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Messages - JimmyAgnt007

#16
On doors and walls.  I use wood to start but switch to stone when things get going.  If anything gets taken out, I just replace it with a stronger material.  So if they dig into my base, I fill it with plasteel.  If they take out a door or turret I make it out of Uranium.  It makes sense that wood would be so week, though Id argue that small animals shouldnt be able to take them out.  My cats assault my bathroom door relentlessly to no avail any time I go in there and the doors are still standing.
#17
Quote from: tiagocc0 on July 02, 2018, 10:19:47 AM
Quote from: JimmyAgnt007 on July 02, 2018, 10:02:13 AMAlso, I would like the ability to manually order a barrel replaced.

But you can, if the barrel has been used, right click on the turret and there is a rearming option. I think it always use 60 steel.

Oh neat!  There wasnt a button for it so I guess I didnt think it could be done.  Seems obvious now lol
#18
I will never NOT use killboxes for my Mountain Fortress.  And thats OK I think.  Turrets do still feel underpowered.  Also, I would like the ability to manually order a barrel replaced.  If I have a turret thats almost at 0 at the end of a battle, it seems silly that you cant just fix it up.  I think barrels should be crafted separately, at the machine table or something.  Let its construction material dictate how many shots you get from it.  That way you can have a stockpile of them.  Then you can smelt the old ones back into metal.  Regardless, the killbox I made recently works fine.  Instead of sappers though, why not just have the raiders camp outside the kill box and ambush you?  Even if they dig into my fort they will die easy, so let them pen me in or something.  No forage, outdoor farming, and maybe trade caravans wont show up if they are there.   Distant sieges dont mean much to me when Ive got everything under thick mountain roof.
#19
Quote from: Malpractice on June 17, 2018, 02:32:04 PM
Cassandra Rough, Standard New Arrivals Start - Play Story / Feedback
(Day 18) - I noticed the option to send items to a specific stockpile after completing a bill.  That's an excellent feature, but would be hugely improved if we had the ability to rename stockpiles.  Finding "Steel Stockpile" in that list is easy, but having to identify and find "Stockpile 48" is tedious.

We have been able to rename stockpiles for a while now.  Unless Im missing something here.
#20
Ideas / Re: Your Cheapest Ideas
June 17, 2018, 10:24:58 AM
Forbidding the use of things, but not hauling.  If I harvest ambrosia or get insect jelly, I want it moved but I want to control who eats it.  Having to micromanage it is annoying.  A colony-wide consumption rule might be better than a selection field tool.
#21
Ideas / Re: Frequent Suggestions Topic!
March 20, 2018, 09:07:48 AM
It seems unlikely.  Tedious without much payoff.  I doubt it will be stock but I havent seen anything recently about it.
#22
Ideas / Re: Ability to have babies
January 23, 2018, 12:16:30 PM
Really?  This again?  Can someone re-sticky my Frequent Suggestions Thread?
#23
Off-Topic / Re: Space Opera Plots
January 15, 2018, 01:27:24 PM
so ive decided to post my writing for free and just use patron for donations rather than put stuff behind a paywall.  the writing is at jimmyagent007.wordpress.com

I didnt feel right with the space opera story so im not posting it.  gonna change stuff, see what feels right.  the first two stories have both chapters up though.

my problem with the space opera is that I felt like the first chapter 'forced' the gathering of the crew and that always bugs me. its better than my previous attempts but still not right.  I prefer a more natural intro to the characters so im going to see how to do things that way.

my other issue is the traveling ship doing jobs, seems a bit cliche and im trying to avoid that.  other things like bounty hunting feel just as common so im still in limbo.  I will figure it out eventually, in the mean time I am going to run with other stories.
#24
Ideas / Re: Frequent Suggestions Topic!
January 07, 2018, 09:30:36 AM
Mods?  Can we get the sticky back?
#25
Ideas / Re: Frequent Suggestions Topic!
January 03, 2018, 10:33:04 AM
I dont know, I realise lots dont bother reading it first but it should stay at the top.
#26
Stories / Re: RIMworld TV
December 31, 2017, 09:57:53 PM
I plan to add more as the mood strikes me, but wanted to mention I have launched https://jimmyagent007.wordpress.com/ for my writing.
#27
Ideas / Re: Melee weapons need reach.
December 14, 2017, 10:10:20 AM
I think a spear can be used in melee if its not to long, like a pointy quarter staff.  I think they should hit an enemy farther from the user, maybe even keep them away, but give the attacker a chance to close on its target, then act like any other melee. 
#28
General Discussion / Re: Tips for wealth management?
December 13, 2017, 10:26:09 AM
So my solid gold vault filled with jade and silver, movie theater with excellent or better devilstrand chairs in front of the megascreen TV, 60+ rooms with excellent or better furniture, medical complex, full armory, prison bunks with hospital, and hundreds of hydroponics might be whats making my raids so big?  But my fancy killbox and artillery park dont seem to have issues with them.
#29
Ideas / Re: Infestation Event suggestions
December 07, 2017, 10:25:23 AM
As probably the most prolific mountain base builder, my current colony is 60+ pawns living under a mountain, I think I have some thoughts.

Firstly, insects, such as they are, dont matter much to me.  They show up, I evac the site and put a line of melee in front with guns behind and waste them.  I have turrets all over and they are usually dead within a short while.  Now, with the size of my bases, they are usually two separate infestation sites with 2-3 hives a piece each event.  So, its 'FUN' but not a real threat, I havent lost a life to them.

Now, why bother with the mountain in the first place?  Well, shells landing was the main reason with drop pod attacks being the 2nd.  The thing is, a handfull of mortars can stop a siege quickly enough and the drop pods are more or less the same as the insects so its just a trade off.  So, as it stands, there isnt really much difference except that it gives me an edge of the map the enemy cant attack from.  But a coastal map would do the same thing unless boats are introduced.  The only real difference is that a lot of mountain means more metal and resources than an open plane.  And if you are going to spend all that effort clearing it out, why not live there.  Smoothing the stone floors is another minor advantage.  Otherwise, there really isnt a reason to 'force' people into the open, its all what the player likes.  Also, FYI, anyone building a modern fortress, does so under a mountain.  (think NORAD)

Killboxes, people have been building things to maximize killing for thousands of years, castles are made with that in mind.  I once saw a fort near Kingston with a killbox that was angled to cause ricochet from missed musket fire to hit more American invaders. So Id argue that they are totally valid tactics.  Should the AI be smarter, sure.  But I think its wrong to punish a playstyle that makes logical sense. 

So back to the topic, I do like the idea for reworking the insects, making them a more natural feeling threat, maybe even kidnapping colonists or something.  Just dont do so with the mind to punish people for having fun the wrong way.  Because, no matter what gets done, if I want a mountain fortress, I will design it to survive whatever changes happen.
#30
While it might not be perfect, during a raid, if no-go zones(set by their weapon range) appeared around all raiders and drafted colonists that non drafted colonists would avoid.

The only exception would be if you manually assigned orders like rescue, or drafted them.