my head soldier with 14 firearms skill, he misses all the time. Getting in close on a corner and spraying bullets seems to work way better.

Actually regarding sieges I find odds usually favor me rather than the enemy, because you can build more mortars than they can, and even if their mortars are hitting your base, chances are your actual people are more spread out than theirs, so your hits can do a lot more damage to their fighters than theirs will to yours since they're going to be clustered pretty tight. Considering that I'm usually struggling to find a use for all the metal and stone I have in this game, property damage from mortars is frankly pretty inconsequential, so you can just sit tight and trade shells for a few days. If you score a couple hits and hurt some people, better yet get a kill or two, that's enough to break a couple siegers after a day or two. They still need to rest too, but don't have beds, so around the third day of the siege most/all of the siegers will fall asleep right in the open so you can attack them then, and each one won't wake up until you directly attack them individually.

Pornographic Memory
Dec 17, 2008

Alaan posted:

Next dumb question: Can you hunt deer to extinction?

You used to be able to kill all the animals on the map but now they will respawn/wander in from off-map.

My current colony is a desert colony and apparently animals now need to eat. Since there's a large area near the edge of the map blocked off by mountains, with a small pass through, the animals spawn there and their random wandering pretty much never leads them out of it, so it's loving filled with dead animal skeletons that have starved to death. It's pretty metal and also kind of annoying.

Pornographic Memory
Dec 17, 2008
I have a guy wandering around with a permanently half full health bar because his lung got shot out. Kind of a shame since he's my best shot. I'd give him an M-24 but while I may have my civilized colonists fight from behind a screen of tribals in loincloths with bows, it seems undignified and cowardly to fight from too far back so instead he has an M-16 and power armor and I cross my fingers.

Pornographic Memory
Dec 17, 2008

Leif. posted:

I don't know if they technically needed to or not, but they always did eat. I used to genocide all squirrels from the map early on because they'd loving devour every last survival ration on the map, then start on your crops if you couldn't haul them fast enough.

Huh, I guess I never noticed because this is the first time I've had a map where animals starved to death.

Now I'm curious if I can get a significantly larger amount of iguanas or beetles by putting out human meat for them in an easily accessible area - one thing my misadventures with cannibalism taught me is that butchering humans gives you a lot of meat per person, and fighting tribals results in tons of prisoners and corpses.

Pornographic Memory
Dec 17, 2008

Drone_Fragger posted:

I actually made an attempt at this but the problem was that if I'm out in the open where I can adaquately flank, the supporting reavers absolutely TEAR through dudes because of their accuracy. Also infernos don't give warning when they will fire like the minigun wielding ones do (they don't have an aiming rectacale). If you spend too long shooting at them they'll fire without warning and the fire will basically render that stratagy totally worthless. Also given the sheer number of them, while I'm trying to focus one down, it's buddies have innundated the entire field of battle in a firestorm of bullets and fire. Like, I can do the whole "flank them while they're aiming" thing against groups of 2 or 3, but with 15 of the loving things in a block the size of my mess hall it's just impossible.

I feel like an EMP rifle and an emp grenade launcher would even the scales somewhat, and making EMP nades do damage and minor confusion instead of just a resistible stun. Alternatively, armour piercing weapons.

Are you not using EMP mortars? They have a minimum range and a slow rate of fire, but they have a pretty huge blast radius, a very long stun time, and centipedes move slowly enough that being on the move doesn't make them much harder to hit. Regular mortars also aren't that bad against them.

Pornographic Memory
Dec 17, 2008
Hostility from neutral factions keeps resetting for me every time I save and reload, which kind of sucks because I'd appreciate a little variety in place of the alternating pirate sieges and mechanoid attacks (gently caress mechanoids).

Pornographic Memory
Dec 17, 2008

bobtheconqueror posted:

I'd think with that many colonists you might be able to do a pretty awesome mortar bombardment to take care of huge groups like that. Sure, one mortar is fairly lovely, but I think 12 (only 10% of your dudes) is probably pretty good for constant, reliable, safe damage.

Yeah like, with only a couple centipedes a combo of EMP and regular mortars will soften them up pretty nicely. A huge clump of 20-30 would be an amazing target for a large barrage.

Pornographic Memory
Dec 17, 2008
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.

Pornographic Memory
Dec 17, 2008
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.

Pornographic Memory
Dec 17, 2008

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 :downs:

Pornographic Memory
Dec 17, 2008
Let him starve. For some reason this doesn't hurt your colonists' morale while executing does.

Pornographic Memory
Dec 17, 2008
It would be cool if you had multiple options for replacing lost limbs and it's not just "cyber limbs" and "cyber eyes", because I would like nothing more than to have more peg legged people than a pirate ship.

Pornographic Memory
Dec 17, 2008
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

Pornographic Memory
Dec 17, 2008

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.


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.

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.

Pornographic Memory
Dec 17, 2008

Mimetic posted:

Alpha 7 is out :toot:

edit: changelog:

Prosthetic limbs, from simple to complex: peg legs, wood dentures [...]


yessssss

Pornographic Memory
Dec 17, 2008
So after watching the video I see not only can you eat people or use their corpses for intimidation (as people have been discussing here), but now you can also wear them :stare:

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.

Pornographic Memory
Dec 17, 2008

OwlFancier posted:

Also power claws if you want to get your Ork on.

Give someone a power claw and the trigger happy trait, orky as gently caress.

God this update sounds awesome. The only thing stopping me from playing it like crazy is that Prison Architect had an equally awesome update about a week before Rimworld and I haven't gotten bored of that yet.

Pornographic Memory
Dec 17, 2008

Tias posted:

I'll admit to not having checked out all of the fluff, but is there some particular reason guns are a mix of 1910-84 service weapons and incendiary launchers? I get that they use the 40K "some planets are feudal" vibe, but if you're advanced enough to get aboard a ship, surely you're advanced enough to bring an automatic grenade launcher or two instead of a Lee-Enfield?

Higher tech doesn't mean you're going to be taking around heavy weaponry like a grenade launcher or machine gun if you don't have an actual need for them. Plus the scenario is that you're shipwrecked so you didn't exactly get to choose what guns you brought with you anyway. I think the use of Lee-Enfields, M-16s, Uzis, and M-24s specifically is just because they're cool and highly recognizable and distinct looking weapons of their class and not necessarily for any fluff reason, though I admit this is 100% guessing on my part.

Pornographic Memory
Dec 17, 2008
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.

Pornographic Memory
Dec 17, 2008

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

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Pornographic Memory
Dec 17, 2008

Geokinesis posted:

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.



This picture makes me wish you could start new games on maps with abandoned settlements, either your own or randomly generated ones. To keep things from becoming too easy it could just be walls left over, in varying degrees of damage and with random holes in them, and you could just say any furniture or equipment or supplies have been picked over by scavengers or were ravaged by time and the elements into nothing. I know the game already randomly generates ruins (as shown in that very picture), but they're from "ancient civilizations" I guess and just stone walls and brick floors. It would be really awesome to make landfall and see these nearby structures, roughly arranged like you'd arrange a settlement, and look inside them and see them spattered with blood and with skeletons and rubble strewn about, starting to become overrun by plants, and so on.

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