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I've been playing this on and off since maybe A3 or A4 and, frankly, where's the fun in this game? Not talking shit about this game or promoting any other, just where the fucking fun? 

How do you do it?
Building a colony and honing your pawns is kind of fun, but it isn't a perfect game. It's gotten greedy with DLC and has shortcomings which I highlighted here
>>207022

Haven't tried any mods yet, surprisingly, but I doubt any of them fix these deeper issues.
Replies: >>208815
>>208809
>honing your pawns is kind of fun
You think it would be but it really, really isn't. The only situation where I wouldn't drop a tried and tested veteran for a superior replacement is to save myself grinding up a new noble rank or a psy level. Maybe if there are genes involved but by that point I'm usually set.

The way how skills are learned and then forgotten massively plays into getting people that have a high score by default since they can't regress below that. Especially for shit like crafting, social and medical.

Also saves you the trouble of dealing with the scars, age or addictions in any reasonable capacity, just drain all the use from them and when ready to replace, take them to the chopping board to remove the augments and further refine into soylent green.

Funnily enough it's also a net positive on morale with a proper funeral setup.

>destroying faction bases does nothing
Not true. Removing all bases from a faction removes them as a possible trade/raid source. Can't be done with default mechs and bugs without dev mode or advanced world generation.

>quests are not worth it
Tell that to five vanometric power cells and a psyformer I recently got for babysitting some cats. It's RNG based like everything else in this game and like everything else if you can cheese the wealth level and have a kill room of some description - you're golden.

>Haven't tried any mods yet
Proper mad lad.
Replies: >>208834
The mods are the best thing of the game, if you have a pirated version with RimPy ( https://github.com/rimpy-custom/RimPy ) you can download the mods directly from the steamworkshop
>RimPy 
Wasn't valve going full retard with workshop API? I thought it's like fucked up real bad, had to use virus ridden polish sites for some ravenfield stuff
It's a decent ant colony sim I guess. I enjoy building up my colony, managing resources, trying to keep everything neat and in order but not sacrificing productivy too much. My main goal in the game is just surviving raids, I've set up a custom game with raids happening everyday and it's fun. You've barely got done patching the wounded, moving some bodies out of the way and the next raid is already here. 
Granted, I use a lots of mods mostly to make it more 'realistic' (i.e. containers and room size), CE is a must too, without it the combat is kind of retarded at least in the damage sense of things like attacks just ignoring armor because of a lucky roll. Also, no killboxes since they trivialize the raids, just a main entrance, fortifications and fall back points.
Replies: >>208826
>>208818
>CE is a must too
Really? I'd agree on pickupandhaul or snapout but never got into CE. Even with no ammo management it still feels way to finnicky
Replies: >>208839
>rimworld: enter the sphincter 
new DLC
>>208815
>removing all bases from a faction
Gargantuan effort though. From what I understand the faction can have 1000 bases or just 1 left and the raids will remain exactly the same.
What I really want from the overworld part is for it to be Mount & Blade. Is it too much to ask? Can modders fix it?
Replies: >>208835 >>208837
>>208834
>Can modders fix it?
Yes. There' plenty of mods that do that.
Replies: >>208859
>>208834
>Gargantuan effort 
With drop pods? Kinda, but what else can you do? The endings currently in game don't appeal as much as a planetwide genocide.

Add trains, planes or vertibirds into the mix and pre-emptively saturate them with wastepacks so your assault team gets their jollies on and it's decent recreation enough.

>1000 bases 
More like 50-100 on max density vanilla settings. And each new faction  dilutes max bases of each more and more.
Replies: >>208859
>>208826
>to finnicky
In what sense? You can make load outs for equipment and save them to be reloaded between saves/colonies, as for ammo you can just make "craft until" and keep yourself supplied. Most enemies go down with AP rounds but since you said you don't use the ammo system I'd guess you don't switch between other rounds. People complain about incompatible mods but most of the time there are patches or they're trying to mix big mods, almost overhauls, together. 
I honestly can't go back, combat feels real lethal and you've gotta use cover and defenses or get hurt.
Replies: >>208841 >>208860
>>208839
A combination of additional micro on one hand and fighting some engrained notions of playing without it I suppose?

