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Messages - brobe94

#1
As said above, if they are downed, you can rescue them and it will go out... Or I do believe arresting them works as well.
#2
I know its probably harder to make silver with few colonists, but one possibility is to buy off some of your hostile enemies using comm console to make them neutral, then try and kidnap / arrest few of them next time they visit. I guess you could rinse repeat this if you have the silver.
#3
Ideas / Re: Your Cheapest Ideas
March 02, 2015, 08:20:28 AM
Forbidden Item stockpile... A zone where we can designate that things stored on it become automatically forbidden would be nice. That way I don't have to remember to forbid things once they get there, this would help me keep like human flesh from being eaten as it is added on a regular basis when butchered.
#4
Lol, not sure if these sculpture stories are considered spoilers or not, but I found this one quite hilarious and disturbing.

[attachment deleted due to age]
#5
I'm not sure how the loot table (what pawns get to carry) / event system works, but it definitely seems different each colony which is refreshing. I have seen assault rifles, but they are very rare in my colonies thus far in A9, seen a lot of charge rifles though and sniper rifles a bit more common than assault rifles i guess. Some colonies seem to get like 3 mortar sieges in a row, some seem to get drop ships more often. One thing has been consistent, they all seem to like the personal shields, hehe.
#6
Quote from: Justin C on March 01, 2015, 02:12:09 AM
The pelvis is gone but somehow he still has his wooden leg. Kind of curious how that works.

As bad as my doctors are, it and the other leg are probably attached to his stomach or something.
#7
General Discussion / Importance of good doctor in Alpha 9
February 28, 2015, 10:55:46 PM
Lol, so my colonist became incapacitated (lost leg)... my low level doctor (don't have one above 3 or 4) gives him a peg leg and removes his pelvis in the process. Now he is a vegetable for good ;)

I so hope this makes into a scuplture story, if it does I may follow up in this post, hehe. Fun stuff.



[attachment deleted due to age]
#8
General Discussion / Re: When do animals attack?
February 28, 2015, 09:43:47 PM
Also, if the cryptocasket things get opened either on purpose or accident, they have a chance to spawn already hostile scarabs/beetles that could eventually find you without any alert I think.
#9
General Discussion / Re: When do animals attack?
February 28, 2015, 09:41:21 PM
They only attack if you provoke them first and/or they have a "break" / mental break which is usually defined by an event alert (red flashing envelope) so you can prepare to defend yourself.
#10
General Discussion / Re: How do you update RimWorld?
February 28, 2015, 08:25:39 PM
Refer to the faq, will answer most if not all of the questions in this thread ;)

http://ludeon.com/blog/faq/
#11
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 07:57:23 PM
Quote from: Justin C on February 28, 2015, 03:51:29 PM
Quote from: erebus2075 on February 28, 2015, 10:07:58 AM
i feel like the dev is taking his sweet time adding stuff or changing stuff.
not sure how many hours a day he works on it but it doesnt feel like the 8h i would expect from the changes in each update and the time between each update :)
then again its ONE person and coding can take a long time, so might just be that.
And I'm sure that's your totally informed opinion as a professional game designer and programmer with years of experience, and not just baseless ranting from a clueless idiot who has no idea how time-consuming game development actually is. ::)

I would say this thread was for the most part constructive until this ... whether good or bad someone's opinion should not be attacked by calling them names, etc. Please keep things civil.

With that being said, I have worked on a software / web application project for the government and if people think things are moving slow with RimWorld or any other indie dev studio, they have no idea. Just have a read up on what CMMI is.
#12
General Discussion / Re: Long Term future of Rimworld
February 27, 2015, 07:35:10 PM
Quote from: evrett33 on February 27, 2015, 07:14:18 PM
All the modmakers should go on strike and break their mods for a round. See how many people are playing vanilla Rimworld after a few months.

A little harsh, but I get what you are saying ... personally I get more enjoyment out of playing vanilla but that is just me. Mods get old/boring too, that's why I always end up going back and playing vanilla (same with Minecraft). I see far too many posts about why is this mod not in vanilla in games like this and Minecraft ... well, tbh they would be bloated as hell for one. I like the idea of a game that sticks to their "vision" instead of incorporating things from the community just to do it. That is the whole point of the modding community is to make mods in "their" own vision and share it.
#13
General Discussion / Re: Long Term future of Rimworld
February 27, 2015, 06:15:01 PM
Why does one need to grasp / know the "long-term" future of Rimworld to shell out the $30 it costs? In addition to what everyone has stated that people tend to shy away / been burned from alphas / kickstarters, I tend to think that TOO many people are looking for that next Minecraft where you spend $20-$30 bucks and end up playing it for YEARS. This is unreasonable. Do you ask the same of any AAA title? I would much rather spend the $30 for the game I have already played in RimWorld, than dish out $60 for a game I finish in 8 hours. It's not like Ludeon is asking for a subscription here... what you buy is what you get... anything else is just gravy in my opinion.

Games like this are refreshing to say the least, others can spend $60 a year subscription for games like Call of Duty and Madden, etc ... i'll stick to buying games where I know I will get a return on my investment, have my fun and move along when it is no longer supported.

(just to note, I'm not saying anyone in this thread is comparing this game to the likes of CoD / Madden, I am just conveying how I look at justifying buying games like RimWorld in my opinion)
#14
I'm not entirely sure if the code changed to match what the menu option says in Alpha 9, but in Alpha 8, I believe this option said something like "Rest until Healed" or something like that. Now it says "Rest and Heal" so instead of staying there until completely healed, i think I have had to keep sending them back to bed in some cases... or at least it seems that way.
#15
Bugs / Re: names and colonist missing
February 27, 2015, 01:15:42 AM
What was the build / version you were on prior to downloading yesterday? Alpha 8 saves won't work with Alpha 9 builds, if the save was from a previous Alpha 9 build then, my next question would be, do you have any mods installed?