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Messages - amimai

#1
Releases / Re: [B18] A RimWorld of Magic
March 12, 2018, 06:48:43 PM
Quote from: WitchLyfe on March 12, 2018, 06:34:23 PM
-snip
you needed more fireballs, fire solves every problem!


btw if i enable hard mode magic AI it causes all mages to asplode on incapacitation, is that intended? (not that watching a siege go off like fireworks from a single shot isn't funny)
#2
Releases / Re: [B18] A RimWorld of Magic
March 12, 2018, 02:14:25 PM
(Looks at crazy rant)Mmm moving along...

Druids are probably better healers then priests, in terms of utility Necro>Druid>Summoner>Priest but combat is pretty much dominated by fire mages(fireball portable artillery strikes) with snipers and arcanist a close second for their capture spells

That being said I would hate to do a play through with no weapons on casters rule unless I got a source of shotgun zombies early on ingame(visit me tribespeople!)
#3
Releases / Re: [B18] A RimWorld of Magic
March 12, 2018, 11:15:55 AM
Quote from: Harry_Dicks on March 12, 2018, 11:04:56 AM
Quote from: amimai on March 12, 2018, 07:44:18 AM
also if the obvious solution to your restriction on magic users is MORE ZOMBIES! it is not a good solution @Canute

TL:DR play magic with combat extended
No where did Canute say anything about more zombies being an "obvious solution".

Also, you can't just suggest people use Combat Extended to fix their balance issues. That is a total Comcast overhaul mod, people should only use it if it's something that they really want, and should fully understand ALL of the caveats that come with it, such as the huge amount of mods that it's incompatible with. Not as something that you just turn on or off to fix a minor balancing issue.

um actually : magic works perfectly fine with combat extended and combat is very fun and magic filled (bloody arcane mages...) in the last fight I nearly lost 2 of my starting 3 because (a) a (enemy)arcanist teleported my sniper into the middle of a mob of mele and (b) a fire claw killed 2 shotgun zombies, set off all their ammo, which in itself killed 4 invading barbarians and 2 other colonists...

thank god i have 2 druids and a priest, it sometimes feels like im runing a trauma unit rather then a colony with how hard i work to keep my people (and soon to be indentured mages) from bleeding out after battle.

TL:DR CE works perfectly fine with magic, not even a single error/behaviour issue in my 8hr long game!

Load Order(Core, HugsLib, JecsTools, Allow Tool, EdB Prep Carefully, Combat Extended, Mechanoids extraordinaire, CEguns, MiningCo ,Rimwords magic)
if you load it last it has no issues since its AI files supersede CE where nesesary

------------------

PS: he did not say it, but its the obvious solution... have some pride as a gamer, if someone gives you a class restriction, munchkin it to hell
#4
Releases / Re: [B18] A RimWorld of Magic
March 12, 2018, 07:44:18 AM
On the subject on magic being overpowered:
I play this mod with combat extended, and that mod is brutal... for the most part with CE enabled magic is relegated to supporting roles, it's great to be able to lob a fireball or summon a elemental for a distraction but the longer range, suppression mechanics, and sheer deadlines of pirate shotgunners means getting in close is both dangerous and daring.

Most magic spells are surprisingly short range compared to CE guns and means you are well within range for rifles MG and shotguns to accurately kill you in 1-2 shots

also if the obvious solution to your restriction on magic users is MORE ZOMBIES! it is not a good solution @Canute

TL:DR play magic with combat extended, they mesh perfectly and balance each other well
#5
Releases / Re: [B18] A RimWorld of Magic
March 12, 2018, 04:47:12 AM
Quote from: WitchLyfe on March 11, 2018, 06:50:34 PM
Yeah, probably my favorite class even though I don't use the death mark or corpse explosion (I might start testing them, just not really my playstyle.).  I do wish the Necromancer could bond with their undead, they must be so lonely, lol.  I really like their aoe too, one of the more balanced ones since it's hard to catch manhunter and moving enemies with it (I think it doesn't effect mechs either).  I wonder if the Necro can keep 2 undead up without losing mana now with the upkeep reduction.  I should test that soon, I almost have that and their regen maxed.

