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Rimworld - Establish a colony on an AI-driven frontier planet

Damn, crashed and burned again. Bugs came out of the ground and killed everyone just as I started to feel like things were finally going well.
It was pretty brutal.
 

epmode

Member
I've considered buying this for almost a year now but I can't get over the fact that the developer won't promise Steam keys for new purchases at rimworldgame.com. Considering that Steam keys cost nothing for a developer to generate, it doesn't make any sense.
 

Purkake4

Banned
I've considered buying this for almost a year now but I can't get over the fact that the developer won't promise Steam keys for new purchases at rimworldgame.com. Considering that Steam keys cost nothing for a developer to generate, it doesn't make any sense.
Yup, that's a really weird choice. Hope they figure something out.

Alpha 14 seems ok, but I'm really pining for some more features. The scenarios seem fun, but it's more like a side-grade. I want more types of interaction, interesting mechs and stuff. There's soo much left to lift from dward fortress, can't spin your wheels now.
 
I've considered buying this for almost a year now but I can't get over the fact that the developer won't promise Steam keys for new purchases at rimworldgame.com. Considering that Steam keys cost nothing for a developer to generate, it doesn't make any sense.

Luckily it's out Friday on Steam. I'm purchasing it then.
 

saunderez

Member
I've considered buying this for almost a year now but I can't get over the fact that the developer won't promise Steam keys for new purchases at rimworldgame.com. Considering that Steam keys cost nothing for a developer to generate, it doesn't make any sense.

According to the FAQ he got told by Valve to stop offering Steam codes with sales of the game because the game wasn't already on Steam. There's a cut-off date (which is the date Valve told him to stop) for which Steam keys can't be guaranteed. As far as I can tell if he had put the game in Greenlight he wouldn't have had this problem, because I've been promised Steam keys long before a games been sold on Steam many many times.
 

Lanrutcon

Member
I now understand why there hasn't been more buzz about this game.

Game 1: Heat wave occurs. 1 colonist (out of 4) goes nuts. Casualties. Restart with knowledge that air conditioning is mandatory.
Game 2: incredibly early Bandit Raid with infinite "frag grenades" that insta kill turrets, blow throw stone walls and 1 shot my colonists. Okaaay then...
Game 3: Tunnel into alien hive. Giant alien spider kills everyone. Would have had to restart anyway, I guess.
Game 4: Cougar is apparently immune to small arms fire. Kills the entire firing line single-handedly. And here I was, so impressed that I randomly found a good assault rifle on the first merchant.
Game 5: Develop plague soon after recruiting my first new colonist. Use all my medicine to try and save the infected, to no avail. Uninfected develop malaria just before the plague victims die. I don't even know at this point.
Game 6: Fuck the jungle. Fuck the jungle.
 

bounchfx

Member
whoa holy fuck Tynan made this? He made one of my favorite maps in Tactical Ops and I had the pleasure of meeting him a few years ago at GDC. Totally buying this to support him (and play!)
 
CnbMYlCUIAAMZGN.jpg:large

Whaaa... Good to see this is doing well.
 

r1chard

Member
Damn, crashed and burned again. Bugs came out of the ground and killed everyone just as I started to feel like things were finally going well.
It was pretty brutal.
This made me chuckle on account of relating quite well to it ... except for the launch on the very first game (I think I've managed to escape one planet in my many, many games of RimWorld):

"My first 25 colonies and what happened to them"
 

r1chard

Member
I now understand why there hasn't been more buzz about this game.
What storyteller settings and landing sites are you playing with? These quick endings sound extreme to me.

To clarify, I recommend Chillax (or Classic) Basebuilder for starting out, finding a landing site in temperate forest with hills or mountains and an average temp that doesn't go too far outside of 5-25C.

But yeah, there's a fair amount of learning through failure.
 

CzarTim

Member
What storyteller settings and landing sites are you playing with? These quick endings sound extreme to me.

To clarify, I recommend Chillax (or Classic) Basebuilder for starting out, finding a landing site in temperate forest with hills or mountains and an average temp that doesn't go too far outside of 5-25C.

