Live data from Hacker News

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

rimworldgame.com

121–130 of 139 posts

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

#121

Earlier quoted context omitted.

> 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…

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

My go-to siege defense was to send a couple pawns with rifles to intercept the enemies the moment they appeared on the map, picking them off at range and from behind cover. By the time the raiders' supplies and artillery were ready, they would have no good defenders left, so my pawns could clean up pretty quickly. This approach required micromanagement, but consistently kept my base from taking much damage.

Once upon a time, tricking the attackers into using the wrong mortars was also possible, although I never tried it and haven't played in a year or two, so that might have changed.

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

#122
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.

It's basically what someone commented earlier on another front page post. Software engineers aren't paid to write software. They're paid to deal with everything else that gets in the way of them writing the software.

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

#123
I bought RimWorld year ago, but looking on its' silly graphics and cannot make myself to download and start to play it. I have no problem with ONI, because its'silliness is a part of gameplay. I am really glad that Factorio received a graphics boost before 1.0 release.

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

#124

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…

i play a RimWorld clone called amazing cultivation simulator and is the same for me, time goes by too fast.

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

#126

Earlier quoted context omitted.

> 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…

>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.

I guess it depends on the character back stories but at least in the default scenario you're shipwrecked when the FTL starship you're on breaks up (or whatever its fate was, been a while since I played rimworld)... which implies that they're used to the comforts an interstellar civilisation can provide.

I too would be somewhat irate if I went from glitterworld comforts to scrabbling around in the mud

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

#127
post #32

Earlier quoted context omitted.

I've seen I think a single one of the RimWorld endings and honestly "beating the game" is so not interesting to me at this point after hundreds of hours played. Starting up new colonies and getting established to the point of "yeah I can handle all the raids thrown at me at this point" is when I move on to start a new colony with a new religion/race/theme. Actually going from "solidly established colony" to "you win!…

What's a nomad? You caravan around and settle new tiles? I vaguely know that's possible, but I don't venture out a lot honestly.

Yes, and one of the victory conditions is to make it to a far away tile to hitch a ride with a ship. Well suited for a nomadic play style.

It's supposed to be a pretty solid way to play as you're never that worried about raids and are consistently hitting up ancient dangers for high-end gear.

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

#128

Earlier quoted context omitted.

> 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…

> 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!

Ok, this is where we see eye to eye.

If a colonist just hates something and has the means to avoid it, it should just do so. But then we run into how campfires and the cooking skill are balanced, but in general I agree.

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

#129
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…

> That and the difficulty curve skyrockets the moment mechanoids or the bugs show up, and they always show up way. Too. Early.

Bugs never show up if you just don't expose any overhead mountain. You trigger them, not the story teller.

As for mechanoids, the "trick" so to speak for them is to lean into the gear utility & melee. You can get insanity lances very early on with trading which are excellent defense against mechanoids. And similarly a couple pawns with shield belts and blunt weapons to get up and personal with the ranged mechanoids really neutralizes them. And that's without getting into psycasts.

The difficulty curve here comes from the sheer breadth of the game rather than just outright being hard. There's a lot to learn, but the game gives you lots of ways to handle challenges.

Also raid sizes are tied largely to your colony wealth, so keeping a humble & lean base is efficient. Your colonists expectations are also driven by wealth for that matter.

> They have no chill

They do when they're drunk & stoned :) Get a good drugs policy (auto-take on low mood & enough time between doses to avoid addictions) and you'll rarely remember that mental breaks are even a thing. Chocolate doesn't hurt either.

> artillery being gimped

Artillery was made more accurate to compensate, so it's a good defense against enemy mortor raids. Just lob a few volleys before they get set up and they'll abandon that notion and charge you instead.

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

#130
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…

Here I was thinking I never heard of this game and it's already on my wishlist.

LOL Same ! "Oh its on my WL already, sweet"
Post reply on HN