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RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

rimworldgame.com

101–110 of 139 posts

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#101
Rimworld is one of my favorite games ever.

Wanna lead a team of misogynistic cannibals? You can. Wanna be a mad scientist that extracts the brain of his prisoners to create deadly robots? You can. Wanna build a village of drug-friendly pacifists? You can.

What's fantastic about this game is how many things are optional. You don't have to care about climbing the ladder of the empire if you don't want to. You don't need to build the space ship. You don't need to go to war with your neighbors.

Two big "flaws". The AI can sometimes throw at you problems that are too hard, like enemies to strong as it not always estimate correctly your strength, which brings me to the biggest flaw of the game: combat.

Your characters can literally throw themselves into enemy fire and need a lot of micromanagement for combat. Worse, the combat model is such that a guy in a power armor can be defeated by tribesmen with bows and arrows, that's because projectiles and armor isn't really simulated entirely.

An extension called "combat extended" attempts to remedy this, but I find it has its own problems.

That's me being pedantic, the game is incredible, go for if the idea of building your own base and story is attractive to you.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#102

RimWorld is excellent! The only problem I have with this kind of game though is that time flies by really quickly for me with it. I think it's been 10 minutes while it's actually been an hour; next time I look at the clock it's 3am. I only have this with games like RimWorld or SimCity (city builders, simulators) and it's actually the main reason why I play them so little. They're too "just one more thing". So yeah, r…

All I can say is avoid the SteamDeck. Having portable access to fully mod-able Rimworld is very dangerous.

Against the Storm has also gotten me pretty badly this way.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#103
post #67

I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…

> I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. Not exactly. They don't go crazy immediately. I think the 'eating without table' debuff is too harsh, but other than that... You can get away with ignoring basic pawn needs for quite a while. I want to see _you_ survive in an environment with tattered clothes, saying a frie…

It might be a feature but it shouldn't be. I can't believe the amount of people that are ok for seemingly perpetual firefighting. Maybe they've never worked a job where they had to do that (figuratively or literally), because it is fucking tiresome. (This is my same complaint with the new X-COMs, stop presenting me with shit sandwich choices all the time!)

> or go digging inside mountains if you don't want bugs.

The alternative here is to get constantly shelled by invaders because all your shit is outside. I hope you have some reinforced barrels handy!

> I want to see _you_ survive in an environment with tattered clothes, saying a friend (or pet) dying, and yes, eating raw meat without a table.

Evidently none of the colonists were ever involved in scouting... everyone knows that losing your shit is the fastest way to die in a survival situation. Much as there is a "Low expectations" buff that blunts these effects at the beginning, there needs to be "I've Learned To Live With It" or "Shrugs Shoulders" buff that takes over as the game gets going on.

Also if the dude really hates raw meat that much, he should go build himself a campfire... nothing outs useless fatalism faster than not being able to do basic things for oneself. Someone teach these offworlders some fuckin self-care!

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#104
post #63
post #55

If 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…

I can finally larp as a Culture Mind!

[deleted]

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#105
post #67

I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…

I too gave up on this game, even though I really wanted to like it. I like the idea of it.

In my limited experience in gaming, we were reminded to periodically ask about game mechanics: "But does this make the game more fun?"

Simulating realism is cool, but reality is full of boring or unpleasant stuff. Why suffer that extra? "Oh no, it seems you cut your finger while making dinner. Now you have an infection! And since you didn't eat dinner, you are now faint and must lie down. You need a doctor! Oh no, you _were_ the doctor!"

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#106
Also known as "War Crime Simulator"

In that game, if I get raided, then I try to capture as many as possible. If they have crappy skills, I'll just harvest their organs and turn their skin into leather to make sand bags. If they have good skills, I'll feed them the leftover human meat from the organ harvesting until I eventually convince them to join my cause.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#107
post #67

I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…

> I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. Not exactly. They don't go crazy immediately. I think the 'eating without table' debuff is too harsh, but other than that... You can get away with ignoring basic pawn needs for quite a while. I want to see _you_ survive in an environment with tattered clothes, saying a frie…

> Finishing the game is a bonus.

I have put 600 hours into the game. I have never completed it without cheating, and then only to see what the end looked like - which did not inspire me to change my approach to the game.

The joy of Rimworld is in the failure, or in succeeding for a time against the odds. Maybe the author could provide options to make the game easier, to attract another segment of the game market, but the way it currently works is much more attractive to myself.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#108
post #85

Earlier quoted context omitted.

I laid myself off recently so that I can play Satisfactory full time.

On the one hand, if you’re gonna spend your energy managing infrastructure and repeatedly fixing technical debt you might as well get paid for it. On the other, at least this way you don’t have to deal with personality clashes and stupid ‘culture’ bs.

If anybody has a method for getting paid for this without personality clashes and stupid culture BS, please say something.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#109

I 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.

I found Oxygen Not Included engrossing, but I had to cut myself off when I realized I kept spending each evening in the same mental state as when I firefight production outages.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#110
I got this on steam, started with the tutorial, and after a few minutes couldn't imagine getting any enjoyment out of playing this. What am I missing? The level of micro-management seems so high, and simple actions seem to require clicking through like 4 sub menus.
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