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Messages - rh

#1
QuoteAs for incapacitating/capturing raiders, I agree a bit that you should be able to do it if you're careful about it or use the right kind of weapon.

Yeah. Right now the chance to capture raiders alive is relatively low. This makes playing any storyteller except Phoebe a bit too hard for my taste because you are outnumbered very soon. If there is an arrest system it should be possible to specifically order it and don't rely on a slight chance of incapacitating the enemy. A specific weapon (Taser?) for that sounds like a good idea. Or maybe always knock out / stun enemies when you reduce their hp to almost zero with melee attacks?
#2
General Discussion / Re: trader ships
November 10, 2013, 10:24:15 PM
Which version are you playing? I think Tynan mentioned there was a bug in Cassandra in one of the last releases where she stopped sending events after you reached a certain population, so you might be experiencing that.
#3
General Discussion / Re: Post your defense
November 10, 2013, 06:21:33 AM
QuoteThe main problem being if a raider comes from the side, everyone turns and shoots each other in the back. Also the turrets tend to hit my pawns every once in a while but it's not too bad.

Haha yeah. Friendly fire is quite a thing in Rimworld and that's pretty cool. You can control line of sight a bit by placing walls. And don't position your settlers too close to turrets because of friendly fire and the risk of explosions.
#4
General Discussion / Re: Room sizes
November 09, 2013, 04:08:56 AM
I found this here to be a good compromise. 3x3 room with bed, light and 2 plants. It is 'cramped' but also 'beautiful' on almost all tiles, so overall +10 happiness. If standing on the bottom tile of the bed colonists think the room is only 'very pleasant'. I think this indicates that colonists check their surroundings in a ca. 2 tile radius. If I place more plants into the room it becomes 'very cramped', indicating that the number of walkable (or completely free?) floor tiles is the key factor here.

Walking around in a bigger room with a carpet and plant pots kinda confirmed that: the amount of walkable tiles around the settler removes 'cramped', the carpet alone makes it 'pleasant'. If a plant is within 2 tiles it becomes 'very pleasant', with 2 plants it becomes 'beautiful'.

A bit more testing is necessary, 2 tile radius sounds a bit short sighted and I wonder if that counts for perceiving all objects, including corpses. Maybe it's weighed and objects further away count less.

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#5
General Discussion / Re: Why are the AI so Tough?
November 08, 2013, 03:42:05 AM
Fires can be great to fend off raiders. I've managed to survive a couple times just by hiding in bedrooms while raiders entered my base and started to destroy furniture in abandoned cramped rooms. Eventually they set themselves on fire, it was hilarious to watch.
#6
General Discussion / Re: FRINDLY MODE
November 06, 2013, 09:39:52 AM
Phoebe Friendly is very easy to play once you know the basics. It's good that this mode exists for people who just want to expand their colony yet don't die of boredom so there's the occasional little challenge.

But I agree that there should be an option to disable raiders and other desasters completely. A lot of people, me included, like to treat builder games as a sort of aquarium where they try to create self-sufficient towns/colonies and just wait and watch how long it will survive without player interaction. And please make it possible to toggle this on a running map so that you can build without pressure then activate events once you start to get bored or want to test your latest defense strategy.

Hmm... on a related topic: it would also be cool if colonists try to automatically rebuild destroyed structures, at least ones where you specify it. My dream version of a builing game would be one where micromanagement is possible, but not required anymore once you have setup a stable scenario.
#7
Bugs / Re: no traders?
November 06, 2013, 04:47:49 AM
On a related note, it would be nice if the arrival of traders had a sound effect. It happens quite often that I don't notice the letter notification then hear the sound indicating that they are leaving and become annoyed that I missed them.

Ultimately it would be great if all such events had distinct sound effects, but even a generic beep per letter would help noticing it if you're distracted by something else happening on the screen.
#8
On one hand I think there shouldn't be money but just trading for goods and those goods have wildly varying value depending on the sort of trade ship. Like, good luck buying high tech supplies with hydoponically grown tomatoes.

Without changing the sytem too much the various types of vessels could change their pricing scheme so that traders who offer high tier goods demand a price where you can't just throw 1k potatoes at them. Idle games like cookie clicker use arithmetics where it would take years or decades if you don't upgrade your shit to higher tiers, you know where I'm getting at?

On the other hand mankind has been using money for thousands of years and I don't think that will completely regress even in times of space travel.