RimWorld

RimWorld

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Kid 1,000 23. okt. 2020 kl. 21.58
Losing is fun is too easy
I changed the game difficulty to "losing is fun" so I could get a chance to use my crypto-shelter when my base gets destroyed, but thirty+ hours later no attack has put a dent in my base. Why is it so easy? I used to always play on what used to be "rough" difficulty, and I would get attacks with 150 scythers in late game, or 80 centipedes. Now on "losing is fun" I've been consistently getting no more than 18 centipede raids. I get some 150 tribal raids now, but killing tribals is like cutting butter with a sword, they don't do any damage other than the observed rotting corpse debuff.
Is the game just easier now? Is there a way to make it harder? I played on both cassandra and randy, and they both are pretty weak. I want to lose!
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Security Cam #7 27. okt. 2020 kl. 10.11 
Opprinnelig skrevet av Wiawyr:
Opprinnelig skrevet av ROE:
I couldn't imagine managing 100 colonists. That dose not sound fun.

To another thought. I had no idea that people actually played with numbers that large. Considering that many have huge slow downs in performance with just normal numbers of pawns on the screen, the devs might have lowered raid numbers to compensate for the processing hit that the royalty dlc brought to the game. C# has memory issues in regards to limits. If you add you must subtract from somewhere or you end up with big problems.

Maybe the later increments of the game necessitated a lowering of raid size to maintain an acceptable performance level. Just a thought.
It's quite fun, actually, but certainly not for everyone; you have to keep track of several things at once. Having a high number of colonists doesn't affect memory usage much at all; even at over 350 colonists, it was still just using 2.5GB. It's mostly cosmetic mods and some job-type mods that cause more memory usage.

Using that performance analyzer mod, I found a number of alerts and job types from Royalty are running active even in 1.1, where...there's nothing at all for them to do. Pretty lazy implementation, but turning them off frees up a fair amount of performance per tick.
Memory hungry? Maybe not. Cpu on the other hand? If you don't have a good CPU then your FPS plummet down when your CPU is trying to keep up with pathfinding of 100 colonists at one time, and then also 100+ raiders.
Astasia 27. okt. 2020 kl. 10.33 
FPS is rarely an issue in high pop situations, it's more tick speed that drops. A lot of people like to play on speed 3, which is like 360 ticks per second, and they will consider the game unplayably slow when it drops to like under 100 ticks per second. Speed one is 60 ticks per second though and that's manageable with a rather lot happening on your map. Some people are fine with that speed and can comfortably handle very large colonies, both because the performance is alright at that speed and because they have a lot more time to manage the extra people at the slower game speed, I would imagine.

Personally I get really frustrated if the game is running at under ~120 TPS and I will start going out of my way to try to "fix" the issue.
Lem 27. okt. 2020 kl. 11.11 
Opprinnelig skrevet av Smelly Fish in a Hazmat Suit:
Stop using killboxes

Pretty much this. If you're using strategies perfectly honed to the defeat the AI, then it really doesn't matter what numbers it throws at you. Game AI is too dumb to outsmart you. You need to challenge yourself once you've defeated it.

I'm relatively new to Rimworld, so I'm still playing easy while I learn what exists and how to deal with it, but the game is basically dwarf fortress, and that was a game were I perfected strategies to the point I bored myself. Even starting colonies in the harshest conditions with mods designed to throw endless horse of orcs and stuff at me, it still go easy. I had to impose rules on myself, like "No walling into a mountain, always leave an unsealed entrance", "No lava traps vs invaders", "No weapon traps vs invaders", ect, to force myself to fight with the dwarves themselves. I eventually defeated those challenges with new strategies like training my dwarves to be super-tough by locking them in rooms with spear traps being cranked constantly, but it was fun forcing myself to devise new solutions.
Wiawyr 27. okt. 2020 kl. 11.55 
Opprinnelig skrevet av Lem:
Opprinnelig skrevet av Smelly Fish in a Hazmat Suit:
Stop using killboxes

Pretty much this. If you're using strategies perfectly honed to the defeat the AI, then it really doesn't matter what numbers it throws at you. Game AI is too dumb to outsmart you. You need to challenge yourself once you've defeated it.
Who was talking about killboxes?
ACS36 27. okt. 2020 kl. 11.57 
It's too easy because you're using mods or strategies that make it that way.

IF you want a harder game you're going to have to play by certain rules you set for yourself. Stop using OP mods that make defense trivial. Stop using kill boxes. Don't use traps. Make your colonists fight every battle.

