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Messages - fecalfrown

#2
General Discussion / Bionic Hitpoints?
December 16, 2018, 03:19:47 PM
Is there a way to tell if bionics have higher/the same hitpoints as regular limbs? The wiki doesn't say.
#3
You're right, its not very cost effective, but would be better at protecting all body parts.

Hover over the armor stat and read how the rules of armor penetration work. You also have to realize that the armor penetration for each individual piece of clothing is rolled separately. This means that stacking clothes isn't as effective as you think. (For example a 40% inner layer, 140% vest, and 20% outer layer don't add up to 200% armor. The chance for any damage to hit you is rolled separately against each. ie a weapon with 40% armor penetration completely negates the inner and outer layers, and reduces the vest to 100%).

#4
General Discussion / Re: The Perfect Setup
November 16, 2018, 06:37:31 PM
Quote from: CucumberedPickle on November 16, 2018, 01:17:53 PM
Bonzi buddy was this desktop thing made in the early 2000s that would tell jokes, facts, and converse, though it has become notorious as the developers were selling user data that bonzi collected (which he was very good at).

This really doesn't do anything to clarify your bizarre post. Are you sure you aren't having a stroke?
#5
Quote from: BlackHunter on November 04, 2018, 11:45:13 AM
According rimworld wiki pure minigun DPS is 36.76 then the charge rifle's pure dps is just 13.24 and the AR dms is much worse - 10.88. Exellent-Legendary Minigun's medium accuracy is near 25% , wich means that used against x2 body size creature like centipede it ll get x2 accuracy bonus, so, it ll miss like half of its shots. 36/2 is 18, it ll deal more damage than any same quallity rifle or AR even if they never miss.

I'm not looking at the stats in game but make sure to take into account the mini-guns armor penetration. Centipedes have huge sharp damage reduction so arpen is important against them.
#6
General Discussion / Re: 'Social' is worse than ever.
September 26, 2018, 04:06:25 PM
Quote from: Murdo on September 26, 2018, 01:07:22 PM
A possible solution would be to have the every-day social interactions actually contribute more:
-Positive social interactions (conversations) give a small amount of social experience.
-Social skill impacts the frequency of social interactions, in addition to increasing the potential for a positive outcome.
-Positive social interactions contribute a small increase to general learning rate (capped per day) for all skills, as you would expect from discussions and knowledge transfer, as well as having a noticeable impact on skill decay for the same reason.

This would give players a strategic reason to group pawns together more often during the day, and benefits to reward players who go the route of a more stable and healthy social colony... as opposed to brutal min/maxing with hardships and booze (a la Stronghold). You would also have the option of pairing up (through zoning and tasking) your colony's resident Chatty Cathy with a new recruit with a 2 Social, which would "get them out of their shell" much more quickly.

I imagine some people would complain it was messing with their wealth starvation strategy.

Unless it was changed, I think chats do give a small amount of social bonus. That said, if both your first and second ideas were implemented, it could be incredibly hard to balance where your pawns could get caught up in a 'social tornado' raising all social levels at an exponential rate as they all feed off of each other. I like the third suggestion though.

I would personally change 3 things:

1) Social skill decay happens slower
2) Increase social skill per trade deal. (The more wealth exchanged in a trade, the more it increases)
3) High(er) social skill pawns perform an action similar to the "kind words" moodlet you get from Kind pawns. They would occasionally say kind words to fellow pawns, increasing their happiness for a set time.

Aside: Do high social pawns already insult/fight their enemies more than non-social pawns?
#7
Boars needed to be brought into line because they were brokenly overpowered. Haul, reproduce like maniacs, easy to tame, strong in combat, eat anything. Literally no downside.
#8
Now that you mention it, I haven't seen one either in my current 4 year game. Temperate forest, harsh winter, small hills.

