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Messages - Lys

#166
General Discussion / Re: Could heat kill raiders?
January 20, 2016, 12:03:12 PM
Quote from: Listy on January 20, 2016, 08:49:05 AMI did have an idea on how to do it automatically.

Door way held open by a single low health piece of clothing.
Then either a flame trap, or more subtly, a patch of crops. Then the raiders rush in, set fire to the crops, which in turn ignites a fuse (Power cable) that burns back to the clothing, destroys it, doors slam shut. And you have a fully enclosed room with fires and raiders.
Doesn't the door stay open until a pawn passes through it again? That's what pretty often happened in my jail cells, if my colonists bring prisoners food they sometimes drop the food directly where the door is, leaving the door open. It then stays open even when the food is taken, until one of my colonists goes through it another time (to deliver food again or talk). Thankfully the prisoners stay put in this situation.
#167
General Discussion / Re: Izometric Rimworld
January 19, 2016, 02:35:22 PM
You might want to check Gnomoria, it thematically differs a lot from Rimworld, but it is also a sandbox game (and most of all, isometric with z-Layers).
#168
General Discussion / Re: Plasteel...
January 15, 2016, 10:40:08 PM
Quote from: falcongrey on January 15, 2016, 10:38:52 PMSadly, because of the lack of steal, my defenses were poor and eventually Mecs came and wiped out the colony.
You do know that you can build turrets etc. from plasteel as well? ;) They are even stronger afaik
#169
General Discussion / Re: So when is Tynan returning?
January 14, 2016, 10:13:18 PM
Quote from: gnomeknows on January 14, 2016, 10:06:50 PM
too little too late, I just don't believe it.
Jesus then why are you still here? If this project is so done then you can move on to something else, can't you?
Oh wait no, you can't even check a post history and see that he's been posting a few times during his vacation, so what the fk are you complaining about? If you'd be on some time out from your work (and this forum is somewhat work for him), would you still show up at your workplace every week to say hello to everybody (and help out or do whatever)?
#170
Quote from: Regret on January 14, 2016, 01:16:29 AMWhat happens if you release a captured colonist? does he get banished or does he returns to your colony?
Pretty sure they will just return to your colony as normal, as that is what happens if you arrest berserking colonists.
#171
General Discussion / Re: Could heat kill raiders?
January 14, 2016, 12:57:44 PM
It's not an instant killing zone, what is killing the pawns is the heatstroke and they can also catch fire at extremely high temperatures, afaik. So you would probably need some longer, hot corridor where the raiders would die if walking through it.
But since heaters and geothermal reactors can also catch fire you need to find an optimal sweet spot, personally I haven't built something like this but it is very well possible.
#172
Quote from: asanbr on January 12, 2016, 05:21:56 PM
You can already effectively ransom people, just not with the pirates since you cannot get goodwill with them.
With tribals if you release a prisoner and they escape the map alive, you gain goodwill with their faction. Compare this to what it would cost you to buy the same goodwill through comms, and you have effectively gained 300-500 silver. This assumes that you want to get positive with them and would pay for it otherwise, which I always do to reduce the tribal raids.
That's not effectively ransoming... That's just plain releasing, in which I have no interest. I don't care if those tribals don't like me, especially since (from what I read) if you have less hostile factions, if you get a raid the chances are higher that it will be mechs attacking you. And I prefer having humans attacking me instead of mechs. Especially tribals are usually the lesser evil for me.

Quote from: asanbr on January 12, 2016, 05:21:56 PMAnother way to ransom is to sell the prisoners to pirate merchants, and iirc, this does not give bad will with the faction. Harvesting their organs does. So if you want money and don't care about getting goodwill, then sell tribal prisoners to the pirate merchants.
As I had mentioned before, that also globally decreases the mood of your colonists by a very hefty rate, just like harvesting does. And that is the main discussion point of this thread, extreme mood loss which is barely counterable.
#173
Bugs / Re: Centipede: Age discrepancy
January 08, 2016, 11:33:37 PM
Yeah that's probably the same bug. If I recall correctly, when I checked later it only showed the age in years and not with days, so it was the same on bio & chrono.
#174
Quote from: Limdood on January 08, 2016, 05:09:54 PMActually it would be the opposite if anything.  Rather than "get used to it," human nature is to forgive one-off offenses more easily than repeated behavior.  Thus your colony harvesting an organ once would upset people, but hey, maybe it was vital for Bill to survive, right?  After they do it with 12 prisoners in a row, then maybe its the kind of place that your colonists really don't want to be around in?  What happens if the collective colony intellect (the player) decides that a certain colonist just isn't really worth the food he consumes?  Well!  lets harvest his organs and sell them off!  The POSSIBILITY of that happening to your colonists exists, and if you do it to your enemies, you might do it to your friends.  So colonists would be more and more upset until they become disillusioned and leave.

