My beans are augmented
kiwifarms.net
- Joined
- Aug 23, 2022
I think for me it is about adjusting Rimworld into a fun game, which after your first few dozen hours you will realise it is not, it is trying to fight you and make your life miserable, yes even you Randy Random. Mods can smooth over some of the issues for example you may use character editor to ensure at least one of your pawns on start isnt an absolute smoothbrain and is useful or else your game will drag. Not fail, just drag, it won't be fun.
You should also be going into the difficulty settings and changing things until it feels challenging and right for you, for me it was the size of the raids as soon as you get at least five dollars worth of wealth. I also stop mortars from being spawned, I never used them, I fight everyone out in the field with about 50-70% threat size. And if the enemy spawns mortars in? Dev mode > Destroy. 1v1 me idc.
"What's that? They're manufacturing whiskey? We should send 90% of the worlds population in raids within a year with zero consequence to ourselves"
Yeah makes zero sense, one part of Rimworld they need to work on is the simulation of things OFFSCREEN rather than onscreen, because it is really not good, you're making that 300 person army each year living on two gibbet cages and 200 pemmican? Uh huh. It's poor, and it's the last step in making Rimworld truly revolutionary. (That or multithreading)
Reduce raid sizes, give a +1 to happiness, set colony death and enemy death on downed to 0.8 so its not every time, disable unwavering prisoners. etc whatever, it's your game, the way default rimworld plays with killboxes, killzones is frankly embaressing and I got bored of that quickly after my first two full runs. Imagine playing diablo but every time a unique or good rare dropped you had to trash it because oh no the game will get hard. Please, wealth management sucks its the oblivion/skyim level scaling of difficulty there's a better middleground.
Also I have 1000 hours in this shit. I could talk about all it's flaws but this game is still great (Also yes you can own the base game on steam and then pirate the dlc, figure it out)
You should also be going into the difficulty settings and changing things until it feels challenging and right for you, for me it was the size of the raids as soon as you get at least five dollars worth of wealth. I also stop mortars from being spawned, I never used them, I fight everyone out in the field with about 50-70% threat size. And if the enemy spawns mortars in? Dev mode > Destroy. 1v1 me idc.
"What's that? They're manufacturing whiskey? We should send 90% of the worlds population in raids within a year with zero consequence to ourselves"
Yeah makes zero sense, one part of Rimworld they need to work on is the simulation of things OFFSCREEN rather than onscreen, because it is really not good, you're making that 300 person army each year living on two gibbet cages and 200 pemmican? Uh huh. It's poor, and it's the last step in making Rimworld truly revolutionary. (That or multithreading)
Reduce raid sizes, give a +1 to happiness, set colony death and enemy death on downed to 0.8 so its not every time, disable unwavering prisoners. etc whatever, it's your game, the way default rimworld plays with killboxes, killzones is frankly embaressing and I got bored of that quickly after my first two full runs. Imagine playing diablo but every time a unique or good rare dropped you had to trash it because oh no the game will get hard. Please, wealth management sucks its the oblivion/skyim level scaling of difficulty there's a better middleground.
Also I have 1000 hours in this shit. I could talk about all it's flaws but this game is still great (Also yes you can own the base game on steam and then pirate the dlc, figure it out)