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    Tuesday, September 22, 2020

    RimWorld When the game doesn't want you to have sunlight, period.

    RimWorld When the game doesn't want you to have sunlight, period.


    When the game doesn't want you to have sunlight, period.

    Posted: 22 Sep 2020 01:39 AM PDT

    Every one of you 250k is valuable to us

    Posted: 22 Sep 2020 06:17 AM PDT

    Are you effing kidding me

    Posted: 21 Sep 2020 02:41 PM PDT

    What

    Posted: 21 Sep 2020 11:02 PM PDT

    Communication has failed while building a Keychain, some resources have been wasted

    Posted: 21 Sep 2020 05:28 PM PDT

    I was gonna turn him into pemmican, but how can I say no to a name like that?

    Posted: 21 Sep 2020 08:35 PM PDT

    Say Hello to Mago, who abhors violence but wields his pack of death elephants with precision.

    Posted: 22 Sep 2020 06:06 AM PDT

    Rate my first colony :) 17 years and close to 100 hours in! Cassandra Adventure Story.

    Posted: 21 Sep 2020 08:36 PM PDT

    This is wrong on so many levels. When a rat crushes the eye and cracks the jaw through a cataphract helmet (good 79%) of my lvl 12 mele pawn with a bonded monosword (normal 90%)

    Posted: 22 Sep 2020 03:19 AM PDT

    Because I can't kill them, we've joined forces. I dug them a tunnel, they eat every raid alive

    Posted: 21 Sep 2020 02:04 PM PDT

    I knew I was gonna discover this soon, hats off to you, previous owner.

    Posted: 22 Sep 2020 03:39 AM PDT

    Death Squad Approaching

    Posted: 22 Sep 2020 04:14 AM PDT

    Vanilla Factions Expanded: Samurai Fan Ideas

    Posted: 21 Sep 2020 08:53 PM PDT

    NOTE: I am not in any shape or way associated with the VFE team, I'm just a fan who likes to do creative things and share them. I have no idea about balancing or even how to make mods, I'm just doing this for fun.

    So after the release of Vikings and Knights, I joked that all we needed next was a Samurai-themed mod for a full For Honor trifecta just with more cannibalism and hats. Here are some ideas I had related to such a hypothetical release. Also I feel like its coming anyways between Sushi and the lack of Sake in Brewing.

    Similar to how Vikings is split between old Nordic inspirations and the futuristic Cryo-line of equipment for the end game, Samurais would have the traditional Eastern flair and then late game have a more cyberpunk aesthetic.

    A note on their combat: VFE Samurai have weaker armor that protects less directly and no shield to help. They make up for this by using weapons and clothing that either increases their melee dodge ability or pain tolerance.

    Clothes/Armor

    • Kozane/Lamellar Armor - Somewhere between wooden armor and light plate armor, most Samurai armors would trade protection for better mobility. Kozane can be made of wood as well as metal and wouldn't slow.
    • Tosei/Plated Armor - A step up from Kozane and would be comparable to regular Plate armor. It slows as much as light plate/flak vest while only being slightly less protective.
    • Ninja Suit - A sort of medieval gullie suit, it would increasing hunting stealth and movement but give next to no protection.
    • Sashimono - The classic samurai back banner, it can be worn on any armor similar to Tabards and will increase pain resistance. Could be dyed or some how customized to have an emblem on them.
    • Horo Cloak - A prestigious cloak that reduces incoming ranged attack damage or something similar. Can be worn by nobles.
    • Kimono - Iconic Japanese formal wear, provides social impact boost and bonus beauty. Counts as noble wear.
    • Monk Robes - Buddhist-style robes that decrease the mental break threshold, can be combined with the following.
    • Prayer Beads - Large beads worn in the neck slot meant for counting and will increase mediation effectiveness/psychic sensitivity.
    • Straw Hat - Large brim hat made of straw, ideal for outdoor labor or to look mysterious.
    • Head Band - A length of fabric tied around the head, worn by zealous or brave warriors, it grants no damage protection but instead a small boost to pain tolerance.

    • Cybermail Armor - Advanced light armor with a jetpack. Its unique construction allows it to resist EMPs while dealing EMPs on contact with enemies with a small chance to stun. Used by corporate security who prefer to incapacitate instead of kill out of PR and law suit concerns.
    • Cyberplate Armor - Advanced heavy armor with same CyberEMP technology as the armor above. Same except for no jetpack and has better protection.
    • Phantom Datasuit - Advanced suit with limited armor but allows its user to become invisible. Popular with hackers, assassins and corpo spies who need to make sneaky entrances and escapes.

