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Messages - Barley

#1
Might be worth recruiting a tribal just to have a shamen dude around as they can level up a theoretically infinite number of times. But your existing spacers are just kinda hosed.
#2
There's only one real solution here: Leave.

If you can't win, just pick up everything you can and caravan off the map. Just go somewhere else, set up a temporary base, and keep researching new and better tech to take on the Mechs. Once you have mortars you could try again, or if you got Imperial Favor maybe an aerodrone strike permit or even a couple psychic Lances or Berzerker pulses. It's difficult, and it sucks, but maybe you could even come back and grab some more stuff from your old base once you've settled in.Just make sure your allowed areas have a path off the map but not in the direction of the mechs.

As a Tribal Player this basically happens every time I get hit with a toxic spewer mech hive event. Certainly it's taught  me the value of expensive flooring coupled with cheap wood furniture as it allows me to 'loose' the base and it's contents and still have fairly decent rooms once I reclaim the wreckage.
#3
Ideas / Need a “No Foraging” Option for Caravans
March 15, 2021, 09:01:11 AM
This is an admittedly very niche fatal situation, but it's worth noting. While on the way back from a trade mission, my Caravan has to pass through a Toxic Atmosphere produces by a Mech Hive my tribals were too weak to assault. On the way back to our new colony, the colonists foraged for berries and -oh what do you know- got food poisoning. The food poisoning slowed them down to the point where the caravan DIED before it could leave the toxic area and the kicker was They had emergency food. Kibble, yes. But Kibble was safe at least!

I really think we need a way to disable Foraging in areas where you can't afford to sit around and wait to overcome the consequences of raw berries. Right now the best we can do is micro the caravan and force them to drop any collected food off the ground. Maybe this could also speed up the caravan slightly since they don't stop to pick berries? Frankly that might be too powerful though.
#4
There's also the issue of the tech tree. I play tribal because it lets me take flawed pawns where other scenarios necessitate "Perfect" colonists but still get a challange. But if melee outdoes shooting weapons then why should I ever research past Plate Armor and Longswords except to maybe, eventually, put down a few distract-o-tron improvised turrets?
#5
Quote from: Deer87 on November 16, 2017, 09:28:46 AM
since clorine gas turns into hydrochloric acid when in contact with water (like when touching the inside of your airpipe and lungs or your eyes) it would be a poor choice for "knock out gas" unless you have a spare set of lungs and eyes handy.

In Rimworld you just might!
#6
Ideas / New Mood Debuff: Upcoming Surgery
November 15, 2017, 05:42:12 PM
More for story than for gameplay, but a good idea to stop people from chopping unstable individuals' legs off when a psychic event occurs for fear of premature mental break. Not to mention it may lead to prisoners rioting before you steal their kidneys.

We all get nervous when we go under the scalpel, right? We always worry about a complete stranger, qualified though they may be, performing invasive operations on our bodies. So why not the pawns?

The mood debuff could be for major surgeries only, since a peg leg is hardly something to get worked up about, or it could scale with the difficulty of the surgery. Other factors could be the hygiene of the hospital, the quality of medicine, and the relationship with the doctor who performs the surgery.
#7
Quote from: Call me Arty on November 10, 2017, 10:03:38 PM
I like the idea, though I don't think vanilla Rimworld is equipped with the right equipment to tackle 10-20 Mechanoids at this point in the game. Meanwhile, in Modsville, I'd love to stop getting harassed by Mechanoids.

You could bring batteries, turrets, mortars, sniper rifles, and boomrats and just lay explosive siege to the colony. Add in the orbital bombardment gear and some drop-podding boomrat support and you got a pretty decent siege arsenal. Of course, you'd need a reward greater than even orbital bombardment to incentivize it. I'm thinking a special research table that lets you learn how build aforementioned bombardment weapons' targeters. It would be the absolute endgame of endgames, and the resources you'd need to get it would almost be enough that you wouldn't NEED it. But it does give the game a sub-boss built around offence and siege warfare to complement the ship launching's defense boss fight.
#8
Support / Every new Friendly group "Moving in to help"
November 11, 2017, 11:14:02 PM
A Weird little thing. Every time a group of allies enters the map, it plays the combat "Moving in to help immediately" text. This, even if I'm not fighting anyone, and haven't seen a negative event more dangerous than "Blight" in weeks.

