Rimworld Psychotic Mental Breaks | The Beginning of the End! - Let's Play Rimworld Alpha 14 Ep 7
Trki, Kody, Cheaty do
The Rimworld Finale approaches! The Geriatric Center goes on life support and everyone is feeling the pain! Raids and fires and mental breakdowns and animal attacks, when will it end!? Join us for our lets play of one of the best and dynamic indie games on steam: Rimworld! ► Follow the Series Playlist Here • https://goo.gl/2lORmt Thanks for watching this playthrough! Help the channel grow by liking the video above and subscribing for regular new releases: ► Subscribe • http://www.youtube.com/channel/UCRk4-HOp1RA-eQMbwRDvdvQ?sub_confirmation=1 ▬▬▬ ► Friend me up on Steam • http://goo.gl/c7Wimj ► Catch my latest updates on Twitter • https://goo.gl/emj7al ► Support me on Patreon if you want to make a difference • http://goo.gl/gsa41p ▬▬▬ ► About Rimworld: ► Official Website • http://rimworldgame.com ► Edited description below from the Rimworld Steam Store Page: http://store.steampowered.com/app/294100/ "RimWorld is [an indie] sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune. RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen. Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew. Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well. Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound. The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season. You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms. People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down. Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous. You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner." ▬▬▬ "Pixelland" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Komentarze
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Just a heads up, I will be starting a new colony in the next few days, if anyone has any suggestions on names, skills, locations etc, let me hear them! I'm thinking I will try out the scenario editor, so if you want to suggest a backstory, leave a comment :)
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Oh, and don't feel bad if your first colony does end up going belly up. My first two colonies got trashed badly and didn't do anywhere near as well as you have already done. Hell, I just lost a colony within 2 game days of starting recently, went for a try in the Tundra and everyone froze to death before we could get a shelter up. :P
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RIP: Jack, the slapstick comic relief of the colony will be missed.... for about a season. He wasn't vital to the colony, but the bad moodlet from his death will haunt you for a while. As demonstrated with Shep breaking again and again.
Explosives and incendiaries are dangerous but fun :D
Animals don't immediately run to their assigned areas when you tell them to, they have to complete their last action before they trigger to do what you have ordered. Unfortunately for your fox, it was in the middle of a movement straight into where the raiders spawned when you told it to go to Animal Area 1.
The message you missed at about 11:30 was "Alpha Beaver REVENGE!". Sometimes while hunting the target of the hunt will turn hostile, if it's a carnivore or a Thrumbo it will always turn hostile when you hit it. The reason you missed the message is that Shep killed the original beaver that spawned the revenge, BUT sometimes when a Revenge triggers it will cause all units of that species within a certain range to go hostile as well. That is what happened here and there's really not a lot you can do about it besides run back to base if you get a message like that.
Messages that pop up and away like that are pretty exclusively one of two things, either a poor mood alert that is resolved at the same time that it comes up, like when someone is in the middle of eating while starving, or as in this case an animal revenge.
The second raid was pretty funny. I'll explain what happened with the pig.
There are two types of basic raids. One where the raiders will act immediately and one where they will "prepare" before assaulting, "prepare" basically just means "mill around a given spot for a minute before attacking". The second raid was of that second variety. They are still hostile though, so they will still attack anything they see while in that prepare/wandering state. They saw the boar, so they attacked it. But because they were still in the prepare/wandering state when it happened they totally ignored your colonists in favor of the target they were set on, the boar, and hilarity ensued as you got to kill 2/5 of them with no real threat to your colonists.