Change the scenario settings. Make the world have permanent volcanic winter/toxic fallout, whatever. There are all kinds of things you can do to up the difficulty. Set specific goals or challenges for you to pursue. Turtling in your base with op mods defending you will always make the game easy.
Sist redigert av ACS36; 27. okt. 2020 kl. 11.58
Wiawyr 27. okt. 2020 kl. 13.26 
Opprinnelig skrevet av ACS36:
It's too easy because you're using mods or strategies that make it that way.

IF you want a harder game you're going to have to play by certain rules you set for yourself. Stop using OP mods that make defense trivial. Stop using kill boxes. Don't use traps. Make your colonists fight every battle.

Change the scenario settings. Make the world have permanent volcanic winter/toxic fallout, whatever. There are all kinds of things you can do to up the difficulty. Set specific goals or challenges for you to pursue. Turtling in your base with op mods defending you will always make the game easy.
What is with people not reading the OP in this thread? It's a weird trend.
LIMP BISQUICK 27. okt. 2020 kl. 15.17 
Considering that many have huge slow downs in performance with just normal numbers of pawns on the screen, the devs might have lowered raid numbers to compensate for the processing hit that the royalty dlc brought to the game. C# has memory issues in regards to limits. If you add you must subtract from somewhere or you end up with big problems.

I don't see OP mention anything about using DLC. I've seen similar changes that were small come to vanilla regardless if DLC is owned or not tho. I kind of question those types of changes if they go that far.

Wasn't there some kind of change a while back where the strength is adjusted if you defended poorly in a raid? If so, does anyone know what all factors into that instead of obvious things like a death of a colonists, does it count things like plants being burned? I guess this question is more for me since OP describes the raids not making a dent, but that meaning can be different among players.

dire raids or scenario editing sound like a solution for OP since they just want more numbers in raids

If you're looking for other ways, you're just going to have to put limitations on yourself for more difficulty in raids or look into mods.Vanilla factions only go so far when one upping their threat. Then you got mechanoids that have hardly any variety at all. Those are thrown at you quite early and doesn't change throughout the game. The approach won't change much unless you become lazy cause you're just balancing numbers. Your main challenge at that point is just to avoid slip ups.

No tiers, the late game raids comes early and stagnates. This is partly why a lot of mods fail to add difficulty. They usually want players to utilize the dropped tech but the tech easily wipes out other threats. Usually there's not enough content to keep the wheels going. Remove mods like that unless they actually consider these things. ( this will be a big mod most likely, and won't be some kind of "hardcore" modpack ) I don't really see a robust system coming popular with there being raid cap until such factions get expanded in vanilla.
Sist redigert av LIMP BISQUICK; 27. okt. 2020 kl. 15.20
Security Cam #7 27. okt. 2020 kl. 16.39 
Opprinnelig skrevet av Wiawyr:
Opprinnelig skrevet av ACS36:
It's too easy because you're using mods or strategies that make it that way.

IF you want a harder game you're going to have to play by certain rules you set for yourself. Stop using OP mods that make defense trivial. Stop using kill boxes. Don't use traps. Make your colonists fight every battle.

Change the scenario settings. Make the world have permanent volcanic winter/toxic fallout, whatever. There are all kinds of things you can do to up the difficulty. Set specific goals or challenges for you to pursue. Turtling in your base with op mods defending you will always make the game easy.
What is with people not reading the OP in this thread? It's a weird trend.
The original post does not exclude overpowered mods with unbalanced prices (i.e ridiculously low for a weapon of such power) which could be the cause of said 18 mechanoid raids. Also, 30 hours isn't really that much in a single save.
Also doesn't exclude killboxes. OP said the game is easy, 150 tribals are cut through like butter and 18 centipedes don't make a dent which easily pushes the idea that OP is using either a killbox or overpowered mods.
Sist redigert av Security Cam #7; 27. okt. 2020 kl. 16.40
ROE 27. okt. 2020 kl. 18.46 
Opprinnelig skrevet av Smelly Fish in a Hazmat Suit:
Opprinnelig skrevet av Wiawyr:
What is with people not reading the OP in this thread? It's a weird trend.
The original post does not exclude overpowered mods with unbalanced prices (i.e ridiculously low for a weapon of such power) which could be the cause of said 18 mechanoid raids. Also, 30 hours isn't really that much in a single save.
Also doesn't exclude killboxes. OP said the game is easy, 150 tribals are cut through like butter and 18 centipedes don't make a dent which easily pushes the idea that OP is using either a killbox or overpowered mods.
Or dev mode.

idk or really care. Truth is, once you learn this game you can juke the AI all day long and fast track you way to wealth and success.