    Weapons

    • Katana - The iconic weapon of the samurai, it is more powerful than the gladius but takes longer to make. It gives a decent bonus to melee dodge (to simulate parrying blades). VFE Samurai take weaker armors in exchange for weapons that can help them dodge and parry in melee.
    • Yumi Bow - An asymmetrical bow originally meant for horseback, it is comparable to a recurve bow but has a faster fire rate.
    • Naginata - Similar to the halberd but attacks slightly faster in exchange for less armor penetration.
    • Nodachi - Shares the increased parry of the katana but deals more damage; compare to greatsword. Its huge size lets it cut multiple enemies in one swing.
    • Oni Kanabo - A heavy studded club that can crush through armor and can also hit multiple enemies in a single swing but attacks very slowly.
    • Ninja Blade - A fast attacking blade coated with a dastardly poison that can cripple a target.

    • Cyber-Katana - An advanced katana upgraded with CyberEMP tech allowing for a chance to cause an EMP effect on contact with a smaller chance to stun.
    • Cyber-Bow - Advanced bows whose arrows have a small AOE around them and is upgraded with CyberEMP tech.
    • Cyber-Naginata - Advanced polearm upgraded with CyberEMP tech.
    • Cyber-Nodachi - Advanced nodachi upgraded with CyberEMP tech.
    • Phantom Dataknife- A rare, highly prized (and highly illegal) data knife that injects an advance malware virus into technology. When used against mechanoids, it has a chance to turn them to your side. However, the virus is highly unstable and will cause the self termination of the mechanoid soon after infection.
    • Hacked Himiko Solar Array Uplink - Hacked device used to control an ancient solar array in orbit. Causes a straight line of fire damage that burns flesh and cooks electronics.

    Factions

    • Samurai Clan: The "generic" samurai faction. Their bases tend to be like Japanese castles, having multiple interior "levels" and defensive layers. They gain relationship at a faster rate than others but any "dishonorable" act (ie kidnapping or killing a member) will cause a much greater influence drop.
    • Warrior Temple: Often built on mountain peaks, the Warrior Temple is home to lost wonders. Their bases tend to be smaller and more compact but unlike other faction baes, the warrior monks will never retreat when attacked and are fairly tough fighter in their own right.
    • Ninja Dojo: Boasting secluded and well hidden bases, they are more likely to use roughs terrain and traps to their advantage. They are the closest to an "pirate" faction and will send raids whose objectives aren't always to loot or kill, but to simply sabotage.

    (The "lore" behind the samurai is that they used to be a megacorp that crashed on to the rim and devolved over time, each department or franchise slowly morphing into a clan or other group. Hence why they also have some rare Cyber gear as treasures.)

    Events

    • Honorable Duel - A hostile group of warriors has come to your base! But they offer a singular duel between champions. If you win, they promise to leave. If they win, they will continue on to assault your base. Winning the duel and keeping the champion alive so his companions can take him home will slightly increase relations. However, if you attack the whole group, it will be seen as "dishonorable" and you will loose a considerable amount of relation.
    • Ninja Raid! - A group of ninjas from a nearby dojo have managed to get into your base and it seems that they are trying to kill/capture your noble! The raid will "spawn" in the home zone, ideally close to the highest ranking noble in your base and will try to capture or kill them.
    • Ninja Saboteurs - A group of saboteurs have been spotted coming to assault your base! Unlike normal raids, Saboteurs will focus on trying to cause as much damage as they can like more destructive sappers. They will try to dig holes through walls, destroy power cables, steal resources and equipment. While not too terribly dangerous on their own, the havoc they can cause can leave a base more vulnerable to other raids or events.
    • Meditation invite - The monks of the nearby temple have offered a step on the path of enlightenment to your colonists. It a quest where you go to a selected location and loose control over your caravan/pawn for X amount of days as they go off and meditate and live with the hermit monks. Upon returning to base, the pawn is given a strong positive mood buff, a chunk of XP in a random skill to represent something the monks have taught them and a small chance of gaining a trait like "Acetic" or "Iron Willed". Sometimes pawns will request to stay longer.
    • Ongoing Battle - Two forces are having a sizable battle near your position. Upon arriving at the area, you are given a choice of siding with one side or the other to help them win the battle for post-battle loot and goodwill. Or you could choose neither, attack both/let them fight each other, sweep up the survivors and take everything for a goodwill penalty to all parties.
    • Ronin Refugee - A group of refugees lead by an outcast and dishonored warrior are requesting to stay at your base. This is basically like the vanilla housing refugee quest but there is a powerful ronin leader, good at fighting. If you decide to betray them and manage to recruit the Ronin, they will be afflicted with a very long lasting "failed to protect" mood debuff.
    • Festival - A special mix of a party and a refugee housing quest where a group of monks/samurai will come to your colony if you have a Mikoshi Shrine. They will party, talk and generally do fun stuff before leaving, staying a maximum of one night giving everyone a strong "hosted festival" mood bonus.
    • Yokai! - Your colony has attracted the attention of yokai, some mischevious, some malevolent. Over the course of the next few days, any number of strange events may happen such as zzpts, roof collapses, animals going wild or things getting damaged.