But yeah, there's a fair amount of learning through failure.

Yup, these games are kind of designed around constant failure. It'd be boring if it were easy!
 
Whoa, this game looks awesome. Jumping in now :D.

Edit: First game ended up in me doing all right, until some guy raided my base in the early morning. I went after him but he killed one of my guys, he was one that joined so that put me back at 3. I tried to recruit him but he refused so I executed him. Then I hunted some elephants, killed a couple and then two got really mad and chased me to my base, knocked down the doors and killed my dog and all 3 colonists. Was brutal.
 

Lanrutcon

Member
What storyteller settings and landing sites are you playing with? These quick endings sound extreme to me.

To clarify, I recommend Chillax (or Classic) Basebuilder for starting out, finding a landing site in temperate forest with hills or mountains and an average temp that doesn't go too far outside of 5-25C.

But yeah, there's a fair amount of learning through failure.

It's rough, but my first games were not on an easier difficulty, hence the quick deaths. Still, I learnt a lot. (also it was on an earlier built)

My newest game just survived its first siege! I had my Chef snipe at them from the forest, fighting a guerilla war against the aggressors as they set up their siege camp. Once he'd sniped 2 of theirs and critically wounded their Engineer, they charged him. So I ran right back to my base's killbox and ended things there.

Good times. I stole their mortar and 16 shells :D
 
This game is awesome. Doing much better on my second run, haven't gotten wiped yet or even lost one person. Started on a lone one pixel island and it's actually working out pretty well. It's in a tropical area so it's fairly hot, and not much metal, but I'm making do with the failing debris I'm smelting into steel. Just needed to install AC units in each of my houses I made for my crew and all's well. Tons of wood, can grow everything year round. Just made a giant hop farm and made some beer so my people are calming down, one guy went on a bender too.

One bandit raid came in just as a traveling band of traders was leaving so they got in a big fight and I came in and cleaned up the remaining bandits and stripped everyone. I love this game.
 

CzarTim

Member
Wow, Tynan has been forced to stop offering Steam keys via the site because of thieves.

https://ludeon.com/blog/2016/07/steam-key-giving-stopped-for-new-buyers/

Terrible that this happened. He's a great developer, tried to do something nice for buyers and scum just had to take advantage of it and ruin things. Seems there are apparently quite a few Rimworld keys for sale on keyseller sites, most likely because of the same reason.

Damn, that sucks. I wasn't able to get a steam key through the system, kept saying my account was linked to a different email. They were great and offered me a code directly though. Sucks to see enough people taking advantage of good support that they feel like they need to lock it down.

Really surprised Valve hasn't done more to prevent scammers.
 

Randdalf

Member
Been in the Top Sellers list since it released. I'm guess it appeals to that same crowd that enjoys Factorio and Prison Architect

Oh wait, for some reason I thought it had been around for a while on Steam, I didn't realise it only came out on Steam 3 days ago
crazy.gif
 

Lanrutcon

Member
Colony 14 is going well.

I mean, sure two colonists beat each other to near death and the man eating Rhino scared the shit out of everyone. And yeah, the electrical wiring keeps fucking out but hey, the fires keep people on their toes.
 

CzarTim

Member
For my current game I'm doing a nudist cult. So I've implemented some rules:

- No clothes or armor may be worn at any time by colonist.
- All downed NPCs must be captured and indoctrinated.
- No harming any animals for any reason (including hunting / slaughter).
- No consumption of meat for any reason.
- Only herbal medicine may be used.
- No major operations.


Going pretty well so far. Only some light hypothermia. The event bug probably helped a bit though.
 

Anno

Member
I wish I could stick a head on a stake outside as a warning to all other non-hauling lazy fucks that try to force themselves into my colony.
 
Okay, it's been a long time since I played this...

How do I get people to build things? I start a game, set walls to build and a stockpile zone, and no one builds it.
 

r1chard

Member
Okay, it's been a long time since I played this...

How do I get people to build things? I start a game, set walls to build and a stockpile zone, and no one builds it.