TL;DR - your conclusion is inaccurate because actions you can justify doing to your enemies need a good long look, because its not hard to rationalize making someone an "enemy."  Humans are more likely to forgive isolated incidents than repeated behavior.  Intolerable practices performed repeatedly and remorselessly should eventually cause all non-psychopaths to leave or snap.
Hmm, maybe you're right, I don't know too much about human psychology in that regard. But I was under the assumption that the human mind adapts to what the status quo is. As an example, I think someone who has lived in a warzone for some years would have a hardened mind to certain things, such as seeing corpses or even having to shoot someone himself, as opposed to someone seeing/doing so for the first time. You know like, "I've done this once (or many times before), so why wouldn't I be able to do it again...".

Generally I don't have a problem with a mood debuff, but I feel more like there is a lack of options with your prisoners. Currently going the "ethical way" of just releasing them back doesn't feel rewarding at all, why should you go the effort of doctoring and feeding them healthy again? Harvesting organs or selling them is, in my opinion, the only thing which feels somewhat beneficial to your colony but comes at the great cost that is debated in this thread.
Killing them in non conventional ways (heat/freeze/"accidental shooting") feels like it is a bug currently, it should also give a mood debuff just like execution gives.
The best way, which I would preferably take, would be something like releasing them back to their home for a ransom. This should give a very minor reputation boost (maybe 5-10% of what the current "Release" gives) and maybe 50-75% of the silver which you would get from selling them to pirates.
The way it currently works, the least detrimental (for your colony) way to deal with would-be prisoners is to leave them bleeding to death on the battlefield or killing them for target practice as mentioned by asanbr, and that just doesn't feel right.
#175
Well I would do something "more ethical" with my prisoners than cutting them open or selling them into slavery, I just don't know what really.
I always try to recruit them when the difficulty is 97 or below, else it just takes far too long and my prisons would get stuck. Also more often than not they are too picky about the work they can do (only available for fighting and research? That guy is pretty much useless to me...) or have really undesirable perks (I don't need 5 jealous guys or a bunch of people that get a mental break down at the slightest discomfort), or they already have some major organ (probably brain) damage, and I'm not really keen on starting a mental asylum in my colony.
So what else is there left to do if they wouldn't be a productive member of my colony...? Just release them back so they can attack me again (or raise my reputation so that I only get mechs at some point)?... naaah.
#176
Ok fair enough, didn't know about those caps but I don't really feel like there are effective ways to counter these mood debuffs currently, with the exception of getting your people blackout drunk all the time?
(-33 for 2 weeks or whatever it is, is still pretty massive imo)
#177
Personally I think that there should be some kind of mood loss like there currently is, but with the way it currently stacks it just gets too hard to deal with prisoners. Same with selling them to pirates.
There should be some kind of cap to the debuff, I mean, it's obvious that (normal) people are not happy with organs being harvested or people being sold into slavery, but at a certain point they should have gotten "used to it", as in "thats the way we gotta deal with them if we want to survive". Its strange that the colonists have THAT much empathy towards pirates who wanted to kill them just yesterday. The most ethical way from the way it currently stands is that incapacitated pirates should be left to bleed out and then... left to rot or chopped up. Seriously why should I create a graveyard for all those hundreds of assholes that tried to kill me already...

tl;dr, colonists should get used to the way the enemies are being treated, caps for the debuffs are necessary imo.
#178
Ideas / Re: Floors
January 06, 2016, 12:29:47 PM
I think he's asking for Z-levels :D
#179
Bugs / Centipede: Age discrepancy
January 01, 2016, 07:57:50 PM
Not like it matters at all, but how did this logically happen? Time travelling centipedes? :D

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