Rimworld!

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Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
'random' to me isn't difficult, it's just arbitrary events, some of which are game-ruiners. I'd prefer a difficulty that just amped up the everything, like +20% to everything enemies, -20% to my dudes, or whatever. Or more frequent raids from better equipped raiders... was a little silly to see a raiding party of like four dudes with knives and pistols attacking my base of 12 colonists and 25 timber wolves. I also wish the raids were just harder.. even a moderately equipped defensive force can take on double their number just through superior positioning and a dash of tactics.
It's been a while since I last played, but I recall there being a difficulty slider as well as the story teller. Randy just throws anything at you at any time (which can include raiders wielding Doomsday Launchers fairly early). The middle story teller is basically a hard mode since she starts off pretty mild but ramps up the difficulty pretty quick around the mid-game. Instead of going from knife/spear wielding raiders to pistol/shotgun raiders, you'll go from knife/spear to assault rifle/triple barrel rocket launchers. If you're looking for a bullet-sponge style mod that just makes enemies harder or appear more frequently, there are mods for that.

What's a pawn?
Pawns are your people. Your sims. Your colonists.
 
Feb 4, 2009
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I can confirm the above about difficulty I have it on story mode and the difficulty has ramped up.
Colonists are generally less happy, raid difficulty jumped for spearmen to 6 dudes with good machinegun pistols last night
4 of 6 were wounded. Fortunately I got the sterile tiles down and recruited a backup doctor.
I am way behind on researching stuff. My colony feels strong with food and production but it can all fall apart easily, the colony is very fragile.

This was built, I love the descriptions. I have some funny art too and a masterwork bed of the wedded couple doing *stuff*

 
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BurnItDwn

Lifer
Oct 10, 1999
26,084
1,561
126
Im maybe a year or so out of date with Rimworld, but some examples of mods



EDB Prepare Carefully (gave more of a sandbox element)
Colony Manager (really, most of "Fluffy's" mods are nice for quality of life)
Rah's Bionics and Surgery Expansion (love upgrading and upgrading pawns to ridiculous levels)
Hospitality is cool, though this one used to have conflcts with others, so i rarely played with it

Not sure what the current version has, but, i used to have fun with some of the central heating/cooling mods too, especially when playing on ice or extreme desert biomes.

There are mods that make the cold, much colder, or the hot, much hotter as well .. but its been a while since i've toyed with them
 
Feb 4, 2009
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Yeah played a little bit before I left the house this morning.
It is all going to fall apart soon. I am way behind on research. I’ve built two more research benches but I only have one person moderately capabale of research, other two have low attribute scores and not fire next to them.
Mission I was offered was to save an entertainer near by who is guarded by two turrets and a mortar plus two dudes.
I have a feeling I am way out gunned. Going to skip that mission.
Base is mostly wood, I am trying to upgrade to stone for the inevitable mortar raid followed by a huge fire.
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
Turrets require power to shoot and you can always tell your pawns to target batteries and power lines...

Mortars require a pawn to operate so really you'd be fighting one pawn, and two turrets, plus a mortar which generally has abysmal accuracy (as well as limited ammo), but they do get lucky every once in a while...
 
Feb 4, 2009
34,630
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Turrets require power to shoot and you can always tell your pawns to target batteries and power lines...

Mortars require a pawn to operate so really you'd be fighting one pawn, and two turrets, plus a mortar which generally has abysmal accuracy (as well as limited ammo), but they do get lucky every once in a while...

Hmm you got me thinking it may be worth it to rescue that young courtesan.
Trying to find a mod that works for the current version that gives a better overview of hostages. Sucked to show up to one and find out the dude was a pyro and lazy and won’t do menial tasks with low skills in everything else.
 
Feb 4, 2009
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Yup the hostage is the tits on a bull kind of useless.



Medical is good and research is good but otherwise useless to me.
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
Incapable of Dumb Labor means they go on a long walk. Always.

That always sucks when you go rescue someone and you see they can't do dumb labor or skilled labor.
 
Feb 4, 2009
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Incapable of Dumb Labor means they go on a long walk. Always.

That always sucks when you go rescue someone and you see they can't do dumb labor or skilled labor.

Yeah it was a tough fight to get her, dealing with the turrets was difficult and two dudes got very wounded. Got her back to my place and she was killed trying to tame a Rhino. I forgot I was taming one.
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
So satisfying when you get those rhinos though. Great bullet sponges and they are always my go-to when I'm mining just in case I accidentally find a megaspider nest. But once you upgrade to uranium turrets, keep your rhinos away.
 