    Items

    • Silk - Similar to cotton but weaker, it takes a long time to plant, grow and harvest. Drops as "raw silk" that has to be processed at a tailor's bench into usable silk. Has very high luxury and comfort rating as well as being extremely expensive. Ideal for making noble clothing, especially kimonos.
    • Sake - Alcoholic rice beverage, it provides an increase of pain tolerance as well as slightly decreasing mental break thresholds.
    • Mochi - A delicious treat of sweeten rice. Its nutrient inefficient and takes a long time to make but provides a much stronger mood bonus than chocolate.
    • Rice Paper - Can build walls and doors out of rice; incredibly weak but provide a beauty bonus. Doors open instantly as well with no slow down.
    • Tatami - Traditional flooring made of straw, it can be arranged into some pretty patterns and can be quite cozy.
    • Mikoshi Shrine - A decorated shrine that can be deployed. When deployed and manned a priest (pawn), it gives a flat combat bonus to units in an area. Can also be used as a gathering point and is a part of the Festival event.
    • Calligraphy and Wall Scrolls - A special type of art which is painted and can be hung on walls. Calligraphy can be done extremely quickly but is far more dependent on the skill of the painter, expect a lot of lesser quality works from even average artists.

    Pawn Types:

    • Ashigaru - Regular foot troops of a lesser quality, comes in melee and ranged variety.
    • Samurai Warriors - Mainline troops that put up a formidable fight, comes in melee and ranged variety.
    • Warrior Monks - Strong, unbreakable fighters who move very quick, comes in a melee and ranged variety.
    • Ronin - Dishonored warriors seeking atonement in death, they are glass cannons with low armor but moving swiftly into melee with strong weapons.
    • Taisho - Leaders of raids, they represent the Daimyo's will and are given some of the best equipment.
    • Ninja - Fast assassin types who are usually found in the Ninja events. Attack very quick and can dig through walls faster than normal raiders.

    Animals:

    • Shibas - Because of course you have to have them. They nuzzle more often than other dogs.
    • Kirin - Mystical horses said to have been crossbred with Thrumbos in the distant past. They are stronger and tougher than normal horses while moving faster and can even cause fire damage with their attacks.
    • Okami - Powerful giant wolves with ferocious loyalty. Their fur is as tough as Thrumbos and their bite can puncture armor. Can howl that has a chance to cause enemies to flee in panic.

    Thanks for reading this long, glorious word dump I wrote instead of my course paper. And again, I'm not associated with the VFE team nor have any experience modding Rimworld. I just like their work and wanted to share some ideas.

    submitted by /u/ClocktowerEchos
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    Thats a funny looking rock shape and clearly not a ancient shrine

    Posted: 21 Sep 2020 06:38 PM PDT

    Got attacked by a tribal wearing 2000$ plate armor

    Posted: 21 Sep 2020 05:18 PM PDT

    52 extra refugees? Sure. What could go wrong, anyway? I think I may have reached peak colonist...

    Posted: 22 Sep 2020 06:49 AM PDT

    One of my Yaks got pregnant with no male around. I'm afraid my animal handler is taking his job a tad too seriously.

