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Messages - firescythe

#1
I had english lessons since I was 7 and went on with secondary school 8 lessons /week, then took part in international youth trainings from participant to supervisor - communication only in english...Trust me :D

American english is just lazy and wanted as much simplicity as possible. It is not a black-or-white good or bad thing. This is a big advantage to become widely "spoken" language. Brittish english - what a surprise - is much more locked on traditions, and so keeping on formalities even if it makes challenging to use. So "optimal" for RimWorld would be between the two: diverse words to have one meaning by one word, but simple enough to stay simple and straightforward

So Autumn would fit, no matter if it is canonized brittish word or a trend from any decade of american history.
#2
Stories / Re: Events of firescythe villages
May 12, 2016, 02:30:49 AM
Quote from: Vaporisor on May 11, 2016, 01:44:56 PM
She can hang on!  Keep her to jobs inside the walls and a bit more relaxing.  Just a matter of time til she can be better than before!

Right, just she is a bit neurotic one... teenagers... figures... :D

Anyway the toxic fallout forced them underroof, so it is time for some Hugh Hefner parties*. Til' the 300 corn stockpile lasts.

*don't get me wrong, on 2nd reading I have felt the two lines relating. Nope, it is two separate jokes :D sorry :D
#3
Stories / Re: Events of firescythe villages
May 11, 2016, 06:18:28 AM
So I had a feeling and thirst of adventure... why not to start Randy on extreme?

Therefore village Valhalla has been founded.

Doc, Trixie and Nicole are proud of the 15 days they have survived in the eventful environment on 300x300 area.

Trixie is a bit of sensitive one. Well, it must be rough for her. A 16 years old teenager girlie with shooting skill 10 armed with survival rifle. She doesn't take well the environment right after planetfall. She might have accustomed to ship enteriors too much... a not shared bedroom indoors with lights makes her hardly comfortable in the emergency shacks till stonecutting is made available and a heat resistant house gets on.

One workful day made her a bit over the edge. Her yorkshire terrier was attacked by a cobra. So she got pretty much walking around in the forestry area up and down. Meanwhile a boomalope just got enough of the intruder, overgrown, monkey-look-alikes, and headed to the newly emerged wooden house to satisfy manhunt urges. This was the first time Trixie lost an eye. Day 3. It weighs heavy on her. Not much time spent till a refugee arrived with 7 close combat and 3 ranged chasers. Luckily the chasers were oblivious to the frag grenades dropping on their path, however the only thing that has hit Trixie is a great bow arrow... cutting unfunctional her other eye. I have no words... I guess even a pop idol would remain speechless. Ah well, don't worry trixie, it might be just a season or two till we get the money for bionic eye, and only a few years till a trader gets around with that stuff. Bare in there... and Doc! Don't you dare to loose any of your eyes, limbs or yourself!
#4
Ideas / Re: Your Cheapest Ideas
May 11, 2016, 05:13:08 AM
What about creating "Armory" furnitures? A place to store armors, and appareal to not get worn. When a colonist get drafted, it priorizes to fetch Drafted state equipment.

On Gear page it would be possible to create option to store that item in Armory for the time to come.
#5
Ideas / Re: Musical Instruments
May 11, 2016, 05:07:34 AM
To turn it into a bit technical, I would break them down to simple/advanced/hi-tech categories.
Simple, like stick&bucket&strings as guitar thingie and such.
Advanced like acoustic guitar, carved drums, etc. Piano might be work intensive one.
Hi-tech like electric ones, amplifier, stereos, etc.

Advanced and above is to be researched to build and under skill 10 is to be trained to play it. Or it turns into negative mood buff :D
#6
I only played A13 so far. Had playtrhough with basebuilding and started now extreme.
On extreme I get 1-2 visitor trade event per day. With basebuilding I got any kind of trade event only once in 4-10 days.

I guess higher difficulty turns to higher number of events, so trading occours significantly more often - even 2 different tribe at the same time.
#7
Ideas / Re: "Neuter" operation for tamed animals
May 10, 2016, 04:55:18 AM
Quote from: Zombra on May 09, 2016, 12:26:30 PM
Quote from: Bodog999 on May 09, 2016, 09:53:26 AMI would love to get a neuter operation, its not fun having around 350 huskies and 400-450 animals walking around in your colony, eating a lot of food, reproducing like a plague and lagging the game like a b****

Allowed zones - look into it.