>incompatible mods
That's a risk with any larger mod and I really can't hold it against them. But it does become hectic when you have shit like sidearms, psycasts expanded or magic, giddy up, run and gun and so on that add more concepts and mechanics.

I also have some simpler and less intrusive alternatives to fixing melee combat and rebalancing armor I'm much more partial to. Just a personal preference and force of habit.

>feels real lethal and you've gotta use cover and defenses or get hurt
A bit too lethal at times, as well. Not saying it's a CE problem as that happens in base as well but there's some real weird balancing and interaction with shit like warcaskets or extradimensional horrors and CE. Especially when you're into massive raid territory.
Replies: >>208843
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>entire game around rimming
i'll pass
>>208841
>additional micro
That's funny, it's one reason I like it more than vanilla. At least changing fire modes and choosing priority targets. 

>run and gun
Oh yeah, that one is a must have too. I'm using it too and haven't noticed anything weird, just gotta config it right. Fuck raiders running and throwing grenades around and lancers running and gunning.

>the other mods
Haven't used them but I guess in the end it comes to choosing CE or other mods. Or going autistic and trying to balance everything by yourself but at that point I'd just drop them.
Replies: >>208847
>>208843
>trying to balance everything by yourself but at that point I'd just drop them
Pretty much my reasoning.

>Fuck raiders running and throwing grenades around and lancers running and gunning.
How about 50+ warcaskets with MLRS doom rocket launchers, incendiary toxic grenade pods, 35kg oversized power swords, ranged energy shields, jump packs and or heavy rotary cannons which may or may not have additional damage types such as plasma or electric? All of which are more or less invulnerable under the CE armor changes?

It's doable but requires tactics so cheesy and loadouts so dumb and overpowered that you end up with less content than you would have if you didn't use CE.

Of course it's always funny when you get a tribal raid after that and you end up slaughtering them by the hundreds with no effort.
Replies: >>208850
>>208847
>tribal raid
I fondly remember one of my colonies getting absolutely swarmed by them, we just didn't have enough firepower/ammo. They kept dying or getting maimed but it was just a sea of tribal niggers advancing, soon everyone ran out of ammo, got cornered inside the base and killed. It was epic. 

Also, Go Juice is absolutely nuts. Nothing like blowing an arm off some raider just for him to keep charging at you, missing arm and ridden with bullet holes. 
Defending against raids is fun but the real fun is in the stories that come from them, I guess that's one of the reasons I play it. Surviving the resource management part is easy after a while, depending on the biome of course.
Replies: >>208869 >>208900
>>208835
gib
>>208837
I'll try wiping out enemy factions sometime. I'm wondering if I'll get raided less or raided at exactly the same rate but with mechs.
Replies: >>208869
>>208839
The compatibility issues are never from the big mods, it's usually one of two cases:
>race/weapon mods that are either too new or too obscure for anybody to make a patch for
>some tiny little gameplay tweak dares to patch one of the many, many random C# functions that CE also relies on, which causes CE to crash and burn
>>208850
>the stories that come from them
That's the selling point/main copout. This game is at best a barebones mod platform that runs on procedurally generated content. And what content was implemented in YEARS of development is usually straight up lifted from mods. Often lazily and badly at that. Both ideology and biotech are worse versions of certain mods but with an added DLC pricetag.

And that's not counting arbitrary and often a fuck you to the players changes introduced. People don't bother with crafting? Better add ways to punish them for looting rather than making researching and crafting more appealing. People still use looted gear? Can't be our barebones shit design focused on procedurally generated shallow content, better double down and prevent them from looting altogether! Might as well write a book on good game development practices because I'm so smart afterwards.