Anyone else see this? Is it a bug?
#9
Ideas / Re: [A18] Bed research
November 10, 2017, 12:16:14 AM
Quote from: Sbilko on November 09, 2017, 08:01:22 AM
What I meant to say is that the actual modern bed had to be researched, and that before sleeping on such a bed people used to sleep on Hammocks and on the floor.

If Wikipedia isn't bullshitting me, Hammocks are an American invention, and was only adopted by the Europeans after the discovery of America. How the hell nobody thought of sleeping in a sling before then in Eurasia is beyond me.
#10
Ideas / Re: [A18] Bed research
November 08, 2017, 11:08:49 PM
Quote from: Sbilko on November 08, 2017, 07:09:30 AM
I can see Tynan's logic here: he didn't include normal beds as default starting stuff of the tribals, since on Earth there are jungle tribes who sleep on a thing which is tied between 2 trees (for the snakes to be unable to reach them)
A Hammock could be a cool sidegrade to the bedroll, with the latter better suited to living in hotter climates while the former excels in the cold.
#11
Ideas / Re: New Event: Plague Carrier
November 08, 2017, 08:23:36 PM
Quote from: Limdood on November 08, 2017, 08:17:22 PM
Healing boosts faction relation,  recruiting makes that faction not send visitors or caravans for a year?

Factionwise this is more like "Healing and Releasing Boosts Faction Relation; Recruiting, ignoring, or Killing has no effect"

The idea is this guy's been abandoned by his own faction because of the disease. If he returns fully recovered then it's a miracle and a huge favor, but if he never returns, well, they kind of expected that when they banished him from their town/tribe t keep everyone else safe. The real risk here is giving half your colony the plague if anyone gets too close for too long.
#12
Ideas / New Event: Plague Carrier
November 08, 2017, 07:03:33 PM
"A wanderer has entered your map, disheveled and vacant-eyed. He is a carrier of the plague abandoned by <Faction>. You can try to heal or even recruit him, but be warned: He may infect your colony"

Yay or Nay?
#13
General Discussion / Re: What to do about hives?
November 07, 2017, 11:53:54 PM
The Bugs have sleeping cycles. When they take a nap, build nice walls around the infestation. Then install some pre-built heaters and cook them alive.
#14
Ideas / Re: Your Cheapest Ideas
October 29, 2017, 05:29:36 PM
How about a new trap: Snares

They cause low bleeding damage and hold the trapped in place. Less lethal on its own but useful for animals and slowing down assaults. Humaniods can free themselves (UI would be a right-click+"Remove Snare" Drop down). Useful to stop charging berzerkers if only for a second.
#15
General Discussion / Re: Share your trick
September 24, 2017, 06:13:09 PM
Enemies that don't have a pain threshold and many organs are practically invulnerable to bullets, because said bullets will hit "unnecessary" or "redundant" organs (think "Fifth Body Ring" or "Left Eye Sensor").

Grenades counter this by hitting several organs at once. Stock up on frags.
Deadfall Traps Counter this by only hitting the head and head-mounted organs. Place many of these around crashed ship parts when beginning an assault.
Finally, for those tribal players out there, use boomrats. Boomrats breed rapidly and explode just like grenades and can be fed with cheap haygrass if you're not in a desert.
https://imgur.com/a/ePLCS


Don't bother training the rats. Just put the Rodent Response Regiment in an allowed area, then switch them to another allowed area inside the enemy concentration zone. Enemy stupidity will do the rest. Meanwhile the Boomrat Breeding Brigade sticks to the safety of isolated breeding chambers past the response chambers.