I have 3 zombies/necromancer at the moment with only 2x cheating death, i think regen is based on % empty since their mana dropped lick a rock then stabilised at 40-60%
#6
Releases / Re: [B18] A RimWorld of Magic
March 11, 2018, 03:51:47 PM
I'll now have a slave army of the undead to do my bidding, clean my fortress and mine stone for the stonecutters -my thoughts the last time I got a primitive villager raid on my colony!

really necromancer or summoner have to be the best classes early on, free labour is best labour, at the rate i get new volunteers from the villages i don't even need to worry about their health or well being, only necromancers deserve food, everyone else can simply survive on mana!
#7
Stories / Re: A Tail of 3 Psychopaths
September 21, 2016, 09:55:40 PM
First days:
6th of spring, 5500 : We finally escaped, Gitta managed to steal a handgun from one of the guards and I still have my rifle, its a good thing it was kept in storage with the rest of my gear when i was brought here. We crash landed in what appears to be an abandoned village with several collapsed houses, we have some food and basic supplies with us in the escape pods, but not much. Somehow the directors dog "zelda" made it into the escape pods with us, its a hell of a smart dog that one, much smarter then the director...


8th of spring, 5500 : the first few days were busy, no one slept in the first day, most of it was spent with Engie setting up a solar panel while she ordered Gitta and Emmie to dig a pantry. Unfortunately everyone was cranky the next day, resulting in our new camp sporting several new bullet holes, a dead racoon and Emmie in bed with a new hole in her torso...


9th of spring, 5500 : we have a "soon to be" new member of the group! Lilith was recently exiled from the Blood Group pirate band for her love of robotics, luckily she has fallen into the kind loving arms of Emmie, and unfortunately a hospital bed from several bullet wounds...


still the 9th : We have officially named our little colony Microton, and we have our first visitors! the Hypnotist convoy has come to meet us, unfortunately a visit so soon after the visit by Lilith (who is still refusing to come out of her room...) has triggered an episode and Engie is intent on burning us all down to the ground, hopefully the hypnotist convoy does not join in, but the orange glint in their eyes does not bring confidence to our hearts...

(i kid you not, of the whole convoy there is just a single person who isn't a pyromaniac, and she has an incendiary launcher... this seed is fun, i can just feel it)
#8
Stories / A Tail of 3 Psychopaths
September 21, 2016, 08:50:24 PM
I recently started a game with randy random set to challenge, lets see how this ends.
rules:
colonists selection : first one with psychopath trait is a go
saves : hardcore mode


map : a very nice tropical area, right next to the friendly green tribe who turn out to be extremely hostile to immigrants...


scenario : the crash of the ITMS Mirabilis a class 5 orbital medical facility ; everyone is mad here

this is what i ended up with for a start crew:

as failed child actress her mind was slowly eroded by a dead end job in a factory producing wires. She eventual went on a killing spree with a light machine gun and thoroughly enjoys using heavy weapons, particularly on large crowds...


Emily is not a violent soul, in fact she could be said to be the perfect household addition, she is kind, caring, stunningly beautiful, obedient, and loves to cook. Unfortunately Emmie, a split personality that can come out during stressful situations to cope with her abusive masters loves to kill. Prior to her transfer to the Mirabilis facility she changed hands between dozens of owners, most of which have now been confirmed dead due to a vast array of poisons thought to have been fed to them by Emmie.


Engie was, is, and will always be one of the most exceptional demolition experts the Imeron Theocracy ever trained. In her long career as a soldier she has arranged for the destruction of star ships, space stations, and whole cities with her skills. Eventually after over 1400 hours of active combat experience she snapped and was discharged to the Mirabilis for treatment of PTSD. After a botched therapy session she found a baby boomrat living in the vents of the facility, over the next 3 months she proceeded to tame and train an unconfirmed number of the pests spawned from a previously un-noticed nest in the facilities air filtration system and staged an escape with 8 other prisoners, 2 of which survived to make landfall on Procyon Secondus while the medical station burned in the sky above.