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You can make outposts now? How do you do that?
When the grind starts to get old, it helps to get outside the box and do something a little weird to see where it takes you.
Yeah thought of that, but it still ends up being the same. Wood this, wood that and such. Gets a bit old.
Genetic rim lets you mix genes of different animals and mind control them in battle or even use them as battle mounts with other mod.
Rimworld of madness (or rim of madness) allow you to make a cult and sacrifice people to get a wide range of bonusses / limbs / summon eldrich beasts and so on.
There is a ton of mods that drasticly change the gameplay.
Very nice I'll look into those later.
Yeah that's kind of what I'm starting to see too and I've put in over 100 hours into the game. I like the game, it's fun but it just...lacks a challenge at a certain point. Debating on starting over, making like a drug addicted psychopath pyromaniac that is naked, alone, and try to get things up and going. See if I can survive on my own or something. Make it a VERY hard start to give myself a challenge.
Another run I'm currently thinking of is using the android tiers mod to make a sort of a terminator-style theme. I would start the android scenario with only one terminator colonist. Then using devmode I would spawn a T5 android (one that has a nice healthy hatred towards humans) and then build a dystopian base where humans are held like cattle, forced to work, sold or experimented upon. Inspired by the terminator base from the last two movies.
The end goal would be to annihilate every human on the planet with raids or nuclear weapons (rimatomics mod).
Maybe after my current colony gets wiped out.
I just love this game
True seems there are many ideas. Thank you for sharing. Worth a thought for certain.
Go into the options and increase the number of allowed settlements. I wouldn't say it's a cure for the base-builder blues, but it allows you to leapfrog between settlements.
I love the game although I agree it can get a little samey because unless you've got the difficulty cranked up to super-manic you have to set your own limitations and goals, and the combination of high difficulty and rng can make for some frustrating experiences. But then it can get too easy. I have three mid/late game colonies in statis because with the current settings it's kind of easy, but I don't want to crank it up to 500% just to watch it all burn down (or dump the mods that make merciless easier). That and I don't find the end-game particularly interesting. I'd rather just leave them at a high note.
The number one killer for me has been unnecessary microing though. I started a couple of mostly no-pause colonies that helped me tone it down. Neither lasted long (the second one I got to like 2 1/2 years), but it helped me to see the game as less about winning and more about watching the pawns be pawns. A certain level of detachment makes it more enjoyable.
I'm doing a tomb-raider run now that's a really nice change. In my third year and just set up my first long-term settlement to knock out some research and stock up on supplies, but mostly it's a small party of ancient-danger pillagers without permanent colonies. Similar to a nomadic run, but it has a good theme and story going. Going to try the "fire up Charlon Whitestone's ship" ending.
Next time I think I'll try random research with Perry Persistent (the VE storyteller that throws a lot of events at you). Been thinking I'll try a low-tech playthrough, too. Maybe the Vikings mod. I figure if there's less to research/fewer things to build it'll be fun.
Anyway, good luck!
Or try a run named "on the road": cant settle for more than 15 days at one place.
During middle game you could try to achive this goal: build your colony in such a way that after some time, for example 2 years you leave it for a season without touching a mouse or keyboard. After that repeate this every year.
In the late game maybe try elliminate everyone, create a group of absolute wariors...
Yeah, I doubt most people who play this game would find that fun at all. It might be amusing to watch other people do it, but in general the average person who plays this game would hate it. It lacks realism, and really dilutes the fantasy elements of the game, as it requires strategies that entirely remove role playing as an option.
The real key to enjoy rimworld, is fantasy, story telling, and role play. The best difficulty is often just 100% randy, with particular goals in mind for your character.
That's what I'm thinking. My current colony was a family of 3 all with Roman names. I was "rebuilding Rome" and I purchased slaves to free them to give them a new life / start. Then I also imprisoned some raiders with surprisingly good stats. Just takes a while to get things up and going.
Also on a side note I set the relationships to show the mother and father "sharing the child" but it wouldn't let me "marry them"? So it just says they are "acquaintances"? Was wanting them to be married so they were closer in bond so if one of them died they'd take it more personally and things. Did I do something wrong on the set up?
What goals do you recommend for your "characters"?