Maybe either removed or made much more rare?
#9
Bugs / Re: [1.0.206] Blind guy won't use recreation
September 14, 2018, 11:29:46 AM
Could be - I still don't see why he wouldn't eat chocolate on his own? That gives recreation, and I can force him to do it.

I currently have:

Hoopstone Ring
Game of Ur
Poker Table
Chocolate
Insect Jelly
Psychite tea

He won't do any of those to gain recreation by himself (he has the maximum negative moodlet for lack of recreation), and I can only force the food items.
#10
Bugs / Blind pawn won't play chess/Ur
September 14, 2018, 11:20:50 AM
Naked Brutality, Tribal Start

I started noticing my colonist with 1 torn out eye and 1 1/10 mangled eye (has no sight) will not perform any recreation other than social or solitary (he is currently bored of both), even when set to full recreation in the sleep/work/anything/recreation tab.

I can force him to drink psychite tea or eat chocolate for recreation, but he won't do things like play "game of Ur" or other activities on his own.
#11
General Discussion / Re: New wealth system in B19
September 11, 2018, 05:53:33 PM
Quote from: bbqftw on September 11, 2018, 04:40:03 PM
You do realize that  such a system effectively exists for weapons right now (full penalty to item wealth, lowered sell price)? Which is why a key mark of skill on merciless right now is how efficiently you can destroy raid drops.

If you didn't have the knowledge to understand the weaknesses in the game mechanics (in this case, the overwhelming correlation of raid points to wealth proportionate factors), you probably don't have the knowledge to fix them either.

I'm assuming you're responding to me? Rather than write a condescending response, why don't you offer a solution like I asked for, since I don't have the knowledge.
#12
General Discussion / Re: New wealth system in B19
September 11, 2018, 04:08:28 PM
Quote from: BLACK_FR on September 11, 2018, 08:00:41 AM
Quote from: vampiresoap on September 10, 2018, 11:34:14 PM
Are there non cheesing/micro-intensive methods that lower wealth?
It depends on what you mean by cheesy methods. I don't think that getting all your stockpiles of food to less than 10% health is cheesy, for example.

I actually consider that VERY cheesy, and resent you for making me aware of it. (only half sarcasm).

What is your opinion for a fix? Tynan appears very aware of the tendency of players to optimize the fun out of a game, and actively takes steps to prevent that. What if item wealth was independent of sell price? Ie. you damage your items to 10% health, they will only sell for 10% health, but still count for full wealth? Then it is less likely to be abused, but punishes players that 'legitimately' had their base raided to [near destruction], but not destroyed.
#13
Quote from: bbqftw on September 11, 2018, 02:04:05 PM
With respect to scars, the best move is to exile pawns as soon as they get permanent mood altering injuries.

If you would autoreject a pessimist, you should autoreject someone with painscar.

Not really true. A pessimist can only be corrected with a joywire, which is undesirable. A good pawn with a painscar can be fixed by replacing the affected part with a bionic, or luciferum.
#14
General Discussion / Settlement Trade Items Change?
September 11, 2018, 01:18:06 PM
Does anyone know whether friendly settlements rotate what items are sold, and if so how often? I went to an outlander settlement a couple of times over the course of maybe 2-3 quadrums and they were selling the same stuff. I'm running a naked brutality/tribal game and I'm pretty far away from being able to research the orbital trade console, so I'm relying on nearby settlements for gear and supplies. Wondering if I'm stuck with their current selection for a long time or not..

Thanks.
#15
Like the title says - do you? I'm trying to see if anyone finds benefit to actually keeping them as friends.

There is one unfriendly tribal that naturally decays to hostile relationship status, and I find it helpful to have them as hostile. They seem to be the easiest to defend against for raids, so its good to have them as one of the 'bucket' of choices that Randy throws out when you get escaping prisoner events or just regular raids.

I guess I can see the benefit if you settled next to them and need some additional trading partners, but since they only offer garbage tribal level gear, its better to have them as enemies rather than getting constantly raided by mechs/pirates.