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Messages - Mikhail Reign

#1
You also have to make sure you space out your firing positions enough so that you aren't bitten by the scatter rolls.

Missed bullets are better aimed then hits. I.e: if you aim at something behind a pawn you are more likely to hit the pawn then if you aimed at the the pawn it's self.

This means that of your firing positions are to close, when a shot misses and scatters, it stands a solid chance of getting scattered into another firing position.

I also think it's possible to hit the tile of the pawn you aimed at is standing in and miss (i.e: hit the ground at his feet), but a scattered shot will ALWAYS hit the pawn in any tile it scatters into.
#2
General Discussion / Re: "Hide" stockpile?
April 11, 2017, 07:11:19 PM
I use hidden stockpiles (which accept nothing) to cover the floor of production rooms. This means anything that gets dropped on the ground still gets tallied towards the stockpile amount.
#3
I had someone get stabbed to death while someone was fitting them for a wooden leg. They already had lost the leg, so its literally just fitting. Like trying on different shoes. How does that result in someone accidentally cutting off a toe and repeatedly stabbing them in the chest?

https://www.youtube.com/watch?v=-vJpiTf1NZI

How does someone bugger that up so much that it kills someone?
#4
So basically you want there to be 3 clicks before pawns repair stuff? Screw that. Forget to do that once and half ya base is ruined a month later....
#5
Ideas / Re: Rimworld Olympics
February 25, 2017, 06:38:54 PM
Did you really need to quote the OP, only other post in the thread, in it's entirety, just to say that?
#6
Quote from: b0rsuk on February 23, 2017, 05:59:54 AM
I let my bases grow as the need arises. I lost my best doctor (not that she was good) to plague in first year. Then I had a raid with a lot of bruises (melee colony), then toxic fallout (in the first year, yes!). You have to revise your plans.

What do you do when some early event ruins your colony ? Reload ? Restart and spend another hour planning your base ?

Adapt. No plan survives contact.
#7
In one of the earlier alphas, I actually had a entire Ice Sheet base, averaging -110*C outside on a good day, heated entirely by coolers.
#8
Ah wait - if she was from one of the raider factions you can totally do what you want (to a certain extent).

Put her in a sleeping spot. Next time her raider faction raids, place a sleeping spot out where the raiders will come outside your walls (and your kill of), mark it as hers, delete the ones she's in (will kick her to the ground) and get someone to rescue her to her new bed. You can just draft the pawn once he is far enough out to get him to drop her. Then either fall back closer to your colony and attack the raiders or lock the doors and wait them out. When they retreat/give up sometimes they will just capture whoever they can - since she's downed and behind them they will just take her.

Realistically she is just a hostage (and I think stand a fair chance to 'die' off screen if you don't pay the Randsom?) but she will get taken off the map by her people in good health.

Sometimes they will give up and kidnap whoever they can - since she is 'downed'
#9
Well..... If letting her get kidnapped by raiders is 'safe and well', why not just take her out the back?

You could lock her up and sell her to a slaver? Maybe load her into a droppod and fire them at a raider base? (Dunno if you can do that).
#10
So if you were stranded on a planet, and someone said 'there stands a good chance that people will eat you if you don't make a spaceship to get off world' your first reaction would be 'well we better make sure we schedule some R&D time to make a TV - not missing a year of my soaps.'

If they are colonists - yeah broadcasting is something that would be on my 'To-do' list.
If they are Shipwreaked survivors - hell no. Essential to survival or escape stuff only. Smashing out a chess set during that? Sure. Putting a stick in the ground and claiming its a game? Spot on. Making cathode tube TV's ......huh.
#11
Quote from: SpaceDorf on February 14, 2017, 03:03:41 PM
did someone allready mention that the turrets and mortars are also projectile weapons ?

This is EXACTLY why I had the 'people need to start appropriately using the terms 'projectile', 'kinetic' and 'ballistic'. 

