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Messages - Broseph Stalin

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1
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: May 20, 2024, 05:05:43 pm »
The tribals sent allies to help with a raid we dealt with a full day ago. They loitered for a little bit, two of them absolutely battered each other during a social fight, and one of them did a rail of psycho overdosed and immediately died. Truly we are grateful for their friendship.

2
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: April 17, 2024, 07:29:15 am »
I disagree, I think the continuing development model is superior to releasing a new version every couple years. The problem with that model is only when you lose track of what should be an update and what should be dlc.

3
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: April 15, 2024, 11:30:44 am »
I'd definitely appreciate broader changes. A more complex system of faction interactions, more friendly caravan stuff, more significance to faction leaders and ideological politics, a system for vehicles, more off-screen stuff like player created outposts that run in the background. Really anytrhing that provides a good skeleton for modders to build off of. Rimworld's great vanilla and better with DLC but the reason all the reviews are from people with thousands and thousands of hours is because you never need to play the same exact game twice. How can you get bored when you could switch from the hatchet in space to running an old west boom town to building a medieval castle between games?

4
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: April 08, 2024, 03:33:04 pm »
I'm not feeling this one. Becoming the SCP foundation or fighting a flesh carpet or having a Thing style thriller in your colony sounds kind of fun but also exceedingly specific. Biotech Ideology and Royalty integrate very well into the base game- you can lean into hard or you can just occasionally brush up against it's features while it enhances certain things. If the eldritch horror is something I can ignore is it really horror? If I can say "actually shambling he'll beast I'm more focused on alpaca breeding in this colony then it undercuts it but if I can't do I have to disable the entire DLC if I want to breed alpacas?

5
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: March 12, 2024, 10:29:10 am »
New DLC coming. Rimworld is one of those games where I dread updates because the dozens of mods I'm addicted to will take months to integrate new features and longer to become compatible with one another again.

6
In the 2012 version that reworked evil biomes I embarked in one.  Like two frames after I closed the strike the earth message it started raining slime that instantly turned everyone and everything on the map into husks.

7
Other Games / Re: Cyberpunk 2077 by CDProjekt. New Firmware Edition
« on: October 09, 2023, 12:20:55 pm »
Being overpowered is every build in Cyberpunk.

You just choose your flavor of murder to master.
Mine is to sprint into clusters of enemies and in fractions of seconds where they are still processing  what just happened beating them unconscious with a dildo.

8
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 06, 2023, 05:09:33 am »
Well there's also the fact that if the game responded to your preparations with things you hadn't prepared for the colonies where you invested time and resources into the combat side of the game would be the ones where you got to play the least of the combat side.

9
Other Games / Re: What are you currently playing?
« on: September 11, 2023, 08:10:27 pm »
Starfield. All of my ships have asteroids that are permanently stuck a fixed distance away from them, what was supposed to be my ultimate flagship is permanently named "Derelict <Base Name>", I had to rollback a save because there's an irritating oversight that makes shipjacking incredibly tedious and the main place you would go to try and sidestep it triggers gamebreaking bugs when you try to sell ships there.

I love the game but it's so Bethesda it's gross.

10
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 09, 2023, 03:16:29 pm »
The Vehicle Framework and Vanilla Expanded Vehicles are here and they're delightful. Motorcycles, cars, tanks, helicopters and planes. PLA Steel Torrent SRTS and Aerocraft Framework  are great but I feel like this really scratched that vehicle itch. Now I'm back to the cycle of waiting for CE to patch it

11
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 13, 2022, 07:58:45 am »

Combat Extended is also a big name, but I would let those who actually played it speak about its merits.
Can't play without it. Guns are vastly more dangerous and between the different aiming and firing options and the suppression mechanic allows much more room for strategy. I like to set up fire teams with a machine gun laying down suppressive fire to drive enemies into cover, a grenadier to hurt them in cover, and a rifleman to take accurate three round burst shots while flanking.

12
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 09, 2022, 03:09:32 pm »

I mean, if your stance towards games is total min-max, then yeah, I guess? Nothing wrong with that, but at least for myself, most of the reason I play these games is for the roleplay value. I'd be completely happy even without any meaningful gameplay around children, but we'll probably get lots of that anyways.

On the other hand, from a pure gameplay design standpoint, trading food for morale boost isn't bad game design. At the most basic level, as encapsulated by Sid Meier and loosely summarized by me, "the most important aspect of a game is decisions, and making meaningful ones". Or something like that. So deciding if you want to risk a bit more food consumption for extra labor and a morale boost (morale often can be hard to manage sometimes, in my experience, even with things going well. Especially once wealthy starts going up and your colonists start getting unreasonably needy. Now you can balance that extra morale requirement of wealth with the wealth to sustain children, etc.) seems like a pretty good decision to rack your brain with.

There's nothing min/max about it, the roleplay aspect of having children in a colony is dealing with children in a colony. Decisions are the most important thing about a game but I disagree "new statue in the dining room v. baby" is an interesting one. It's also rather lonesome. What do you teach kids on the Rim? Who will do it? Where will they learn? How will they learn? Are they being pampered or being raised like Spartans? How do you handle a tantrum in the middle of a raid or a blizzard? Are you going to helicopter them with area restrictions or let them explore? Those are all decisions but you dont make them for babies. Children are interesting but not because they can make one number go up at the cost of making another go down.

13
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 08, 2022, 01:44:39 pm »
Except...the bit talking about children specifically mentioned them making their parents (and probably other colonists) quite happy. So having some healthy children around could be functionally useful as a constant morale boost even if the child isn't going to be meaningfully contributing in any other fashion.

I'd still expect that the game will do something to give them some sped-up path to reaching adulthood, other than just the vats, but I wouldn't be surprised if it was something you could configure. Some people do just enjoy a realistic challenge.
Well first, if you're in a situation where morale is a serious concern you are not in a situation where "raise a kid" is a viable option especially not when the logical negative outcome is "colony is not super jazzed the kid died."

Second, "I need slightly more food than I thought I did" is not an interesting challenge. The post talks about raising and teaching kids, without vat growth that's just not going to be a thing anybody does because the time scale just isn't something you're likely to encounter. If only 6 year old forts ever need to worry about educating kids almost nobody will ever deal with that unless they're accelerating them specifically to do it. If some folk getting pregnant means that within a few quadrums you need to be ready to set up a schoolhouse- that's a challenge it's something to engage with.

Either we have horse years or natural kids are mostly irrelevant.

14
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 08, 2022, 12:40:02 pm »
"helpless hindrance" is a feature not a bug in vanilla Rimworld. Got both your legs chewed off? Oh well. Unless you're advanced enough it sucks to be you.
Yeah that's why you avoid getting your legs chewed off. If children are useless throughout the entire projected life of a colony they aren't a feature to play with they're just something to avoid.

15
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 07, 2022, 04:54:07 pm »

Sims is a vastly more compressed timescale, though. At least, in Sims 2, which I'm most familiar with. 60 days in Sims is the average lifespan, which is about 1 day:1 year timescale. For Rimworld, 60 days is a single year. I'm not accounting for differences in day length, but thinking very anecdotally here, they feel about the same length.

Yeah realistically it'll have to be a compressed time scale within the compressed times scale to ever get any value out of kids. How long should it take? I think three years is my limit. If it takes four years for a baby to become a proper colonist not only am I likely to have lost interest in the colony by then 2/3 shot the kid's already dead- odds get worse if I'm not sharing may penoxycyline with brats.

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