Are they forbidden (little red x) to pick up all of the material that they need to build with?
 
How do I equip weapons? The kind of tutorial tells me to select a colonist and right click on a weapon. I've tried all three colonists and all three weapons and it just plays a quick "dunk" sound and nothing happens.

Not forbidden either.
 
Okay, it's been a long time since I played this...

How do I get people to build things? I start a game, set walls to build and a stockpile zone, and no one builds it.

I spent a few hours from zero with no guides and this is what I figured out. You can obviously get a ton more guides online.

first they won't build anything if you lack the material. The first material you will lack is steel so find some raised rock or crashed ship or whatever it is, and mark the edges for mining. That will get you easy steel. There are rations lying around so that will tide you over for a dozen days or so while you work out how to make them grow things and harvest them.

Mark an area for storing stuff.
Find some little items with red X's on them like weapons and so on and select them then remove the X's so they can be picked up.
Assign weapons to the people.
The "build a room" suggestion requires a door to be built to complete that task.
Your guys prefer to sleep indoors with beds, so arrange that for them.
If you have people idle it is because they can't do anything due to lack of blueprints (from you): lack of material, or lack of other orders like "hunt" or "cook meals" (stove), etc.

Basically look at those tips/mini quests that come up as messages and try to figure out how to make them go away. One by one.

Food is the biggest problem for starting. I didn't know they could harvest berries until I watched that video upthread. Just drag over a whole area to harvest wild berries.
 

Lanrutcon

Member
New people: if you want a tutorial, I'd suggest watching the first episode of one of the many Let's Plays available on youtube. That's how I got started, watching SplatterCat get his colony going. 1 or 2 episodes is all you need, as the interface is very consistent and friendly.
 

GashPrex

NeoGaf-Gold™ Member
Doing fine - survive like 2-3 consecutive raids (one with a grenade launcher) - 1 colonist dies. Everybody is nursing back to health - then some peaceful traders come by - PTSD sets in, 2 of my colonists going crazy and try to kill everything including the tame muffalos ....we died.
 

Aaron D.

Member
Okay, it's been a long time since I played this...

How do I get people to build things? I start a game, set walls to build and a stockpile zone, and no one builds it.

I spent a few hours from zero with no guides and this is what I figured out. You can obviously get a ton more guides online.

Good suggestions.

Two other notes:


The Work tab is VERY important to assign your colonists duties they're naturally good at. After you hit the Work tab, toggle the Manual Priorities at the top-left to change from a simple ON/OFF check to a 1-4 Ranking scale. Got a guy who's a natural cook (8+)? Set his Cook to 1. Want to construct or mine fast? Set everyone to 1 or 2. Colonists will do #1 items first, then #2, etc. So think about what you want to get done and adjust accordingly, keeping in mind individual's skill sets (Character screen). Also note that colonists naturally Prioritize from the Left side of the screen to the Right. So if you have Cook set to 1 (left) and Construct also set to 1 (further right), they'll Cook everything available before starting Construction projects.

Final note: You can interrupt this process by right-clicking on an interactive object and selecting Prioritize This Project. Colonist's will drop what they're doing and start on a new activity this way.
 

r1chard

Member
Have they been able to get a real artist yet?

He's been employing an artist for some time now and the art style is very deliberate.


This comment from the RPS review made me LOL (my bolding for emphasis):
I never could get into that game. I’m an avid DF player, loved prison architect for years and watched several times Firefly.

I tried it for about ten hours, It just didn’t excites me. (I also had a very hard time getting past the 5 year’s-old graphic art style)
 
This comment from the RPS review made me LOL (my bolding for emphasis):

Yeah, I've seen a lot of these "Lol 80's graphics" comments on the steam forums. Kind of silly. I'm sure the ram requirements pass most AAA games these days, at least on larger maps.

Plus if "lol 80s graphics" means more Legacy of the Wizard/Faxanadu and less CoD, sign me up.

Though of course games like this and other roguelikes surpass any new games in terms of depth/gameplay thrice over, if not
way
more.
 
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