EVERYTHING is a projectile weapon. Even plasma guns PROJECT plasma. A rail gun and a regular gun are both kinetic weapons. A mortar and a sniper rifle can both be ballisitic weapons.

I have no problem with kinetic weapons , ballistic weapons or kinetic weapons.

I have a problem with weapons that look exactly like today's weapons.

I THINK there should be a higher amount of non-ballistic kinetic weapons in game (rail, coil, plasma, etc) considering that it isn technology that we are using to day.

Also, b0rsuck - (it's almost a tangent at this point) but I still do get which one you mean - the pulse rifles don't seem any bigger then the M16 they are based off, but I'm sure there would be a carbine variant (Aliens is Vietnam in space - the M16/Pulse Rifle being unwieldy to use in convinced quarters/a jungle is intentional). Seriously tho - friggen love that squad based weapon tho - and MG38/42 (can't remember which) attached to a video camera mount strapped to their chest.

100% modern/current/even painfully outdated.

Still looks 'cool' as shit because is 'cool' and not just a stock MG
#12
Like I said - th game is split between two fluffs.

If the pawns are survivors of a ship rash, desperately stuggling to survive on a strange planet, scrapping an existence out of the dirt, demanding a TV is ludicrous.  It would be like the survivors of Flight 571 spending time and effort to make a TV. If you are a survivor - 99.9% of your energy expenditure would be on things directly related to escape. You wouldn't build statues, or pave roads.

Now if they are colonists tho? That's EXACTLY what they would do. Colonise. Your efforts would go into improving your current situation, not trying to escape it.
#13
Quote from: b0rsuk on February 14, 2017, 02:35:54 AM
A good example of weapon designs I consider shitty weapon design is Aliens (the one with sentryguns). No one makes a weapon the size of a radiator (wall heater). It would be impractical and get in the way. All the bulkiness of an anti-tank weapon with no perceptible benefits, they got owned and hard.
Just randomly - which gun are you talking about? The sentrygun? The pulse rifle that they all carry? Or the MG42 on a camera sling that they use as a SSW?

Quote from: b0rsuk on February 14, 2017, 02:35:54 AM
My point with sounds and other effects (particles, ricochets) is that effects of projectile weapons are well known and there are libraries for it all. They make distinctive, menacing sounds, which are frankly quite satisfying for example when you one shot a Scyther. What are you going to replace them with to make weapons NOT sound and feel worse ? I mean look at EMP grenades. Does charge rifle, by far the most damaging weapon in the game, sound terrifying ? Does heavy charge blaster(hahaha!), a weapon whose DPS is off the scale ?

That just an opinion tho. I don't find that current guns sound intrinsically 'scarey'. A .22 sounds just as menacing as a .303 - both can kill the shit out of you. 'Gotta be big boom' seems like an American way of thinking to be honest...

Like me? I loved the shit outa the sci-fi noise that the sentry guns made.
#14
Ideas / Re: Cannibal balance - Kuru
February 14, 2017, 02:33:10 AM
Quote from: OFWG on February 13, 2017, 09:15:00 PMAlso check out 'blue' for beef, which is even lower than rare.

Its crazy watching blue beef be 'cooked'. Hiss, flip, hiss, eat.
#15
Ideas / Re: Take to NEAREST stock pile
February 14, 2017, 02:30:10 AM
Quote from: Lurmey on February 14, 2017, 12:21:08 AMAll in all, I don't see why this has to be such a debate. Why would this addition be a bad thing? It would only help in situations like these and seems like such a simple and logical feature that it should have been there from the very beginning in my eyes.

Because basically it functions exactly the same as drop on floor.

Putting something in a stockpile that isnt the correct one, just means that it has to be, and will automatically be, moved again anyway.

Cook drops food on ground.
Hauler carries food away.

is the same as

Cook puts food in incorrect storage pile
Hauler carries food to correct storage pile

What your suggesting is actually more work. The time that the cook spends putting the meal away is waste because the second that he drops it in a stockpile a task will be made to move it to the correct one. The exact same task as would be created if he dropped it on the ground.