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Messages - marginoferror

#1
Quote from: Negator on March 16, 2017, 12:47:41 PM
If animal raids are relentless why not have armed animals rampaging (say muffaloes with LMGs mounted on them) having broken out of some wierd test facility.

We already have boomalopes as refugees from some demented industrial past ? why not just weaponise animals for moar frenzied raids ?

Or how about going in the other direction: pirate or tribal raids, but augmented by trained animals? A pack of dogs at the lower level, wargs or even elephants at the higher levels. This would add a ton of punch to tribal raids. Run the normal advanced raid scripts to set up mortars, or tunnel in, or try to get in the walls, and once there's a breach, UNLEASH THE HOUNDS.
#2
I like the retreat mechanic as it is. An alternative kind of end-game raid that involves (possibly drugged-up or rabid) people rushing with melee weapons to the death is a cool idea, but I think that a current dev goal is to make game-y approaches like killboxes obsolete, and that kind of rush is exactly what killboxes are strong against.

Maybe when the default attack type is smart enough to avoid killboxes (and therefore killboxes become rare), adding a zerg rush-style raid would be interesting.

Manhunter packs are insane, even with relatively innocuous animals, and I've lost as many early permadeath colonies to those as to raids.
#3
General Discussion / Re: Wall Replacing
March 16, 2017, 04:47:59 PM
There is not. I believe there is at least one mod that automates the deconstruct/rebuild steps (search for rimworld wall replace mod or some such) but it doesn't do both of them in one step so it will still open the room to the outdoors if it's an exterior wall. When I want to replace walls on my freezer etc, I do it by building an additional temporary wall with a cheap material on one side, then deconstructing the wall I want to replace, rebuilding, and deconstructing the temporary wall.
#4
General Discussion / Re: Caravans
March 15, 2017, 02:54:38 PM
Quote from: b0rsuk on March 15, 2017, 02:39:00 PM
A good use of caravans is for trade. You can send someone to trade at a friendly outpost, and don't have to rely on chance or pay them to arrive. Faction bases also have very good stock.

Also critical, faction bases usually buy (almost!) anything, unlike traders who are often very choosy. If you really need to move goods in a hurry, caravans are a great way. Just make sure you can keep your caravaneers fed and safe.
#5
Ideas / Re: Alert on aggro from wild please
March 15, 2017, 02:51:45 PM
I agree totally; wildlife is extremely dangerous. Animals are very powerful, they attack without any hesitation or concern for their own life, they can't be effectively fought with ranged weapons except via micromanagement and it's impossible to micro them early enough because there is no alert.
#6
Outdated / Re: [A16] Feed the Colonists
February 21, 2017, 03:26:48 AM
Quick bug report: the default settings for the normal "make fine meal" are no human meat, no insect meat. But the default settings for the "make 4 fine meals" excludes only human meat, not insect meat.

Edit: Oh, now I see the person above me was commenting about the same issue.
#7
My colonist was being treated for cancer. My doctor fetched glitterworld medicine (I had plenty) and went to treat him. During treatment, he contracted the plague and my doctor used the medicine to treat the plague. Then, my doctor treated the cancer but did so without medicine.

I think the doctor should abort and fetch more medicine in this case, instead of treating without medicine unnecessarily.
#8
Ideas / Maneater reactions to hunting too deadly?
February 11, 2017, 10:22:53 PM
I think perhaps non-predator animals that turn maneater when hunted are too dangerous currently. The probability is low, but hunting e.g. a deer in a herd can easily result in a game over just by random chance, especially early but even in the middle of the game. They will certainly kill the hunter no matter how they are armed (running away at full speed immediately might work but the colonist is not smart enough to run until the animals get too close) and will probably beat down doors and kill everyone else as well.

Currently the game warns a player if the player hunts a dangerous animal, but ironically it's "non-dangerous" animals in large herds that are more likely to end the game if they turn on you.

Related, I've had as many early game-overs due to the alphabeaver event as I have due to raids. Alphabeavers are always in a large group. If they turn on you (and again, the game doesn't warn that they are "dangerous") they will almost certainly kill you. Which is fine for a later-game event, but this event is common in the early game, and hunting the animals is nearly the only way to deal with them.

Contrast danger from herds (low probability but very likely to result in a game over) with e.g. early raids (typically measured in number and danger level).

I suggest the hunting-turns-entire-herd-maneater feature be nerfed or relegated to storyteller event only.