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Messages - nerys

#1
Yes to air tanks! the problem with toxicity is that it takes literally forever to vent and refill a room! I shove all my pawns into a reserve room but it takes such a god awful long time to refill the main hab areas.... I mean a really really really long time.

a switch to change over from eva to hab is essential. its driving me nuts. I have to forbid the eva suits or they just put them right back on again.

also get constant need warm clothes message. well if you dimwits go outside on mars the least of your concerns will be the cold (the pawns not you guys)

and that is my primary PITA. they constantly and RAPIDLY run to their doom by running outside the moment I unforbid a door to send one guy out WOOSH they all go out and die. fast :-) why would they not at the minimum realize "oh shit I am freezing and suffocating" let me run BACK through the airlock I just ran through like an idiot. :-)

and then making new rooms. oh the fun. the pressure and o2 do not drop in proportion to the new room area dug. I should be able to excavate 40% of my total hab area before o2 and pressure drop too low but it seems to murder them all if I excavate a lot less than that.

and don't get me started on my killer freezer for meals. took me a while to figure out the dub dub dub dub dead was my pawns running into my freezer that was sealed and tight but had no air vent inside so it was 0 o2 and pressure. oops :-)

but it sure is fun! very very difficult to survive. I put on god mode and just made shit my first run through just so I could learn what worked and did not and how not to murder all my critters :-)
#2
General Discussion / Re: Emergent Gameplay, what's yours?
November 03, 2013, 01:51:07 AM
Hmm I thought I found the trick to raiders. I keep one turrent and assumed the light raids were from only having one turret. I then plop down turrents as needed when a raid comes and then sell them once the raid is over.

I had assumed this was keeping the raids from getting larger. once it went to 5 or 8 raiders it was hopeless. they simply came faster than I could repair.
#3
General Discussion / Re: Questions about the enemy AI
October 30, 2013, 06:08:06 PM
a way to make your colonists retreat would be nice. say a call to general quarters. go to your bedroom unless your called to do something type of thing or a rally point or something.

better the base burn down than colonists die :-)
#4
General Discussion / Re: Defence tactics
October 30, 2013, 01:56:34 PM
its also a wee bit too adaptive. I can't seem to make it through the first battle without losing many of my colonist. so I restarted and prioritized power and turrets and the game just overwhelms me with raiders. worse the stupid colonist just run right out and say "shoot me shoot me" and they won't move away (I want to lock them in their darned rooms and let the turrets do their work at least early on) Grr :-)

The turrets also seem unusually "ineffective" at killing squishy bags of flesh that I can kill with a single shot yet 4 turrents 5 bursting can't kill one in less than 3 salvos? what are the raiders made of? t1000 regenerative metallic flesh ?

:-)
#5
General Discussion / Re: Why did you back Rimworld?
October 30, 2013, 01:49:10 PM
watched a youtube video (scott manley I think?? does Kerbal videos) anyway fell in love instantly.

had to back. decided spending $20 what the hell spend another $20 get a name in the game :-)

REALLY hope he can make it seriously epic. I have been tinkering with it the last day and it has huge potential.