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Messages - kasnavada

#1
The base game basically needs petfollow in it to have pet be anything like useful.

What it could need otherwise is to enable players to set either "train as a combat animal" or "train as a pet" or "train as pack animal", "train as hunter" (automatically seeks out prey for his nourishment then brings back the remaining part of the bodies to the camp) rather than "obedience". Animals would therefore have one specialty, and one only. Then have their behaviour depend on it.

With combat & pack animals never being bonded, never causing happiness issues, and pets being bonded automatically (giving a possibly bigger happiness bonus than now). And, still petfollow. so that pets don't go to combat.
#2
General Discussion / Re: A few questions
October 20, 2016, 08:43:23 AM
Plants have a maxage, once reached the plant loses HP and dies.

Inside or outside, if there is too much not enough sun / events slowing down growth / not the right temperature, growing "slows" and the plant dies of old age before it's harvestable.
#3
General Discussion / Re: Wanderers.....
September 16, 2016, 04:52:11 AM
Quote from: Britnoth on September 15, 2016, 07:23:03 AM
Common sense would be not telling people how to run their colony just because it is different from how you do it.

First version. Which is exactly what you're proposing. Ohhhh, There is So Much Irony I Feel It Burn.


Second version.
You want to force me to have complete control over who is in my colony ?
HOW DARE YOU ???????

;D ;D ;D

Third version:
There's probably a mod that enables what you want and / or you can disable wanderers from the scenario menu.
#4
General Discussion / Re: Wanderers.....
September 15, 2016, 03:34:43 AM
Quote from: Britnoth on September 15, 2016, 03:17:37 AM
Quote from: 8roads on September 13, 2016, 12:15:02 PM
don't need source. need common sense.

Not having the option to stop someone just wandering in and declaring themselves a member of my community is now common sense? Really? Is rimworld now the EU?

I always thought of the wanderer joining coming in as "my colonists like this guy, so they let him in".
Common sense really.

About the "defend the guy from pirates"... yes if you kill 30 people (which are your enemies) to save one guy, everyone is going to assume that he's a part of your group. If there were a choice of letting him go after defending him, I'd put a debuff "-15 we saved someone for one day but let him out to die during the next days because we're jerks".

Again, that's common sense.

What's less common sense is people min-maxing their colony, rather than playing a story. ::)
#5
:)

Still, walls cost nothing but stone, which is abundant. It does run the risk of getting hurt. Fair trade-off IMO.
#6
General Discussion / Re: How do you make medicine?
August 31, 2016, 02:26:40 PM
Quote from: OFWG on August 31, 2016, 02:23:15 PM
Quote from: kasnavada on August 31, 2016, 11:03:37 AM
Drug lab.

However, you probably have OEPE. Which currently disables the recipe.

Oracle Enterprise Pack for Eclipse?

Ahah =) EPOE, sorry, jumbled the letters.

And yes a fix arrived this morning, but I was not on the game until about 1 hour ago after work.
#7
Tried those IED, honestly... feels like a waste of resources to me.

Traps don't always explode to boot. Apart when using the semi exploit where you "seed" via using the build button, and your builder get all ammos, then cancel and there is a neat 1 ammo stack on the ground that explodes too.

That said, it could be a set-up problem on my part.
#8
General Discussion / Re: How do you make medicine?
August 31, 2016, 11:03:37 AM
Drug lab.

However, you probably have OEPE. Which currently disables the recipe.
#9
Quote from: Shurp on August 30, 2016, 06:32:38 PM
So I watched the video.  You're right that the frag grenades help a lot in taking down the mechs quickly.  That firefight lasted all of 30 seconds :)  But the key thing seems to be the walls.  The inferno cannon did get a shot behind the walls but your pawns then went screaming in circles behind it which is definitely safer than out in the open.  Walls definitely work better than sandbags.  Would it help to drop a sandbag in the opening between the walls?

Quote from: Shurp on August 30, 2016, 10:48:13 PM
OK, just a followup; the walls worked beautifully.  My guys with charge rifles peppered the inferno cannon equipped centipedes and incapacitated them before they could get more than two shots off.  And those shots hit the walls and torched some grass, that's it.  After that it was the usual slugfest.  My guys took a few shots but then all the centipedes were incapacitated.  The injured walked home and the healthy punched the centipedes to death :)

Frag grenades are nice but any weapon with a high fire rate will do the job as long as you have a wall to stop incoming inferno cannon blasts.  And I think the sandbags I built in the space opening helped.  At least I didn't get hit too often anyway.

