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Messages - Rennegade

#1
General Discussion / ZERG RUSH-WHY?
February 08, 2015, 10:24:45 PM
Am I the only one who questions why ALL tribes have an infinite pool of warriors? Why cant WE find their area?
#2
First Idea: Weapon crafting. Now, correct me if there is a way to do this, but I feel it is unfair that I'm stuck using the same 3 starting guns because the common drop is bows. I have thousands of piecies of metal, and have no way to put that to use, outside of building more turrets or mortars.

Second idea: Counter-invasions. How is it that ever SINGLE person on this planet knows where I live, and yet I don't know where they live. Idea to do this: have your soldiers be able to stop shooting at a person when they start retreating, then have one of your people tail him, then find his/her base.
#3
Ideas / Re: Observed corpse is too OP
July 20, 2014, 09:18:46 PM
Quote from: Avsnoopy on July 06, 2014, 02:48:40 PM
Quote from: Rennegade on July 05, 2014, 11:32:33 PM

If i gave you a inaccurate pistol and told you to incapacitate someone 20 feet away with it vs kill them, do you think you would have a real choice? Maybe there could be "Try to incapacitate" option you could check on and off (just like drafting them), when its on the incapacitate chance is higher but damage is reduced.

No, what I mean is that if you, say, melee said enemy, it sould be a 100% chance to incapacitate. Or, alternativley, you could just simply add in an option to aim at certain body parts. For instance, a leg hit has a 100% chance to incap., an arm hit has a lower chance to incap, but a high chance for the opponent to stop shooting, a torso hit with a medium chance to incap, but a high chance to kill, or a headshot with extremely high chance to kill, and extremely low chance to incap..
#4
I'm not ENTIRELY sure if I'm doing something wrong, but I feel that enemies are overpowered. Now, before you say anything, the only way you can get weapons is by KILLING bandits with them. However, the only weapons you really want are the ones that are powerful. But, If said weapons are powerful, you will get killed.

*ALSO* I have rethought the complaint of the G.G and have since decided that since steam vents are normally rare and far away, and the generator is so masive and requires so many materials, it isn't AS O.P as I had previously thought.
#5
Ideas / Re: Behavior Modification Suggestions
July 05, 2014, 11:38:22 PM
But, if drafted people were more mood resistant, than all you would do is keep all of your people on draft mode until work needed to be done. However, I do agree that drafted people should be resistant if not impervious to wounded, observed corpse, and observed stranger death, whereas reaction attacks do include this.
#6
1.Geothermal generator is OP. If you manage to find a steam geiser, you are set. 3600 MW of energy, enough to power 4 turrets and 4 lamps and still break even.
#7
Following in this thread will be a list of over and underpowered items.
#8
Ideas / Re: Observed corpse is too OP
July 05, 2014, 11:32:33 PM
Or, an easier way to fix this is to give you the option to incapacitate them rather than kill them, since capturing has no peanalty.
#9
Support / Re: RimWorld Alpha 5 Launch issue
July 05, 2014, 11:06:55 PM
*update* Just started a new colony+world, works just fine. But I still think it is a bit weird that the game gives you the option to load a previous save, but doesn't support it. Plus, the new update is cool with the escape ship and all, and I think it adds a whole new array of stories. Although, I haven't had a siege battle yet.
#10
Support / Re: RimWorld Alpha 5 Launch issue
July 05, 2014, 12:10:56 AM
Still though, it doesn't make since that they would give you all of your saves to you in the load game menu, but then you not being able to load it. Plus, on a different note, there are there folders. In my control panel, it shows up as RimworldAlpha5, while when I open it, It brings me to a folder called Rimworld492, and the launcher is Rimworld492. Is it supposed to be like this?
#11
Support / Re: RimWorld Alpha 5 Launch issue
July 05, 2014, 12:02:21 AM
*Sigh* I was hoping it wouldn't come to that. I am one of those people who spend 1-2 hours creating the perfect colonists an model them after IRL friends. But, if it really will help, I will have to do just that.
#12
Support / Re: RimWorld Alpha 5 Launch issue
July 04, 2014, 10:50:59 PM
Glad to know I'm not the only one.
#13
Support / RimWorld Alpha 5 Launch issue
July 04, 2014, 06:47:37 PM
So, I just downloaded Alpha 5, and when I load in one of my old colony saves, the screen freezes and the colors seem to invert (dark brown is light blue, etc). I was not having this problem in Alpha 492, so please help.