RimWorld

RimWorld

Viix FR Jul 27, 2016 @ 7:31am
Why we can't upgrade technological levels ?
Why we can't start as a tribe of neolitics and through long days and years of research upgrade to a better technological level ?
How is that something nice ?
How is that realistic ?
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Showing 1-13 of 13 comments
Sonja Jul 28, 2016 @ 12:49pm 
Originally posted by Viix:
Why we can't start as a tribe of neolitics and through long days and years of research upgrade to a better technological level ?
How is that something nice ?
How is that realistic ?
+1
I would suggest that after you researched the basic techs you are no longer considered neolitics, it makes no sense to force players to stick to that level from start to end.
knuckador Jul 28, 2016 @ 1:04pm 
++ I agree... my intuition tells me aspect is definitely still a work in progress, cant wait for more updates!
RPM103 Jul 28, 2016 @ 1:25pm 
I had expected that it would advance, and was initially upset. Later I went back to the tribals because I was intrigued by the handicap.
Last edited by RPM103; Jul 28, 2016 @ 1:26pm
SquareDildo Jul 28, 2016 @ 1:35pm 
People requested the ability to play as a tribe, and they got it. If you are bothered by the disadvantages, it's not for you.
Sonja Jul 28, 2016 @ 11:13pm 
Originally posted by SquareDildo:
People requested the ability to play as a tribe, and they got it. If you are bothered by the disadvantages, it's not for you.

Excuse me? Have you considered that different people might have different ideas of what "being a tribe" includes?
I could also say: Why do tribes have access to the higher tech at all?

I dont like the idea of having ways to play forced upon me, I like option. And RimWorld is a game that already features a lot of options. But how shall the devs know what options might be interesting for players if we are not allowed to voice our oppinion?

Just make it an option in the scenario editor "Allow tech level increase" and I am fine with it. And while being at it, why not include an option "Restrict access to higher tech for tribes" for those who want the true tribe feeling?
But for those, they should also remove a lot of other features like making floors out of steel and steel doors and vents, bacically everything you would not find in a normal tribe.
BlackSmokeDMax Jul 29, 2016 @ 6:18am 
I'm sure you could easily mod what is being requested. Hell there is a modpack in progress that has been working on exactly that for a while.

Ascension mod: https://ludeon.com/forums/index.php?topic=20366.0

More than likely this will be just what you want. Don't think it is very close yet. They had a small release during A13 for the first "age".
Eretnek Jul 29, 2016 @ 6:26am 
I would like this implemented differently. The level of understanding should come from the origin of the researcher, mraning if you manage to capture and convert a space pirate or a trader as a tribe, if the captured person researches he should do it without the tribe penalties.
BlackSmokeDMax Jul 29, 2016 @ 6:39am 
Originally posted by Eretnek:
I would like this implemented differently. The level of understanding should come from the origin of the researcher, mraning if you manage to capture and convert a space pirate or a trader as a tribe, if the captured person researches he should do it without the tribe penalties.

That would make the most sense for vanilla. And if he/she is trading off the research bench with someone from the tribe level, research would be slower during that period.
Eretnek Jul 29, 2016 @ 6:42am 
I fear that my version would be the most complicated in terms of reworking the code.
Viix FR Jul 29, 2016 @ 7:36am 
Originally posted by Eretnek:
I would like this implemented differently. The level of understanding should come from the origin of the researcher, mraning if you manage to capture and convert a space pirate or a trader as a tribe, if the captured person researches he should do it without the tribe penalties.
Yes i think that's the most logical thing to do for now :)
Sonja Jul 29, 2016 @ 7:43am 
Originally posted by Viix:
Originally posted by Eretnek:
I would like this implemented differently. The level of understanding should come from the origin of the researcher, mraning if you manage to capture and convert a space pirate or a trader as a tribe, if the captured person researches he should do it without the tribe penalties.
Yes i think that's the most logical thing to do for now :)

Sounds good to me too :)
jeroenvangeel Jul 29, 2016 @ 7:49am 
like how it is very much!
since it adds difficulty on another level.
i think its realistic because new tech needs more time/people to develop

and, you can create your own start conditions right?
cant you just start colony with 5 people if thats what you want?
Sonja Jul 29, 2016 @ 4:35pm 
Originally posted by jeroenvangeel:
like how it is very much!
since it adds difficulty on another level.
i think its realistic because new tech needs more time/people to develop

and, you can create your own start conditions right?
cant you just start colony with 5 people if thats what you want?

Hm, interesting idea. Sure, you can change the equipment they have, but I dont know if you can "unlearn" tech so you have to re-research it again.
But starting with primitive gear and no parts and no steel at all would make for a long while before you could start doing electric stuff and the like
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Date Posted: Jul 27, 2016 @ 7:31am
Posts: 13