I don't know if you played the original divine divinity game? The one from 2000ish? It shared the mechanic of later games of world being covered with all kinds of literal props and useless scenery garbage you could pick up and move.

I swear I had more fun decorating the town and certain areas I used as my staging hub than playing the actual game. But that I personally found entertainment in playing that game as sims doesn't mean they counted on everyone doing that and subsequently skimped out on core mechanics.

>>208859
Depends on the wealth requirement mostly. If you qualify, you'll simply get more mechs and bugs.
Replies: >>208899
I think its quite fun to explore and find new things to do.
I havent played the game. I watched a streamer play it.
Replies: >>208891
>>208873
cancer
Replies: >>208893
>>208891
I didnt feel like pirating it so i just watched someone else play it to see what the game is like? How is it different from you watching something on youtube. And it was me watching a streamers vod on youtube.
Replies: >>208897
>>208893
Your opinion is based solely on a vertical slice experience provided by someone else's gameplay.

It's lazy, and presumptuous to the point of absurdity for you to think how your opinion based on that, and, by extension (you) have any weight or worth.

If it's bait, great. Somethingawful will love having you back. If you're serious, please, shove a fork in the closest electric outlet you can find and perhaps you can shock the gay away.
>>208869
>That's the selling point/main copout.
I'm aware, even if I can see why it's marketed like that I still find it kind of pretentious. 

>And what content was implemented in YEARS of development is usually straight up lifted from mods
I've seen various people say that over time but the first time I noticed it as with biotech (aping some mod of wich the name I forget) since when I downloaded the game Ideology was already out. Also some mechanics added by mods getting added to the main game. People praise the devs for "listening to the community" when it's shit that should've already been implemented long ago. 

>People don't bother with crafting? Better add ways to punish them for looting
What do you mean? Most of the guns my colony gets are looted, sure there are some biocoded but most of the time you can get decent armor/guns. I start crafting when I want uniformity, both in guns and armor.
Replies: >>208919
>>208850
>the stories that come from them
I don't get the official "story generator" description, this game doesn't have much potential for storytelling it's mostly just a meatgrinder where you get raided by the same assortment of shit over and over and try to hold out.
>>208899
>it's shit that should've already been implemented long ago
Man, you know how the siege raids unpack and make small camps to bombard you and shit? That was a mod around A16 I think. Pretty sure it was the same guy who made one of the first "serious" star wars mod. Tynan more or less appropriated it under the creative license all mods are released but managed to fuck up his own coding during the transition to newer versions. They in the mod made custom fires and heaters that made enemies resistant to extreme cold biomes, right? It basically had a scripted area effect. Well, he couldn't port that between the old version and the new so he eventually introduced fucking parkas that have astronaut suit levels of cold insulation so raiders wouldn't instantly freeze on approach.

Mind you, several years later we still can't have effective heat sources outside because that clown doesn't know how to implement it but has since hardcoded more of the underlying stuff so you need ever more complicated versions of xml extensions and harmony to load half of your shit. the vanilla expanded crew supposedly has access to the source files and if that's true it would explain how they managed to pull off quite a few hardcoded bypasses in their mods

>decent armor/guns
Yeah, but shit like frayed gear, tainted gear, biocoding and acidifier as well as instant enemy culling past a certain colony size and or wealth have all been introduced over the years. I'm not saying mech weapons should still be as easily obtainable but it would be nice if you could get them under certain conditions. Mechanitors were definitely a nice addition as a concept. they are not an original concelt either, one of the oldest mods I know is MAI and it has roughly 60% of the mechanitor content between it's various iterations and forks

>>208900
It's a copout. Pulling wool over your eyes. It's simple to have procedurally generated content with cheap emotion hooks to provide content. Oh, look. Here's your sister #66574, are you really going to kill her? Well, probably, since you haven't given me any reason not to or even any way to avoid a fight if it comes to that. 

