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Messages - Pathing

#1
Construction - Important since construction will be used until the end of the game.

Growing - not important. I always use hydroponic basins. When I need to grow something, I command all colonists to do it.

Medicine - not important. I use glitter world medicine on serious cases. There are many ways not to take any damage at all in rimworld.

Cooking - I always use nutrient paste dispenser. This skill is useless to me.

Crafting - important. Crafting for colonists and money is always a full-time job.

Shooting - not important. My colonists shoot randomly at endless hordes of enemies. Accuracy is not an important factor here. If ones miss, others will get shot, thus, they rarely miss.

Mining - not important. I always have nothing left to mine for 90+% of my play time in 1 colony.

Research - BEAST! It is very important especially on boundary condition scenarios. The ability to access all technologies is crucial which will decide life & death.

Social - not important. If you do not have goods, you can not sell it and I mass-product goods like China...

Animal - not important. My pawns are always better than 1 animal. I would prefer 100 colonists to 100 chickens.

Melee - not important. In contrary, I want to keep this low to avoid dying from using fists.

Art - important. Money is important so Art is important.
#2
1. let 1 colonist, e.g. Bob, stay close to enemy's ranger users than others.
2. All enemies agree to shoot Bob.
3. All enemies warm up their guns.
4. Bob runs into cover and stay behind some wall blocks.
5. All enemies lose their sights on their target (Bob). Everyone warm up times are reset.
6. Bob shows up again. He giggles at all enemies.
7. All enemies agree to shoot Bob.
8. Go to 3.
9. ? ? ?
10. Profit!!!

and thus 2 vs infinite number of range users is never a problem.

NOT EXPLOIT, I SWEAR.
#3
General Discussion / Re: Pathing question
January 14, 2017, 11:01:33 AM
I swear that is not my question  ;D
A colonist will choose a path that gives them highest average movement speed. You may want to try to calculate that! Pathing in Rimworld was changed at some point in development to be a rough one to optimize performance so there are bugs somewhere!
#4
General Discussion / Re: Sea Ice Community Challenge
December 30, 2016, 01:23:44 AM
You may interest to do this
Quote- solo, tribe, flash storm, toxic fallout, cold snap, Eclipse, Volcanic winter, Flat terrain, very cold region.
I tried this and it was okay except that I couldn't start in winter on ice sheet, A14, before. You may be able to do this on sea ice. I think it may be doable because Tyran added caravan system allowing players to access resources from nearby regions.

Your video is pretty good. I think you can improve your home such as not using door (yeah, not using door, I am not sure if it is still possible in A16) or corner, use a bed due to sleeping factor, not stating your home at the center of the map (It is not useful on dangerous regions) or stopping using normal base designs which most players always do to be able to survive in more dangerous enviroment.

If you try my scenario, you may restart your colony at least 2-3 times for sure  ::)
#5
General Discussion / Re: Lost tribes on tundra...
September 07, 2016, 12:15:43 PM
The solution is quite solid.
Cannibalism trait and learning bonus on research skill(for >= 15) are the keys.
You will want 1 or 2 colonists all time to minimize loss from raiders.
The research path is electricity > get heater > hydroponic > nutrient paste dispenser > stone cutting.
Foods are human meat.
And adjusting area in your room to counter freezing temperature and mental state all time is required.
#6
General Discussion / And it got even colder and colder
August 02, 2016, 01:15:57 PM
That surprised me. It got colder and colder. If Volcanic Winter gave -20 C then, it should have been around -75 C. However, it dropped to -95 C ! Only Megatherium parka can solve this problem, which gives your pawn more temperature resistance, -110 C, but they are rare. All free animals I got here were 2 husky which were for decorative purpose.

http://imgur.com/a/tbLj8
#7
Make friends, they said. Make a big family, they said.
http://imgur.com/a/I7stB
#8
General Discussion / Re: Tribal colony vs icesheet
July 26, 2016, 04:27:39 PM
I tried this scenario at least 5 times and my colony died every times.
The scenario was about the followings...
Tribe, 1 colonist, Drop pods, Eclipse, Volcanic winter (colder), Toxic Fallout (awesome toxic fallout), Flash storm (just for special effect), Climate cycle, Psychic drone, average 60 C, flat, ice sheet. (you may imagine what the hell this planet is)

The only trait that seemed to be crucial here was cannibal.... and the bonus double fireball should be on research so you could rush to hydroponic and made free food.

My colony usually ended in 2 ways
1. Out of time. The temperature went lower than -70 c and steam geyser could not keep my colonist warm.
2. Berserk + raid. Berserk colonists ran outside my bunker and died. There was no plan. They just committed suicide.

RIPWORLD lol
#9
General Discussion / Berserk colonists
July 26, 2016, 08:32:25 AM
After my godlike colonist, Ogal, killed his lover, black, and his friend, Shank, my colony went downhill. Later, he striped himself just to get frostbite and downed because of -65 C and my colony turned into the gg state....

That was so sad. Ogal was a godlike colonist who had many double fireballs and single fireballs with Industrious trait. My good colony came to end and I could not stop him.

In previous alpha, I could lock a berserk one inside his/her bedroom, however, I could not do this in this alpha.

What will you do if your godlike colonists turn into berserk state?

R.I.P. My deathville.
#10
General Discussion / Tribal colony vs icesheet
July 24, 2016, 07:41:49 AM
Did anyone successfully build a base and survive for a long time in ice sheet?
I could not see any obvious method to feed my colonists and protect them against temperature.
Any tip would be nice!
Thanks!
#12
General Discussion / Re: The Ice Shelf Challenge
June 21, 2015, 11:31:55 PM
I used crash mod + zombie mod + 99% hard snow/air borne/volcanic/toxic and cold snap playing on randy, extreme starting on October(-30~ -40 C) (I could not play and survive on Nov - Jan since it was too cold)
Cold snap/toxic/volcanic last for 1500 days with 1 re-fire day.
1. Find Steam geyser near steel source.
2. Use 1 colonist mine steel while others keep hauling resource such as food or materials.

3. wall up and make a room with steam geyser inside.

4. build beds and heal up

5. fight the infection until everyone is fine (immunity state)

6. Build research table, get more steel. If you have more than 2 colonists, you can use 1+ research table to get hydroponic faster.

7. Build nutrient dispenser, get more steel, get more power.
8. Build up the defensive system of your colony.
#13
Great! It is just what I am looking for!
It is time for Crash mod + hard now + toxic + volcano + cold snap on flat terrain.
I am going to try it out now  ;D
#14
Door is used to create a room storing temperature and colonists did not need to open the door to get in to the room.

This gave extremely advantages to players especially in a game from the picture. I used (crash landing mod) + (the new ice sheet tundra arid and desert mod) without new tools for helping colonists. These two mods give some nice disadvantages, for example, moving so slow (51% on ice). I coincidentally found this and it was extremely helpful.

My lasted colony layout was changed into where my kill-box was at the center of colony(unroofed). When I got attacked, I moved everyone into kill-box. Many attackers had to walk through inside of my colony which was a maze where I could ambush them easily without using kill-box when my kill-box was not completed, this was one of many advantages of these doors.

Another might be human incinerator room which you may already know.

VV My lasted colony (end game)

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#15
General Discussion / How to use a door properly
May 02, 2015, 06:26:20 AM
I coincidentally saw how my colonist used a door properly.


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