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Messages - Perq

#46
For the record, this stinky pile of junk is still on Play Store. Google doesn't seem to give two shits, sadly.
#47
General Discussion / Re: Modularity or Orginality
October 11, 2017, 01:23:18 AM
If I'm to be honest I'd say your base looks dull as all hell. :V It reminds me of prison, really. I prefer base that evolves with time, according to needs over master design. I have my design principles, sure, but I don't plan everything ahead.

Maybe it is my personal bias because I live in Europe in which towns are built way more organically and therefore I'm more used to this way of building.
#48
General Discussion / Re: Game balance issue
July 13, 2017, 07:59:23 AM
Quote from: Shurp on July 13, 2017, 07:18:02 AM
Quote from: Perq on July 13, 2017, 05:05:43 AM
Why not attack them with 6 colonists AND 6 turrets?

I have used this occasionally against ship parts, but building a wall with sandbags in front of firing points works well enough so it isn't really necessary.  It's only sieges that I have trouble with, and I too easily imagine the siegers plinking off my colonists as they set up the turrets.  But it's worth exploring for another game... right now I'm having fun with my great bow equipped tribals on a lower difficulty setting.

Unless it is plain terrain (no terrain to hide behind), you most likely will have an option to place your turrets behind this terrain obstacle. You place them there and then lure raiders in. :P
#49
General Discussion / Re: Melee Weapons
July 13, 2017, 05:15:24 AM
Longswords. But to be honest, melee weapons are annoying to use due to how AI acts with them. :(
Having to manually order them to attack because they refuse to move on their own is simply annoying and completely unpractical when handling larger forces.
#50
General Discussion / Re: Game balance issue
July 13, 2017, 05:05:43 AM
Quote from: Shurp on June 30, 2017, 06:04:35 PM
So I'm playing on Cassandra extreme (probably not a good choice) and I've run into a problem.  When a raid of 14 pirates shows up and attacks my base, my 6 turrets and 6 colonists with bolt-action rifles can take them down easily.  But when a band of 14 pirates decides to build mortars and start shelling my base, I'm screwed.  I've only been on planet for 70 days so I haven't had time to research mortars to fire back at 'em, and attacking them with just the 6 colonists is suicide.

Why not attack them with 6 colonists AND 6 turrets?
People keep forgetting that you can actually love them around. Get creative, eh? :P I think this is expected on EXTREME difficulty.

Just pack 1-2 batteries with you and you're good to go. I've used this strat countless times, be it ship fragments or overly huge sieges.
#51
Drank a beer - died of liver damage (instantly).

Fully geared (good quality power armor) pawn with plasteel sword getting killed by ~3-4 squirrels. (not actually killed, by dawned and then bled to death)


Walling himself inside a wall and dying out of starvation. I didn't notice him for way too long (had some other matters to take care off, if I remember correctly).

#52
Many of these are already in the game. Many others are just attempts to make the game easier.
Many are good.

Too many to discuss them effectively, tho.
#53
Quote from: sarke on July 05, 2017, 07:48:34 PM
Why would that be strange? Pirates are people too.

Well, duuh, but they are also pirates. They are called that for a reason .-.
If they were just regular people who can be made friends with, they would not be called pirates.

Durrrrr
#54
While true that open door would lower the temperature inside (by ventilating hot air outside), opening the door would also let fresh air in, meaning there is more oxygen to burn.
Not sure if RimWorld considers this and makes fires worse if there is access to the outside (meaning fires burn faster), but normally you want to isolate the room that has fire in it and don't let any air in (so that fire extinguishes itself due to lack of oxygen).

I'd say the change should make fires burn faster when there is access to air, so that you don't want to open the doors. :P
#55
General Discussion / Re: Bionics in A17
June 28, 2017, 02:16:12 AM
Quote from: mumblemumble on June 28, 2017, 01:48:55 AM
Right, but determining how is the difficult part.

maybe keeping in mind the body part, if theres bone, how much bone, what type of damage, ect

To be honest this could be covered under an entire health revamp.

And this is pretty much what we need, weapon and severing considered. :@
#56
General Discussion / Re: Bionics in A17
June 27, 2017, 01:17:51 AM
I wouldn't mind missing limbs being important if not for the artificial gating of their availability.

If have to spend 700 silver only to roll a dice and then get nothing I'm interested in buying (because I'm looking for bionics only), something is seriously wrong.
I'd much rather have them be 50% more expensive than 50% less available.
#57
General Discussion / Re: Randy is bit broken?
June 20, 2017, 01:47:00 AM
... isn't that exactly what Randy is supposed to do? One time you get tails 5 times in a row, the other 5 heads. Others you get combination of everything. This is what RANDOM is.
You don't call bullshit on randomness because that happened. That simply happens. It may be annoying at times, but haven't you picked Randy RANDOM on purpose, eh?

#58
Yup. Don't let that guy with one leg limp, let him sit on the mufalo. :V

About mental break tho - some of them should actually STOP the caravan and give you an option: leave given pawn who refuses to cooperate (without mood penalty, or with a very little one, something like "left crazy person in wilderness") or wait until it actually wants to continue the journey. Also an option to try and forcibly get them to walk could work, with chance for them to go berserk of course. Which would in turn mean a no-go for caravan, maybe chance for some wounds (applied instantly to pawn who was trying to talk to the now-berserk).
Note here: they DO NOT want to cooperate. It doesn't matter if you CAN carry them. They do not want to be carried around. :@
#59
General Discussion / Re: S%*t Got Real [A17]
June 19, 2017, 08:04:07 AM
Oh, you got me wrong guys. :P I don't want models to be detailed. Not at all. 3d wouldn't work, that I'm sure of.
Actually, I like that the graphics are simplistic. They leave a lot more to interpretation (as in, how EXACTLY these characters looks like).
However... (there always must be however D:)
Being able to see that pawns are missing vital body parts is pretty important. You MAY notice that the pawn is moving slower but unless you monitor your pawns 24/7, you may miss a lack of eye from your crafters or other important pawns. Not to mention this actually complements the style of graphics. Missing eye could be a little blood stain (or something) coming from the eye, or an eye patch (when healed?). Or a bluish (blinking?) dot when replaced with bionic eye.

Lets be honest here: a peg-legged blob would look pretty damn hilarious, if you ask me. :P
#60
Quote from: cultist on June 05, 2017, 06:40:49 AM
I have seen a pawn stand and fire point blank at an animal over 10 times with the CS without connecting a single hit. The pawn had average shooting and no health problems. I like the idea of a devastating super close range weapon but the accuracy is a bit ridiculous. At that range it shouldn't even be possible to miss a target when you're firing with that much spread in one direction.
While I agree that accuracy is a little weird at times, tbh firing a gun at someone who is attacking you with a melee weapon is not as easy as you may think. Such spread and poor accuracy does actually make sense. If weapons were too accurate in point-blank range, melee weapons would make no sense.