Motherfucker, I'm not going to write headcanon to cover up your lazy idea of generating content with a line that goes <= 0 living relations - spawn mth: 1200.

What's not as simple is making a proper story to stand on it's own, or putting up the time and effort to create engaging deep gameplay.
Replies: >>208947 >>208951
>>208900
I think it's definitely way overstated how much potential there is for emergent gameplay but it's still there. It's like when you play with a bionicle or something; there's nothing that substantial there you have to fill in the gaps with your mind.
Already posted about DLCs and traversable world map back in another thread >>207035
>>208919
>he couldn't port that between the old version and the new so he eventually introduced fucking parkas that have astronaut suit levels of cold insulation so raiders wouldn't instantly freeze on approach.
>after alpha 16
Where are you even getting this from? Parkas have been in the game since at least alpha 9, could be 8 but I don't have it saved and the patch notes are offline.
>Mind you, several years later we still can't have effective heat sources outside because that clown doesn't know how to implement it but has since hardcoded more of the underlying stuff so you need ever more complicated versions of xml extensions and harmony to load half of your shit.
Temperatures were always simulated on a room by room basis.
>the vanilla expanded crew supposedly has access to the source files and if that's true it would explain how they managed to pull off quite a few hardcoded bypasses in their mods
It's a .NET game nominally based on Unity, you don't need the source. It's a simple matter to decompile whichever parts of the code you want to change but most people use something like harmony to replace or more likely run code before/after a vanilla game function to at least try to make it compatible with other mods modifying the same bits of code.
>>208900
>I don't get the official "story generator" description
It's the excuse Tynan uses when he doesn't want to fix something unfun like infestations.
Replies: >>208951 >>208954
>>208900
>this game doesn't have much potential for storytelling
Yeah, it's a storyteller that expects you to imagine half the shit. Although most people will tell you that just playing your colony is a story in itself but that's boring shit, instead of having actual interactive stories and the colony management you have events and little else. 

>>208919
>shit like frayed gear, tainted gear, biocoding and acidifier
I completely forgot about those, yeah it has an in-game reason and follows some logic but it does at the cost of looting gear.
>MAI
Just checked and the dev doesn't want to update it since it's been made irrelevant by Biotech. Wew.

>>208947
>infestations
Infestations just feel like a punishment instead of a counter to mountain bases, you get some hardass bugs I play with CE so melee just gets my pawns maimed faster than I can kill them spawning anywhere in your base at any moment, the shit they drop is useless unless you're playing with an ideology made with bugs in mind, they fuck up your rooms, and the only way to mitigate it is to make a trap room that 1) ruins the bases aesthetics and 2) is meta as fuck.
There are some mods that try to make it a little less sucky but I honestly don't care enough to download them, that and mountain bases become boring after a while with the only threat being the damn insects.
Replies: >>208967 >>217589
>>208947
>Parkas have been in the game since at least alpha 9
Sounds about right but I'm talking about making them have insulation in the -300s as a knee-jerk reaction to people doing ice sea bases and such. Could be a bit earlier at A14-15, but fuck it, it was around that time. And before you give me any shit about that if you've been around the forums at all you can remember people preferred using them for save our ship and that one space station mod at the time over space suits due to superior insulation.

>Temperatures were always simulated on a room by room basis.
I'm talking about something completely different. The closest thing we currently have available are the fur beds from the viking expanded mod that actively reduce hypothermia.

