I used to watch a YouTuber doing a video series on RimWorld, he was able to "tell" a really good story that was happening in his world [1]. I want to someday start playing it, right now I'm not because: I rather play on the console laying on the couch, I'm working to much to invest in the game. It seems to have a step learning curve. 1 - https://youtube.com/playlist?list=PL_lgEqY9K6UXUVco5XysDNAeU...
Yes, unfortunately the "learning" mostly consists of learning cheesy meta tactics like "kill boxes" which I find very immersion-breaking. E.g. kill boxes only work because the enemy AI is ridiculously stupid and seeing them all walk to their death with open eyes makes them feel like brainless zombies. Also experienced RimWorld players will say things like "No, my colonists won't get chairs because those only increase…
RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
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Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#92One of the deepest, most replayable strategy and sim games. So many subsystems that mesh together for unique emergent behavior.
Eh. I really love it, but I've always considered it a "Dwarf-Fortress Lite"
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#93Rimword -- if Dwarf fortress is a little too complicated for you.
“Impersonal” would be a more accurate term. Rimworld tries to get you emotionally attached to colonies in a way that Drawf Fortress does not.
Put another way, I don't remember any specific events in Rimworld, but I'm more than happy to tell you about the dwarf who pathologically elected to engrave the walls of the fortress exclusively with depictions of a particularly delicious piece of cheese he ate.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#94Rimworld is fantastic, but I never manage to play it for more than a few hours without getting a strong urge to stop and play Dwarf Fortress instead.
It would be ok, but I don't like to assign them to jobs. Even with Dwarf Therapist.
Rimworld colonies (even large ones) tend to have less migrants than even a single DF migration wave, so it's manageable.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#95I didn't particulary find RimWorld to be very fun, but I did end up enjoying Oxygen Not Included, which is a side-scrolling 2d colony management sim that's a bit less serious and way more quirky.
All these games are fun until I hit something akin "make sure your colonists cant take a route from toilet thats not trough lavratory, otherwise they wont clean up their hands if they happen to choose that route". For gods sake if they clean hands 100% of times when passing lavratory, making them 100% of times go to lavratory after toilet should be an option too.. Its just feels like instead of playing the game I mus…
Much more annoying are the suits (and now, gas masks). If you are not careful with settings they will drop them elsewhere, or will enter the perfectly breathable base with suits still on.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#96If you like RimWorld, I recommend checking out Stardeus. The feel is very similar to Rimworld, but the setting is that you're a spaceship's AI system, and you have a bunch of humans in stasis. The goal is to find a habitable planet for them to colonize. Was released last month and is still in Early Access, but it's definitely in a playable state. The asteroid fields are brutal, build your ship like an onion with thic…
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#97A single threaded heap of hot garbage-collection.
Dwarf Fortress was looking into offload fluid computation to other cores, not sure if it was done.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#98Earlier quoted context omitted.
There's a difficulty slider alongside the storyteller. They're not the same.
one could argue that the storyteller is just a different facet of the difficulty scaling system. different narrators are more difficult than others. As far as the whole 'intelligent AI' thing. Eh, not really. It's a (small) set of conditions that determines the timing of the next event, the difficulty/magnitude of the event, and whether or not the event will be positive/negative/neutral; plenty of games have had such…
It would basically look at what your team was doing. If a member decided to just go solo and do their own thing the AI would throw some mob that required a teammate to get rid of. If the team started having too many difficulties it would tone down the number of zombies and their placement. Etc
Think of "AI" as "game AI", not "machine learning". We have called NPC behavior "AI" in games even when they were simple decision trees.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#99My game will have more granular demand (not just vague "you need more commercial zones"). The player will see the interior of buildings and will be able to watch their sims live their lives.
Im working on getting version 0.2 release by Q1 2023. The game is isometric now! Working on releasing a new vlog to show it off.
I developed a new path finding algorithm to build big cities. Here's an old version of the game path finding 1,000,000 units to their own unique destinations:
https://www.youtube.com/watch?v=x0HCnQqF5K4
Subreddit:
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#100Earlier quoted context omitted.
“Impersonal” would be a more accurate term. Rimworld tries to get you emotionally attached to colonies in a way that Drawf Fortress does not.
I think the key difference to me (as someone who enjoys both) is that Rimworld is more interesting from a moment to moment standpoint, the sheer depth of simulation in Dwarf Fortress produces far more memorable events. Put another way, I don't remember any specific events in Rimworld, but I'm more than happy to tell you about the dwarf who pathologically elected to engrave the walls of the fortress exclusively with d…