Thanks =)

True, that set-up works with any high damage / ROF weapons. Frags are just here for efficiency.

I've not found the sandbags helping a lot, because, as far as I've been able to tell:
- the cover provided by sandbags does not stack when behind a wall,
- it does not prevent the rockets from moving,
- cover is too low to prevent being hit by scythers

That said, sandbags are very short to build. They do stop fire, in case you still have grass & trees around.
#10
Bugs / [A15] Raider food
August 30, 2016, 02:31:54 PM
Apart from siegers, raiders don't seem to have food anymore.

Is that intended ?
#11
Quote from: SpaceDorf on August 29, 2016, 11:50:07 AM
Quote from: kasnavada on August 29, 2016, 10:51:54 AM
I managed to keep a thrumbo for long by placing it on a field of cotton which my dedicated grower continuously replanted.

I'm pretty sure it falls on exploit territory though.

No it isn't, thats how I reduce feeding for most of my grazers in the growing period. A huge field of dandlions in my main outside area ( grow fast, high feeding, add beauty ) and they have access to the hay field and corpse pile.
So every Animal has free choice of food, stays outside of my kitchen ( except some hauldogs ) and my main farming area.


Oh. A Huge con for Bears. They make a lot of dirt. Thats why I started to keep them outside and use the dogs for Homezone Hauling. Also as Rescue Squad both are invaluable.

I still think it's an exploit. Even if I agree it's handy. A seed just planted in the ground provides 0.2 nutrition, and that's the same as a full grown plant. Seeds are infinite and free. Nutrition should be like 0 for the first half of the plant life (then I'd be ok with it).
#12
Quote from: Aatxe360 on August 30, 2016, 01:18:27 PM
Not a problem if there are less than a dozen manhunters, but numbers bigger than that will break down core game material doors very quickly.  No dice.

As far as I've been able to tell, the manhunters don't group to attack the doors, and, even with a repairer, stop after a few seconds. They do attack multiple doors though.
See video.
https://www.youtube.com/watch?v=8zXMufXjscY&feature=youtu.be

I don't know where you get your facts from. Never been my experience in game.
#13
Quote from: Aatxe360 on August 30, 2016, 11:45:39 AM
Quote from: kasnavada on August 30, 2016, 11:40:43 AM
Or, you can repair the doors while they're being beaten up. You might need a high level constructor though.

Not really a good idea.  They keep battering the doors if someone is just on the other side of it.  I usually double door any outside entrances and exits for venting and security purposes.  It's saved me from warg manhunter packs 33 and 47 strong.

The point was that if you repair the door... it does not break and it's not a game over. Having the attacker not stopping is better than having the door broken =).
The manhunter will eventually go to sleep. Your repairers can relay themselves.
#14
Or, you can repair the doors while they're being beaten up. You might need a high level constructor though.
#15
Quote from: Shurp on August 29, 2016, 10:31:03 PM
I'm not looking for "Click - you win", but I'm also looking to avoid "your colonist is running around screaming in circles... oh dear and now he's dead."

An inferno cannon equipped centipede can walk over to snipers before they can kill him, and the scythers will happily shoot the colonists when they run away.

The frag grenade / wall  idea (thanks kasnadava) sounds like it could work.  If the grenades take down the inferno cannon equipped centipede quickly, then the grenadiers can run off (wall providing cover) and the rest of my crew can then provide endless plinking until the others die.

Will the scythers sit there and shoot at range 10, or is there a danger they will charge and start slicing and dicing?

Here, behold.
https://www.youtube.com/watch?v=YDI3QcHBB48&feature=youtu.be

This setup I did really fast, and I didn't place the walls on the right far enough, so they're shooting there. Also like an idiot I forgot that mortis is incapable of violence, and to restrict her. And, finally, I also forgot to un-home the area so my non-drafted pawns don't go extinguishing fire (like mortis did). I was also unlucky because most of the mechs spawned on the other side - usually it's more "even".

Still. You can see how effective my set-up is - I easily won despite litterally not following everything that I proposed. More so if they hit the right walls. It's possible to make it even better with a few tricks from this thread (like setting up the closest pawns with a shield behind a wall).

On other conditions: I do have 2 mods, EPOE and petfollow - which apparently are causing errors. I set-up dev mode to create the downed ship event & to give grenades. That's it. No other modifications.