>I don't have it saved and the patch notes are offline.
I do actually keep older mods mods bookmarked and the one that I'm thinking off is probably there as well, but as you pointed out both the wiki and the ludeon site seems down at the moment.
Replies: >>208955 >>208967
>>208954
The bigger problem with parkas is you can wear stuff like devilshroom or whatever parkas and you can keep them on season round with no consequence other than the annoyance of replacing them when they degrade.
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>>208951
My problem with infestations is the hypocrisy. You have to design your base and strategy around it like no other event and it's not very fun when this giant "fuck you for building even partially under a mountain" event constantly triggers I once had a base in the middle of the map where half of the hostile events were infestations because I had a grand total of ~10 mountain tiles inside it. When this was pointed out the response was basically "it's a story generator not a colony sim, it doesn't need to be balanced" when the entire reason it was added to begin with was to "balance" mountain bases.
>>208954
>Sounds about right but I'm talking about making them have insulation in the -300s as a knee-jerk reaction to people doing ice sea bases and such. Could be a bit earlier at A14-15, but fuck it, it was around that time.
Are you talking about modded parkas? I checked a few versions I have and they have base values of -45 in 9-11 and -40 from 12-17. Alpha 12 was when animal wool/hairs were added, which have higher cold insulation modifiers than previously available materials, but it's still no -300. Only other thing I can think of is maybe it bugged when they switched the modifier/base values around in beta 19?
Also I didn't mention it before because all of fucking ludeon is offline but while having alpha 7 out I checked sieges as well. Pretty sure they were in even before this (don't have alpha 2-5 to check) but the point is I don't see where you're getting the whole "stolen from a mod around A16" thing from. I don't doubt that some things were especially in the DLCs Tynan got some fags to do for him while he fucked off but I don't think this is one of them.
>people preferred using them for save our ship and that one space station mod at the time over space suits due to superior insulation.
Lel, do you only need helmets for air? Never got around to trying out the space mods, are they good? Haven't had a good long game since before the whole DLC mess started.
>I'm talking about something completely different. The closest thing we currently have available are the fur beds from the viking expanded mod that actively reduce hypothermia.
I don't see how fake outdoor heat sources would be any harder to mod in now than before.

Looking at these old versions makes me want to play the first version I played again. I still remember just mining some gold, which was actually worth its weight in gold at the time, and while still living in a literal mudhut the floor was mostly swamp immediately buying power armors from the first trader that came along. Different times.
Replies: >>208980
RW thread with no mention of Dwarf Fortress. Very civilised.
Replies: >>217589
>>208967
>You have to design your base and strategy around it
There's one way to play the official game:
Kill boxes.

Pretty shit.
>crash landings can crash through an entire mountain if you dig in
>entire enemy events where they tear through everything you build
>no option for protected wires and pipes, which means that turrets are pointless
>explosive weapons do so much damage to walls that you're better off not using them
>single threaded means the game turns to shit once you build big
The game is shit at it's core. You have to mod it to be worth the time.
Replies: >>208989
>>208980
Can't say I agree. I've had completely open bases, mountain bases and most things in between. Bases that made massive use of turrets, or traps, or nothing but my pawns. Probably had 700+ creatures on a map once (double tribal raid + infestation), FPS barely dropped.
My favorite is probably sitting on or next to a large river. I don't think I've ever built a proper killbox, not anything close the the stuff I've seen anyway.
im going to pirate rimworld today. Any dlcs i should avoid/deactivate my first time playing?
Replies: >>209056
Why the fuck does anybody like this game? I've heard next to nothing good good about it.
Replies: >>209139 >>209604
>>208991
Not really. If you don't want ideoligion for your colony, you can turn it off as a new game option but still keep slavery which the Ideology DLC provides.
Is it possible to make raiders go through a maze so long that they die of starvation before reaching your base?
Replies: >>209117 >>209139
>>209115
Probably not considering some could just sap you eventually and that you'd have to
1.) Use two thirds of a giant map to do it, which is a pain in the ass itself
2.) Use massive amounts of resources and time to do it
You'd be better off just funneling them into a firing lane.
Replies: >>209121
>>209117
Yeah guess not. Another idea is to dig out an overhead mountain area far from your base and making raiders go through it so bug infestations attack them, that should work.
Replies: >>209126
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>>209121
You can let the infestations far from your base get bigger and bigger so they produce more jelly, then distract them with another colonist who is quick, lure the insects into your firing line, grab all the jelly to makes tons of money then light the hives on fire since insects are weak to fire and leave one hive alive if you want to repeat the process. For some reasons raiders tend to try to kill hives before they kill you so it's also useful to have them for defense.
>>209003
Because the handful of issues are massively overstated and/or trivially fixable with mods, and also because it has basically no competitors other than DF.
>>209115
Theoretically possible, but it takes way too much material to be worthwhile.
Replies: >>209595
>>209139
Amazing cultivation sim, going medieval, space haven, clanfolk... There's also stuff like stranded but the more we go into those the more they play like say banished than rw.
Replies: >>217589
>>209003
>Why the fuck does anybody like this game? 
Hmm, maybe it's because some people aren't faggots who hate everything that is popular? The game is good, despite its jank.
Replies: >>209617
>>209604
>the game is good
Yeah? How so? Honest question.
>>208951
>punishment
You hit the nail on the head. I do recall the dev saying a certain game
 was the inspiration, so in that case he shoud've gone muti Z, the deeper you go the more issues you face.
>>208979 sorry, not sorry.
>>209595
Subversion was the only game that would be somewhat similar to this and df in the vein of procedurally generated sim game with defense mechans.
Sadly IV bailed because Delay has an aversion to 3D  (because he sucks at it) and made that shitty game called scanner sombre. At least prison architect was ok before paradox bought it.

