Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Vaporisor

#1
Shows how easy one oversight can cost.  They broke down one door and was it.  Is lucky file overloaded.  Imagine if he got sapper raid.
#2
General Discussion / Re: most memorable colonist
June 25, 2016, 03:26:50 PM
Vladimir is one of the default first names, no?  I had a Vladimir but cannot remember last name
#3
Antisocial people can go to parties all the time.  Have snack, drink brewskies and listen to folk music.
#4
Honestly, this was pretty epic and I really loved this episode.  Steadily followed this 80 episode and going series, but even if you didn't the Muffalo Migration was pretty epic.

Again, not my video obviously, but is so enjoyable watching Blitz' plays.

https://www.youtube.com/watch?v=eXKu8buVGC4
#5
General Discussion / Re: most memorable colonist
June 24, 2016, 04:36:59 PM
Most unique and memorable?

M'ikayla the psychopath.
Minigun and bloodlust, and bionics complete with powerclaws.  Couldnt have held colony without.

#6
General Discussion / Re: From Grave to Cremation?
June 23, 2016, 01:37:50 PM
It isnt the penalty for butchering is changed, it is a new one.  There is the we buchered humans, and on top of that is the "I butchered human" which is much more.

If you have a creamatorium, best option is a stockpile room for them to cut down on the micromanagement.  Other option I have not tested is if the bodies are removed if you change options for the graves.
#7
Never seen spawn inside, but always seems to be predators near.  I have seen them move fast from edge to colony though.  So it can juat take seconds on high speed.
#8
General Discussion / Re: Aa, what's going on here?
June 21, 2016, 06:20:09 PM
I would so toss a molotov over those walls.  Alas they are wood walls.
#9
General Discussion / Re: Dirty areas causation?
June 21, 2016, 01:41:45 PM
In a way, but it does not mean everything needs to be covered.  Early game, the dirt is a fact of play and smoothed stone floors do not generate dirt either.  No matter what you do, you will have dirt unless everything is floored and you use hydroponics only.  The best management is to  have pathways or entry flooring outside the door like a patio.  This will keep the rooms from becoming unpleasant.  Sidewalks work quite well also.
#10
General Discussion / Re: Dirty areas causation?
June 21, 2016, 01:10:31 PM
They indeed are caused by colonists travelling.  Dirt tracks about your buildings so if they come in from off of some dirty ground, they will trail dirt onto your nice clean floors.  This is most observable at doorways where you can see it builds up quite fast.  It will continue to spread about if left unchecked.

There are some things that also can make a mess such as butcher tables.  This spread of dirt is important to consider when setting up your kitchen to help prevent food poisoning.
#11
Ideas / Re: Raid balance and "cheese" thoughts
June 21, 2016, 12:59:59 PM
Quote from: skullywag on June 21, 2016, 03:20:08 AM
Raider looting was mentioned in the a14 blog post wasnt it.

I don't remember seeing that, but doesn't mean I didn't miss it.  Main concern is that I feel that a defensive and pacifist playstyle should be still plausible in game either by giving in and paying off raiders, or hunkering down til they leave.  Combat can cost big time in terms of pawns vs material wealth.  If players could build say a panic room and have it functional, that would be great fun.  Some triple walled bunker with an emergency stockpile of meals and beds.
#12
Ideas / Re: Raid balance and "cheese" thoughts
June 20, 2016, 06:09:58 PM
I would hate to see the repairing walls end.  It is a viable tactic and a good bit of fun.  Not easy at all to maintain.  If that becomes the case, then raider objectives to loot would need to be implemented.  A guy can keep a wall up if not many attackers and construction skills are high otherwize they do breach usually.
#13
Quote from: pestilenz on June 18, 2016, 06:29:59 PM
Quote from: starmaker1955 on June 18, 2016, 12:36:50 PM
I don't do evil deeds...
Maybe you should stay out of church, if this is the result. Get a life instead of talking about your puny Dog when it's not appropriate.

Neither is badmouthing a religion because some people have a stronger stance on religious beliefs.

The game is extremely well made.  It is built around the concept of making somebody face their choices.  Like in the real world, there are many types of people and some we do not agree with.  At times people dabble in the dark side in a game.  In a sandbox, some build pretty castles, others knock them down.  It is your choice how you want to play.

Dislike the violence and concepts that are counter religion?  Set difficulty and story teller different.  The things disliked are choices, as is everything in rimworld.  A person can easily do a happy and peaceful colony as much as a violent and harsh.  That is why it is a great game.

Back to on topic, once I discovered pigs will eat the corpses I had stored in overflow freezer, feeding livestock was much easier on the moods vs hay kibble.  But only the one colony.  Usually I cremate bodies... Poor Red, force fed to pigs...
#14
I cannot wait.  It is a solid game so refinement, optimization and bug bash with the scenarios will be fantastic.  Cannot wait for salty tears for whatever exploits fixed.
#15
A14.  Lots of big stuff in that one.