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Messages - drb89

#1
Bugs / Re: [W|0.6.532] Unseen Psychic Probe on map
August 14, 2014, 01:27:45 PM
There are 2 different events that cause the psychic drone event:

1) Happens when the ship crashes, and effects your colonists mood until you destroy the ship part.

2) Another event where a psychic drone effects your colonists mood, no crashed ship part to destroy. There is no way to stop this and it will last 1-2 days. You can focus on keeping your colonists happy to prevent them from going mad and leave the colony. A small flower garden helps alot, also basic needs like sleeping inside in a bed, eating from tables, seperate bedrooms, and so on..

Hope this helps.
#2
General Discussion / Re: RimWorld change log
June 24, 2014, 09:54:48 PM
Quote from: Piata on June 24, 2014, 02:47:37 PM
I want more info on what exactly "basic overworld generation (Alpha 6)" is. This game can't be updated fast enough.

I'm not sure what Tynan has planned for us in Alpha 6, but maybe this can give you some ideas :)
#3
General Discussion / Re: RimWorld change log
June 16, 2014, 11:47:52 AM
Quote from: Dr. Z on June 16, 2014, 11:34:58 AM
QuoteCreated bad thought for being naked.


Too bad. I was really looking forward to the nudist colonies. Now it's all going to be crazy naked people :-\
#4
General Discussion / Re: Combat Music
June 16, 2014, 11:39:43 AM
The music is the best!

I remember the first time somebody told me about this game, I watched 10 seconds of the trailer and shut it off thinking this wasn't something for me. Later on more people were talking about the game, so I decided to watch the trailer again to find out what all the fuzz was about. Watching the trailer again, I noticed the music and the western feeling to it. Then watched the kickstarter video where Tynan talks about the inspiration, mentioning Firefly. I suddenly understood where this game could be heading, got really excited and bought the game moments later, not regretted a second.

Now I'm really looking forward to more music in the coming Alpha's.
#5
Ideas / Re: Water
June 12, 2014, 07:58:41 PM
Quote from: Hyperion on June 12, 2014, 06:53:56 PM
I like it. If rain just washed the blood away would be a great idea too.

I think this already is a feature.

From the changelog:

April 4
Internal build 402
Bug fixing and testing.
Most code-driven text can now be translated.
Rain now slowly washes away blood.
#6
General Discussion / Re: Prisoner Question
June 10, 2014, 06:52:08 PM
Draft another colonist, then right click the guy you want to arrest and you'll get the option to do so :)
#7
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 12:20:52 PM
Quote from: Tynan on June 04, 2014, 11:56:32 AM
Thanks drb. How did you so easily defeat 17 raiders with advanced weapons?

Never said easily :P But it went way better than I expected. My colonists stayed behind walls using that as cover, the raiders didn't have many places to get cover, so most of them stormed against my colonists in the open. Ohh.. yeah. I should probably mention the minigun I got from the previous raid, that helped a little as well. It is deadly against a group of raiders storming against you. Ended up with 12 raiders killed and 5 raiders fleeing.

Edit: I did vote easy though, but that's mostly because of the description; I wasn't really threatened.
#8
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 11:51:11 AM
Day 15, 1 raider
Day 18, 2 raiders, tribal weapons, 5 colonist
Day 21, 4 raiders, tribal weapons, 5 colonists, 1 colonist killed
Day 23-26, 6 combat ships in a row, lots of new weapons for me.
Day 31, 5 raiders, pistols, dropped in base, 4 colonists
Day 35, 6 raiders, advanced weapons, 7 colonists
Day 48, 17 raiders, advanced weapons, 8 colonists


Well, I lost a colonist early, but I blame that on me not being focused and moving him away from the battle zone when severy injured. Except from that, I didn't feel there was any real danger.

I was a  bit worried about the last raider attack though, it seemed a bit harsh at first, but it went surprisingly well, 1 incapacitated colonist, 12 dead raiders.
#9
Bugs / Re: Bug with AI
June 04, 2014, 11:26:05 AM
4.460
#10
Bugs / Re: Bug with AI
June 04, 2014, 09:10:50 AM
I gave it a try as well and couldn't reproduce your problems. From your Rimville-save, as soon as I un-drafted the colonists, they took very good care of the fire. Also made some additional fires, but still can't find any problems.

#11
I'm quite sure 802 is the same bug as the one you're mentioning. You can add the screenshots and further description of the bug there if something is missing.

And as a tester I think you should probably post any bugs you find directly into Mantis.
#12
I had the same problem before, but then I realized that bed needs wood planks which I didn't have, so I couldn't prioritize building it. Maybe that is the problem here too?