![]() I don't think there are any threads for it here either. I'm not a big RimWorld player at all (only put a few hours into it at various stages of the alpha) but this has certainly been my experience with Factorio, already my most-played game on Steam. In my experience, this forum and its predecessor had a massive blind spot for huge-playtime PC games (builders, 4X, colony simulators, etc.), probably due to how the pace of conversation and the user base here both tend towards coverage of the constant churn of new console releases. Instead of flipping at the equator, there is a seasonless crossover zone. Seasonal latitudes: Seasons now more reasonably adjust depending on latitude.Caves now form sometimes in mountainous maps.World features like lakes, mountain ranges, and bays are now detected and named.New mental breaks: Insulting spree, Tantrum, Sadistic rage, Corpse obsession, Catatonic, Jailbreaker, Slaughterer, Murderous rage, Run wild.During or after a fight, you can review the combat log to see what happened, to generate a richer story. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. Storyful combat: A major rework of melee combat, and a new way to report all combat interactions.New incidents: Meteorite impact, Aurora, Tornado, Peace talks, World refugee.Many new plants were added to fill out these and other biomes. New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain.But those second 2 look really solid for any colony.Dwarf Fortress fans should be excited to see another game getting detailed combat logs I wouldn't take the first one since i don't value research or animal handling early on. Another thing is having to many passions just speeds base development so much i end up not wanting to recruit more folks.Īs for your choices. Constructor/grower/miner/cook/researcher. I tend to prefer to specialize pawns into specific jobs rather then having people assigned to do like 5 things at the highest priority. Overall i just rank shooting passion as most important for my initial 3 colonists. Go burn some freaking tree's in the wild. Makes 0 sense to set fire to your own home. Pyro is also one of those frustrating things. Not having them go berserk because of that or them being frail or asthma etc. Either they overdose 24/7 or they have withdrawl for a year. A character that gets addicted is pretty much useless for over a year. Obviously i look for other things such as not having chem fascination is quite important. But i tend to also look for at least 1 double passion crafter. ![]() If i do a big lag colony perma base thing i tend to recruit the same things. Since i tend to do tundra/boreal/ice if i'm looking for a challenge i hate starting without a cook/grower because it just takes up so much time. I then make sure 1 has medicine +5 passion and 1 has +5 social passion. But these days i just random till i find these 3 combinations: Shooting/Construction Shooting/Cooking Shooting/Growing During like A12 or A13 i wrote down the backstories that where the "most" op combinations in my opinion.
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