I wonder when we'll get the first game to require a CUDA or ROCm AI card so you can fight against AI that reacts intelligently to your tactics...
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>tweak the game to make it more of a base builder 
>build base 
>stop playing because the game wasn't designed to be played like that and there's nothing to do once your base is done 
It's the third time I've done this and I still haven't learned.
Replies: >>217596 >>217662
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>>217591
I do the same every now and then. It's impossible to find a good difficulty balance, it's either journalist-difficulty creative mode, or nonstop ass rape.

I want hostile forces to have a fixed difficulty, exist in the map somewhere, and have specific motivations for attacking you instead of just killing and destroying randomly. Like bandits demanding money or making you produce drugs for them, tribal people wanting a quality statue for a ritual or to get food, giving out any human (including prisoners), dealing with your enemy's enemies or doing other quests for them, etc. And they would want what you can actually give, for example if you have a lot of money but not a lot of colonists, they'd always ask for money, and if you have the opposite then they'd ask for something labor-related like farming drugs for them. They'd only come to mess with you if you can't meet their demands, and they should always have an "unfriendly" relationship status unless you fight them long enough to make it hostile.

You should be able to make them stop with diplomacy or by going over there and getting rid of their base. Small bandit camps you could just go out to defeat. With medium bandit camps you have to consider your options. With large bandit camps you'd have to continue to meet their demands, move away, get help from another faction and become indebted to them instead, or have a very strong colony to fight against them on your own.

Large mechanoids or large groups of mechanoids should never come to your map on their own, they should mostly function as an environmental effect like the crashed ships (except smaller so it's not game over-tier if you ignore it), or preventing you from going somewhere.

Infestations should only be able to happen in darkness and tiles without a proper floor, and they should always be weaker than your colony.
Replies: >>217689
Also if you get big enough, the empire or whatever should start wanting more out of you too, they could start becoming more relevant when other threats start becoming too easy.
Well I finally beat it, it wasn't very good. The game gets laggy as fuck when you grow large, very annoying.
You can get unbelievably overpowered with all the DLCs. Psycasters are insane, xenogerms are insane, having children is great to roll good pawns with no downsides.
Pair psycasters with shields and locust armor for a good time.
Should I install Rimjobworld?
Replies: >>217661
>>217660
If you feel so inclined
>>217591
You might as well go play Evil Genius (not the new one, the original). Or maybe DF. Then again, there's Goblin sieges in DF..
>>217596
>Infestations should only be able to happen in darkness
I think there's a mod literally called "infestations only in darkness"
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