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Messages - rmurdocci

#1
General Discussion / Re: Late Game Economy
July 04, 2016, 11:32:04 AM
OP, how many pawns do you have?

I usually peak at ~15-20 pawns and have uneventful, if not boring, end-games (Cassandra, the way it should be played). It's not rare to amass ~100k silver in a 10 year game.

Some tips:

  • Smelt all slag and make all stone blocks
  • Have at least 2 sculpting tables, craft large stone/steel sculptures non-stop (whatever mats you have); every once in a while you'll craft a legendary or masterwork piece that sells for thousands, others still sell for good silver
  • Save all weapons and gear from raids and sell to traders, buy prosthetics, food (if needed), etc.
#2
[Strategic consultingpawn here.]

I would wait until the hype around No Man's Sky fades, as well as the possible uptick in popularity Stellaris could get from the update.

From the titles described above, and obviously omitting Factorio and DF, Stellaris does share a very similar market. If they get the update right, it could gather a lot of momentum - and being the time sink it is - I don't see people double-shifting Stellaris and Rimworld.

Think about the (almost) back-to-school window; look for public weekly retail sales reports to validate your hypothesis. I'm sure data is disaggregated at least at the video game industry level. Aiming for this date, you could capture a higher than fair share of the Steam wallet money that will accumulate over the summer.

My two cents...

/edit: typo
#3
General Discussion / Re: Beware of strip mining
May 11, 2016, 01:26:29 PM
Quote from: Lys on May 10, 2016, 03:11:53 PM
Strip mining is fine.
[...] In my last base, I strip mined just fine - as far as possible from my actual base. It made it likelier that hives don't spawn directly in my base.

This.

I love mountain bases (been going deep since A2/A3) and hit a few bad situations in A13 from the buggers.

My new strategy is:

  • Surgically mine your base into the mountain (yes, square by square, minding the tool tip), avoiding "Overhead Mountains"
  • Create a remote mine far from base in a large mountain
  • Use a symmetric and systematic pattern to allow for doors to be installed and enclosed areas to exist (image attached)

When infestations happen, they will be contained within one of these enclosed areas and accessible through the door system. From here, you just need some FIIIRE and voilá.



[attachment deleted by admin - too old]
#4
In my experience, the main downside of diseases is they take a big toll on colonist mood (i.e. from mild/severe pain) which can create a nightmarish mood spiral if left unmanaged.

The way I deal with diseases is:

  • Micromanage medical care (I always use normal meds)
  • Half-way through the illness, free the sick colonist schedule so he/she doesn't crash
  • Use all tricks to improve mood (e.g. lavish meals, joy time, etc.)

After a while, the illness will recede and things will go back to normal, this is, caring for another sick pawn...
#5
What about Dev Mode tools? Can I disable bug infestations from the Dev menus?
#6
General Discussion / Re: The 'vanilla' experience.
April 25, 2016, 06:54:49 PM
Quote from: Devon_v on April 25, 2016, 05:31:36 PM
I remain mystified as to why EdB's colonist bar and the Pawn State Icons are still mods. I literally will not play Rimworld until they are available for a given release.

^ this.
#7
^bump
#8
General Discussion / Re: How do you handle siege ?
December 27, 2015, 10:28:11 PM
I dispatch a sniper-assault squad as soon as the siege is announced. Stay at max range picking them up one by one with the snipers. When their losses trigger the direct attack, stay put and with the help of the assault squad keep firing. Enemies rarely even reach the sniper-assault squad before they start fleeing.

With this strategy, I haven't faced a mortar in quite some time.
#9
I've been alternating between tundra and icesheet since the latter was introduced (once upon a time, tundra was the coldest biome) and can speak to your question. I play long end-game (no ship) with mountain bases.

For tundra in particular, I start with the usual closed room (usually closing a natural cave) and 3 sleeping spots. Quickly build a research station and focus on geothermal (I don't trust solar) to power your base. Survive by eating the initial stock of meals and hunting rabbits and squirrels (need both a butcher and cook stations). Build 2 wind towers for any initial power needs. Hydroponics is researched next.

If RNG is good to you, you'll be able to have a very rudimentary base with a lot of power (geo), food growing capabilities (hyrdoponics) and climate control (heaters) by Sept/Oct (tundra usually starts in June, with growing season spanning only June and July). From here, is just an issue of adding some security, mining your base out of the mountain, and killing the first few waves of enemies to upgrade your gear and weapons before you can start properly hunting hordes of muffalo(e?)s, elk/deer, and even oliphants depending on your map.

On a side note, I've noticed that A12 packs a lot more live meat in tundras than before. I've been expanding my primary/secondary freezers constantly to compensate for the manhunting meat bonanzas and my hunting expeditions.

tl;dr: Focus on power, hydro and heaters fast; hunt rabbits and squirrels to survive; don't sweat a few bad moods on the beginning.

My two cents.
#11
Quote from: A Friend on August 22, 2015, 10:01:08 AM
"Mommy..."

"Yes Timmy?"

"Where do babies come from?"

"..."


Livers Timmy, livers...
#12
General Discussion / Re: Mr. Twinkles massacre
August 08, 2015, 01:25:48 PM
Any relation to Sir Percival? LOL
#13
General Discussion / Re: Eastern eggs?
July 23, 2015, 02:35:42 PM
Quote from: Play2Jens on July 23, 2015, 02:01:06 PM
Anyway, what about a alien ship passing by on random occasions when the player has completely zoomed out the screen; or a pawn that would appear with Tynan's name and stats?

Only if there are eastern and western alien ships... Sir Percival, for obvious reasons, would only hitchhike in eastern ships...
#14
Quote from: Play2Jens on July 22, 2015, 07:38:59 PM
I think this guy completely agrees with you:
https://www.youtube.com/watch?v=QiqqC_fbP1c

OMG cracked me up!
#15
General Discussion / Re: Solar flare side-effect
July 21, 2015, 01:53:14 PM
Quote from: Devon_v on July 21, 2015, 12:30:28 PM
Obviously that doesn't apply to ice sheets, but anywhere else you should find some room for a sun lamped interior growing space that you can run year round with no worries from fallout or flares. Even a mountain base can use void spaces for this purpose.

During a solar flare your sun lamps will STOP working, ergo the problem of losing your crops still remains...