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DLC feedback / review


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First, thanks to Klei for letting us play the alpha DLC for free, there's a lot of hard work there.

As expected for alphas, there have been a few crashes, usually something like:

NullReferenceException: Object reference not set to an instance of an object

Prioritizable.OnCleanUp () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Prioritizable.cs:174)
KMonoBehaviour.OnDestroy () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:230)

Not sure what the cause was, I think it had to do with a returning rocket, I've submitted the crash report.

So, this DLC.... It seems to mainly revolve around multi-colony play. And rockets delivering people / stuff between colonies. For those who played Rimworld, it is similar to multi-colony in Rimworld, and caravans in Rimworld. At the moment, the main changes are:

A new biome. It's different, but should pose no problems to people who are used to setting up colonies in Forest or Temperate worlds.

Once you have set up initial food (using a variant of Bristle Blossom that uses P-water), and oxygen (using sublimnators and deodorisers), you have to build a telescope in space. A dupe has to operate the telescope so a oxygen mask station with oxygen piped near it is necessary.

You will find an asteroid 2 tiles away. To get to it you need to ranch sweetle to get sucrose. Build a sucrose rocket with fertiliser oxidiser, a cargo module filled with metal and a command module.

Drop the metal on the new planet, return the rocket, and send it again with a trailblazer module to land a person there to build the landing pad.

Then you can start setting up your second colony. It can be a bit tedious, just like running two colonies in Rimworld is.

So, in summary, this is the early game of the DLC. I think the mid game will be juggling the colonies, trying to decide which one to abandon, and what to send to which colony. I can't imagine it will be much fun managing more than 1 big colony - the others would be just a two dupe colony farming for a specific resource. It all depends what the end game is.

 

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Rimworld isn't designed for multi-colony play. By default the option is off. And even if you turn it on the idea is more that you maybe have a small secondary mining colony. Even then with the way events on maps work it's problematic.

Well established ONI colonies on the other hand run themselves. There are no events to shake things up. No things that constantly demand your attention

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