There is something up with the raid thing though. I did see where Tynan said he was going to mess with the raid AI to make it better at avoiding the current meta defense. Maybe this has something to do with that.
Sist redigert av ROE; 27. okt. 2020 kl. 18.49
Wiawyr 27. okt. 2020 kl. 23.00 
Opprinnelig skrevet av Smelly Fish in a Hazmat Suit:
Opprinnelig skrevet av Wiawyr:
What is with people not reading the OP in this thread? It's a weird trend.
The original post does not exclude overpowered mods with unbalanced prices (i.e ridiculously low for a weapon of such power) which could be the cause of said 18 mechanoid raids. Also, 30 hours isn't really that much in a single save.
Also doesn't exclude killboxes. OP said the game is easy, 150 tribals are cut through like butter and 18 centipedes don't make a dent which easily pushes the idea that OP is using either a killbox or overpowered mods.
What the OP did include was this:
Opprinnelig skrevet av Kid 1,000:
I used to always play on what used to be "rough" difficulty, and I would get attacks with 150 scythers in late game, or 80 centipedes. Now on "losing is fun" I've been consistently getting no more than 18 centipede raids.

Is the game just easier now?
It really pushes the idea that people are not reading the OP and are just stating their own preconceptions."Doesn't exclude" is not the same thing as "talking about", especially when a specific issue is directly stated. Or I could say something like, "You didn't exclude having technical difficulties with your monitor as the reason for not reading the OP, so you should make sure your monitor is plugged in and your video drivers are updated. Your post didn't exclude it!"

And as previously noted by myself, included in this thread, the intensity of raids, especially on high difficulties and with higher-than-average populations, has not scaled properly. With 118 colonists and a colony wealth of ninety-nine million, I should be having much worse raids than I'm currently getting. The issue for this thread is raid generation at high difficulty settings, not fighting strawman killboxes and overpowered mods.
ZippyVtuber 28. okt. 2020 kl. 2.59 
Perhaps you could put raid threat/size to 500% and see if you find it more challenging? In custom settings.
Tho idk if it’s indeed easier now or you’re just too good, I would probably freak out and get wrecked by 18-20 centepieds. Or at least get casualties.
How do you make it so it’s easy for you?
Sist redigert av ZippyVtuber; 28. okt. 2020 kl. 3.03
ROE 28. okt. 2020 kl. 6.00 
Opprinnelig skrevet av Champion6:
Perhaps you could put raid threat/size to 500% and see if you find it more challenging? In custom settings.
Tho idk if it’s indeed easier now or you’re just too good, I would probably freak out and get wrecked by 18-20 centepieds. Or at least get casualties.
How do you make it so it’s easy for you?

You can kite centipedes easily with snipers. The new hammers have emp pulse on hit. Put on some cata armor and pick off the stragglers or go smack you way to victory at a choke point. Emp grenades help too.

It isn't easy per se, it is just tedious.

I don't fear mechs like i used to. Unless a cluster has some really bad machine with it I just leave the mechs alone and let them kill any raiders that show up.

People piss and moan about kill boxes but it isn't that you must have one above all things. For me they are just efficient. After awhile i get tired of dealing with raids so I run them through the meat grinder. Clean up is a breeze.

ZippyVtuber 28. okt. 2020 kl. 13.19 
I see.
pheanox 28. okt. 2020 kl. 13.41 
I have issued a one month ban to easytarget for Rule 4 and Rule 2, off topic and a consistent history of bans for toxic behavior.
Cowskier 29. okt. 2020 kl. 7.00 
Tynan was never really able to counter-act the killbox strategy with tougher enemies without making it too hard for players without killboxes. I think this is why there are so many 'killbox killer' events in vanilla, for example the tornadoes, drop pods, solar flares and infestations, which are really what are intended to get you. Also, the game's difficulty is designed to be difficult up until the ship's launch, but if you keep developing economically past the point where this is possible, you've left the realm of balanced gameplay. If you want a difficult Rimworld experience, the hardest part is before you become rich and powerful, so consider starting a new game on this difficulty.
Sist redigert av Cowskier; 29. okt. 2020 kl. 7.00
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