If you wish to keep huskies for hauling job, it will conflict with restricting them in a zone.
#8
Ideas / Re: Impassible(not trap) pit
May 10, 2016, 04:50:53 AM
Actually holes might be considered same as walls. It would also make melee more meaningful since people need to climb out from holes to keep distance. Or grenades. A chain of holes or single hole would not be much different than an unmined rock to stand behind, except for the elevation that needs to overcome. Cover of holes would decrease by distance... I think it is really a reasonable thing to have and manage.
Of course not in the manner of "impassable pit"
#9
It was so far my observation. Base pictures of other people and my own experience. Had the ancient danger event place done for a year or two, nothing happened (it has almost closed roof - only a 8-block non-roofed section is in there). In transitive way I am no wrong. If I make a valid room in unmined rock, it counts as mountain roofed place, right? Maybe the only difference is that if only mountain roof counts, it can be kept open-sided. But same goes to valid room.

However, I recieved bugs 3 times:
- when I let my animals sleep there
- when I deconstructed the caskets there
- when enemy raider got 2 tiles close to the area while fleeing


So maybe the code does not include living check, but I have never seen any cases where bugs showed up in a separate mountain part from living area of colonists and/or tamed animals and started to spawn to their own joy and savage purposeless existence.

On the contrary, if I watch bugs in designer point of view, they would pretty much fit in "mountain inhabitant abuser" role to counter the OPness of cavemenship.
#10
Just a note, I happen to cause in 1 of 5 cases leg-off damage with sniper rifle. It is with colonist ranged skills 12/8/6
#11
Stories / Re: Events of firescythe villages
May 09, 2016, 06:49:03 AM
And what a pleasure!
ChickHill has made it! With all 6 colonists! Noone left behind! All hoorays in cryosleep :)

To be honest, I intended to be very nice guy. My allstar medic got asthma when turned to age 31. I traded lungs for her, made the operation with success. Also recieved bionic arm to replace 2point damage in her arm. And while I grinded together +3000 unit steel to build the 6 cryo casket (only missing ship parts), I provided 4 8x8 sleeping places (2 couples + 2 individuals), and the +1 on my population:5 was a deep space miner escaping from a tribe. Clear call :) Just please take a bed of the 3 from the prison. There was a season+ vulcanic winter with eclipses, plenty opf malaria and sleeping sickness, still the colony managed to thrive. Only poor male cougar had to lack a female sidekick.

Now they are on their way in space for further adventures:
Carrie, the whisperer
Cauhlan, the Man on the Gates
Snow, the Keeper
Priscilla, the Joker
Kimmy, the All-star surgeon
Mike, the Stone destroyer

Their memories have formed 11 piece of arts, spread around the universe by exotic traders, among these: Wedding of Carrie and Cauhlan, Snow and Priscilla, Taming Jaxx the cougar, expressing disdain on defeated raiders being thrown into prison, and heroic moment of finishing a siege by picking up fallen enemy's PDW to revenge gravely injured husky.

ChickHill fulfilled it's Destiny :)
#12
Quote from: Zombra on May 08, 2016, 01:41:56 PM
I'd rather see them fleshed out better.  Right now they're not interactive,... give me something I can do about it.

Same here!

I understand there is a mean for long-term run of this event, just make it reasonable. If it is in space, let me contact a ship to destroy it for a fee. Or something.
#13
Ideas / Re: "Neuter" operation for tamed animals
May 09, 2016, 04:05:22 AM
Quote from: Idlemind79 on May 08, 2016, 09:26:07 AM
Just slaughter the excess animals?

And if you want to own 4pcs of them, then you gave a reoccouring management task. Excess-slaughter...excess-slaughter...excess-slaughter... rinse and repeat. All my kudos to you if this means gameplay experience you are wishing for, but for me keeping a line on breeding with final solution is better.

I have a male cat IRL. Castrated in anesthesia. He was a stray cat rescued from main riverbench. I don't want him to starve to death, but still I am supposed to take care at my living area to not let him make many more kittens than what necessary.
#14
General Discussion / Re: Scaring
May 09, 2016, 03:46:41 AM
Quote from: b0rsuk on May 05, 2016, 12:40:05 PM
And people are savage enough to go after fellow colonist's eyes and cripple him for life.

Not only people :D animals too. Cobras especially effifient in taking colonist noses.
#15
There are some conditions to trigger them, tehre is also another thread about this. In short: have a room (with closing doors) which connects to unmined rocks, and have something living (animal, prisoner, colonist, etc) in there.

For me they popped up in Y4, but because I recognized "ancient danger" room, and waited indefinitely to open it, then managed the danger and thought it would serve well as barn...until megaspiders thought to join in there on the costs of my livestock :D