    Posted: 22 Sep 2020 12:04 AM PDT

    This happened to anyone? I don't have a screenshot because it happened yesterday but I found it funny, I bought 2 female Yaks for the milk and eventually caravan cargo and after a long while one got pregnant. I'm sure it happened at least half a year after I bought it

    submitted by /u/Pender891
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    Moving on to a new playthrough. Saying goodbye to my favorite pawn, Lu

    Posted: 22 Sep 2020 08:20 AM PDT

    Year 1 of ultra hard, got raided by a Stellarch

    Posted: 22 Sep 2020 07:29 AM PDT

    [NSFW?] Now, this reminded me that I didn't install one mod...

    Posted: 22 Sep 2020 08:40 AM PDT

    Mod Idea: Luciferium production, the Devils Bargain

    Posted: 22 Sep 2020 03:31 AM PDT

    Luciferium is such a cool concept to me in a video game. High risk for high reward. While it stands out among other drugs in Rimworld, I feel the balance is not quite in line. At times it can feel overpowered, and at others, it can feel unfair. It all really boils down to randomness. How lucky are you in a playthrough to find it? If you find a lot of it, and are overpacked with it, there is almost no risk in turning all your colonists into mini-super soldiers. However if you're unlucky like my latest playthrough, you can go an entire 8 years with only finding a grand total of 48 Luciferiums among ALL traders, ancient dangers and quest rewards. Yikes.

    So I got thinking to myself, how could this be balanced a bit better. How can we make it continue to feel strong, while not breaking the game by creating an overabundance. You could alter the effects of it. You could alter the withdrawal symptoms or timing. I thought of something a bit more unique. How about we introduce production through growing, but like the effects of the drug itself, at a cost to your colonists very own wellbeing.

    1. New plant: Devil's Bargain. A red, cactus looking plant that can be grounded up into Luciferium with Neutromine. (Name and design subject to change)
    2. Luciferium can now be grown by colonists who have learnt the ability to grow it. In order to "learn" how to plant Luciferium, a colonist must endure a certain (balanceable) timeframe of withdrawal symptoms. Rumors around the Rim say that during the feverish rage dream, the colonists is told the secret by the devil himself.
    3. Planting and harvesting Luciferium now comes with its own unique risks. Risks can be balanced and range from minor scars to brain injury and comatose.
    4. Ideas for Planting and harvesting: The idea is that while planting and tending to the crop, there is a chance of being pricked by the plant. Most outcomes will be a scar of some sort. Scars that would effect your pawns manipulation stat (further increasing the odds of being "pricked"). These scars of course, would be healed overtime through Luciferium usage. But if you allow a colonist to get pricked too many times, you will end up with more scars than the Luciferium can cure in a reasonable amount of time. This would encourage you to recruit more and higher skilled farmers. In the worst cases, brain scars can form (I have no idea how I would explain this from a lore standpoint haha, open to suggestions). And even more rarely, your pawn will be sent immediately into a comatose state for x days (I'm thinking 15-30 days).

    While a lot of this still comes down to randomness, you have more finer control over this randomness by using pawns who are more skilled at growing to actually grow it. It encourages you to find and recruit (willingly or not) farmers, raise their growing skills, and have them survive the withdrawal ordeal in order to learn the secret.

    Let me know what you think! I'm open to suggestions. I'm not a mod author myself and something like this would be a pretty big undertaking for someone who was looking to learn. I just wanted to write down my ideas somewhere and get feedback. I feel there is room for even more depth into a system like this. I got this idea after waking up from an 8 hour Rimworld binge. Think Tetris effect. Maybe the devil was telling me his secrets?

    submitted by /u/Nohrin
    [link] [comments]

    My Latest Tribal Colony - Tried some non-boxy shapes but got frustrated by the lack of symmetry

    Posted: 22 Sep 2020 08:31 AM PDT

    Why is combat extended so hard?

    Posted: 22 Sep 2020 08:04 AM PDT

    Combat extended makes the game harder than any other mod I've ever played, it makes mechs practically unkillable, and the first mech raid I get always wipes my colony, it just isn't fun. Also, my colonists will never auto-pick up their ammo, so I have to manually do it every time. It's just super annoying to say that it makes combat more deadly, but mechs never die. I had a cannon, an anti material rifle, and a grenade launcher, and they could not kill 1 centipede. Maybe I'm just bad, but the mod makes the game way too hard for me, when I'm just playing on randy normal

    submitted by /u/Helichopper36
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