Feb 4, 2009
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So satisfying when you get those rhinos though. Great bullet sponges and they are always my go-to when I'm mining just in case I accidentally find a megaspider nest. But once you upgrade to uranium turrets, keep your rhinos away.

One just randomly self tamed, I trying to tame a male so I can I Rhino babies.
I’m still working on training her to attack/defend.
 
Feb 4, 2009
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Colony failed, slow and weird grind down by the game.
My married couple got in a huge fight over I assume his cheating on her. They both got wounded. He also got a an illness, he was out of action.
Phantom satellite waves made the women more angry so I sent her and all the women off on a trade mission.
Hours after they left bandits attacked and wounded my only pawn healthy enough to fight very badly. That’s okay I have my non violent backup Doctor but crap I should have kept the Rhino & wolf around.
While on the road 3 of 4 women become sick, same illness as the guy. I try to send them back but the one healthy woman won’t haul so their speed is really slow.
Mad Muffalos attack the base, kill the pacifist Doctor, one sick guy was able to fight but he fell fast. Turrets killed two. Sick guy who is wounded bleeds out because nobody can care for him.
Women are out of food all are now starving. I dump all but my favorite Rissa who has recovered she ultimately makes it back to the base to find the final man left died from a illness. She starts collecting wood to rebuild some damaged part and is killed by a wolf.
Technically I still have two women in the caravan who haven’t starved yet but I’m giving up on this group.
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
Lol that's Rimworld for you. Every time I send a caravan, I always send 150 wood, 10 medicine, change their food policy to packaged meals, and make sure I have at least two guards with whoever I'm transporting. If I cannot send two support guards, I just send everyone. Your base cannot be attacked if there's nobody there to attack.

Most of my time spent in Rimworld is changing policies and micro-managing with zones and making sure everyone is doing exactly what they're supposed to be doing. For policies (going off memory here), I always set a summer clothing, winter clothing, and a soldier clothing policy. For food I restrict everyone to simple and fine meals and set a caravan option for pemmican or packaged meals. For drugs, I make sure I restrict everyone to take one Penoxycyline every month, the hard drugs to never take (also set those as part of the burning policy for my crematorium), and set recreational drugs (ambrosia/beer/smokeleaf) to recreational so it keeps them happy.
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
I like this idea. Makes me want to fire it up again and do the same to see which forum members survive the longest.
 

zinfamous

No Lifer
Jul 12, 2006
110,648
29,307
146
do it!

and that jerk Mayne never really started that adventure. Pisses me off to this day!
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
I actually hope my pawn is incapable of firefighting now. Also, I love the band In Flames. So there.
 
Feb 4, 2009
34,630
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do it!

and that jerk Mayne never really started that adventure. Pisses me off to this day!

I will but I want to warn everyone my schedule is sort of random. Could be playtime with long a wait for the next.

Anyone horribly offended if their pawn ends up being gay or psychopathic or whatever tell me now.
I will try to keep the pawns sex appropriate. Which means all dudes unless requested otherwise.

@aigomorla @shortylickens want in?
 
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Stg-Flame

Diamond Member
Mar 10, 2007
3,526
487
126
It's a video game so I don't care what my pawn is, does, or looks like. Anyone who gets offended by a video game can block me now.
 
Reactions: zinfamous

zinfamous

No Lifer
Jul 12, 2006
110,648
29,307
146
I hope I end up being a gay donkey that is incapable of dumb labor/hauling and is psychotic and/or pyromaniac.
 
Feb 4, 2009
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I hope I end up being a gay donkey that is incapable of dumb labor/hauling and is psychotic and/or pyromaniac.

I’m being more heartless this play.
You’d be slaughtered immediately and turned into kibble.
I may add a mod to allow me to spend points on my first 3 colonists but I’m not sure I like the randomness but I also don’t want to spend four hours trying to get 3 good male colonists.
Be helpful if a woman joined this but there are like two active women forum members.

On the other hand a psychotic donkey would be useful to haul the bodies off. No hauling is a deal breaker.
 
Reactions: zinfamous

zinfamous

No Lifer
Jul 12, 2006
110,648
29,307
146
I doubt anyone would care if they are a different gender in the game. ...and if they do, you should make it a point to make them a different gender.
 
Reactions: Stg-Flame
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