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Messages - matthewgareth

#16
General Discussion / Re: Multiple colony management ?
January 10, 2017, 10:36:57 AM
Quote from: Limdood on January 10, 2017, 10:18:19 AM
most people consider cassandra harder than Randy.

Randy has more random events, which makes it more likely to back to back or even simultaneous raids or other events

BUT

Cassandra has a much stricter population control (cassandra's "make it nearly impossible to recruit" cutoff is like 12-14, Randy's is 50 i think).
Cassandra scales raids consistently, even into long games, whereas Randy generally tops out at a certain raid size/difficulty and only ever makes them "harder" by randomly hitting you with more than 1 at a time, which is really rare.

I thought randy was going to be harder too, but most of my colonies that made it beyond a couple years for randy went until i got bored and stopped.  Most of my colonies that made it beyond a couple years for cassandra got obliterated by 120 tribals or 14 centipedes.

I've gotten 75 manhunter muffalos during a mechanoid drop in and then 4 back to back raids once (less than 24 hours ago)
#17
General Discussion / Re: Multiple colony management ?
January 10, 2017, 06:46:44 AM
Quote from: Shurp on January 10, 2017, 06:38:02 AM
My main colony had 7 people; I sent two to build an outpost on the hex next door.  I get the feeling this isn't large enough to sustain itself from what you're describing, hmmm.

Trouble is, I'm playing Cassandra, so getting more pawns is hard.  Especially pawns that are worth anything. 

I guess I'll send them home and focus on researching power armor instead.  I was just trying to think of something to do while waiting for traders to show up...

Ha you think Cassandra is hard? try Randy Random at Extreme difficulty
#18
Yeah i know that
#19
75 manhunter muffalos during a mechanoid drop in and then 4 back to back raids
#20
Quote from: skullywag on January 10, 2017, 03:18:17 AM
Set everyone to "no drugs" its what i do. Drugs are for selling.

... i never use drugs (except beer) they just started binging and got into the storeroom
#21
Quote from: Jstank on January 10, 2017, 02:02:07 AM
I think the colony name should be added to global event messages

For example:

Instead of saying Cold snap watch out for dying crops

it should say

Cold snap at [Colony Name] watch out for dying crops.

I know that you really aren't supposed to play with two colonies, but when you do have these messages it can be a little confusing. Especially if say you get the "I'm being chased by..." event you need to know which colony that event is taking place in because as of right now there is no real clear message about which colony the event is occurring in, and as such you wouldn't be able to make a decision about if you want to offer help or not.

Also this is true with trading... Caravan arrives at which colony? Trade ship arrives.. at which colony? If you have more than two colonies the messages can be very confusing. I couldn't imagine if you had 5!

wow! we really need that especially for the "I'm being chased by..." as you put it event
#22
Ideas / Re: Frequent Suggestions Topic!
January 10, 2017, 02:20:24 AM
Quote from: JimmyAgnt007 on April 07, 2015, 08:51:49 AM
Ok, there are a lot of repeat topics on here that show up from time to time.  They get discussed to death and finish.  Then someone else comes along and suggests it again.  Not that they are bad ideas, just that we dont need new discussions on them.  Searching for threads can be tedious if you dont use the same wording as someone else and doesnt always work.  Also some dont bother in the first place. 

So I'm asking if people could post the things that they are tired of seeing suggested.  Also for the link(s) to the discussion as well as any official word received on the topic.  I will try and update this first post with the responses to keep it organized.  Hopefully an official thread will exist at some point and mods can feel free to alter things as they see fit of course.  We do the same thing on the Kerbal Space Program forum and it works most of the time.

List:  (Please provide links if you can find them!)
Multi-core support (Tynan knows this is a thing, stop bringing it up like its a new idea)
Basic Needs Suggestions (Water, toilets, garbage, showers, other mundane activities)
Robotics (Roombas and such for cleaning, posted about quite often)
Multiplayer
Children, Breeding, or Procreation.  (Lots of threads, most recent)
Steam Integration/Support Here and Here
Travel, Expedition & Raids (Going to other maps for whatever reason)
Vehicles
Fog of War and Here
Slaves/Prisoner Workforce
Z-levels (this includes battlements, towers, trenches, tunnels, and other pseudo Z-level stuff)
Animal husbandry/breeding <NOW IN GAME>
Extra playable races/aliens/trans-animals/robots/droids
Water, in general or being utilized as a resources.
Fishing
Backpacks (Holding stuff like meals or junk or whatever) also here
Extra weapon slots. (Melee/Ranged, Primary/Pistol, Whatever/Something Else)
Random landing site <NOW IN GAME>
Post-Rimworld Space Travel (Playing as the ship you launch, taking off to crash/land on another map)
Guards and patrols.  People who stay drafted and unproductive just in case something happens.
Lightning Rod
Cleaning Zones or Areas (Good idea just no new threads please)
Automatic Toggling of Lights
New winning condtions. (More endgame content)

Travel, Expedition & Raids (Going to other maps for whatever reason)
its in the game now so edit your post
#23
General Discussion / How do i delete this now???
January 10, 2017, 02:05:11 AM
 .
#24
General Discussion / Re: Multiple colony management ?
January 10, 2017, 01:51:40 AM
In my experience with raids they seem to scale with each map (colony) independently and not as a whole.

Basically lets say, the main colony will get like 30 raiders in a raid but the new one will only 7

(but then again I might not be correct)
(but I never thought of creating another colony as a mining outpost and not a colony, so great idea! I'll have to try that sometime
#25
Quote from: Shurp on January 09, 2017, 10:25:58 PM
How to stop a binge 101:

. ###
. #D#
. X . #
. ###

Put your drugs at 'D' surrounded by walls.  Leave the square X vacant.  But as soon as someone goes on a binge, put a wall there.  Bingers aren't smart enough to tear down walls, so he gets at most one or two doses and then wanders around aimlessly till he passes out.  He won't get addicted (unless the drug in question is Luciferium in which case you're just stupid for leaving it lying around :)

(note: don't barricade your binger *in* the closet!  Wait till he wanders out before sealing it off!)

Yeah i had already started doing that.
1st time it happened i locked the door (didnt know they could open it)
2nd - 6th time blocked it off
7th time blocked it off but didnt see that a raider dropped some...
(imma trying to get rid of the addiction, for anyone else thats wondering)
#26
Thing I hate about mental breaks/Drugs
1. person binges on a drug (Flake/Psychite)
2. get addicted + ODs (survives)
3. withdrawal
4. keeps mental breaking due to (Psychite) withdrawal
5. starvation, exhaustion, joy-deprived, mood 0% cause of a mental break
6. #5 makes them keep/continue wondering around in a daze
7. gets really annoying/ or death
Why  :'(
(Btw i don't really want to arrest them cause it debuffs their mood even more (even though I should))
Edit: I dont arresting them unless their at minor or serious starvation
#27
General Discussion / Re: *Facepalm* Dumb siege
January 09, 2017, 06:56:03 PM
Also there was a mechanoid (Centipede) outside... it killed them all (was there after a mechanoid raid)
#28
Quote from: JuicyPVP on January 09, 2017, 04:06:30 PM
I have a few caskets un-salvaged in the ancient danger ruins. Might put my oldest dog in there and see what happens.

That's what I did
#29
lol

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#30
General Discussion / *Facepalm* Dumb siege
January 08, 2017, 04:44:39 PM
... *sigh*

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