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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 813205 times)

Salmeuk

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4125 on: October 28, 2023, 04:26:07 pm »

Quote
I kinda like how the game is an open-and-honest story generator. The game exists to entertain the player. Simulation off-screen is faked (although I don't know how much) to create "interesting stuff". And it sort of meshes randomly in a way that us puny humans can piece it into a narrative.

this is where Rimworld shines, those moments it game-ifies the settlement experience in just the right way that it feels like a hollywood script. . but not so much "drama" that it ruins your fun.

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the fundamental problem is that the thing you most need to do any "fun stuff" is a well-developed base. People are expendable, but the power grid, the manufactory, the hospital...that shit takes time to set up.

skilled pawns are extremely useful so I might disagree here. in fact, certain professions require that you have an experienced pawn. and the fact that a certain percentage of pawns are useless for any given task.

that being said, I would agree that the game opens up in interesting ways only after your settlement is built up. Rimworld's simulated elements are (imo) too simplistic, so a majority of situations can be 'solved' via killboxes and other sure-fire strategies. . combat can be so punishing that it is best avoided. and the fact that terrible, awful events will happen to you for no particular reason other than a flat RNG makes the game feel, oh I don't know, shallow? like once you've run through all the disaster events there is not much point in experiencing them for a second time. since a lot of them are simply, "wait for your favorite pawn to die with no chance of recovery" or "completely redefine your playstyle to account for a random dice roll by an uncaring AI game master."

the most fun is in systems design and population expansion. and modding - so many amazing mods that breathe life into the somewhat boring vanilla furniture, machines and animals
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4126 on: October 28, 2023, 05:55:11 pm »

My current plan is to create perfect pawns through genetic engineering. This requires me to kidnap any xenohumans I see & run them through the wankinator repeatedly to steal their genetic makeup
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SQman

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4127 on: January 21, 2024, 04:58:32 pm »


I tossed some wastepacks towards the Qu base, and they retaliated by leaving their corpses all around my leisure room. Intergalactic conquerors my ass.

EuchreJack

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4128 on: January 21, 2024, 07:05:32 pm »

Which mods?

Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4129 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.

scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4130 on: March 12, 2024, 11:49:29 am »

The tentacles make me think cthulhu?
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pisskop

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4131 on: March 12, 2024, 12:10:33 pm »

https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fhwc332j9bqnc1.jpeg

Yeah, kinda.  The dark debris, the shrouded rings, the tentacles, and even her satchel is kind of 'ye olde cultist'.

A 'dark ones' dlc works but what would they actually be trying to bring to the game?  Maybe a sort of 'your hubris unbecomes thee' kind of thing?


It would be cool to have to choose between high tech and low mysticism, both being somewhat valid.  Or maybe its a segway into 'forerunners' or 'finally aliens'
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MCreeper

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4132 on: March 12, 2024, 12:19:08 pm »

Multitile tentacle monsters?  :P
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EuchreJack

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4133 on: March 12, 2024, 09:57:14 pm »

A 'dark ones' dlc works but what would they actually be trying to bring to the game?
More money, presumably.

n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4134 on: March 12, 2024, 11:19:18 pm »

Still waiting for reasonable prices on the DLCs. No, a medium-small addition isn't worth almost what I paid for the base game.
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Great Order

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4135 on: March 13, 2024, 06:16:54 pm »

https://store.steampowered.com/news/app/294100/view/4160834030793878434

New expansion's Anomaly. Say hello to Mechthulu.
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4136 on: March 13, 2024, 09:40:28 pm »

I probably won't bother getting that one for a while. Horror's not really my cup of tea. I do like that a lot of stuff I used to rely on mods for will be vanilla with 1.5, though!
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Iceblaster

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4137 on: March 14, 2024, 03:25:28 pm »

Kinda disappointed. I know it was only an expectation I built in my head, but man, I really want a DLC that's focused on wider game mechanics like faction politics more than another path of things to do that don't really interact with you much unless you force it.

Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4138 on: March 14, 2024, 07:25:26 pm »

Yeah, I'd love more stuff that makes the world map more alive and interactive.
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ZebioLizard2

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #4139 on: March 21, 2024, 05:46:56 pm »

New stuff is nice but really would like additional options on the big map.
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