Sure, because colonists are totally incapable of thinking strategically, or are they?
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#2
General Discussion / Re: Mechs a little to hard?
January 04, 2015, 10:47:47 AMQuote from: Scotty on January 04, 2015, 10:41:15 AM
So mechs cant see turrets in the dark?
I think they can, but because shooting targets in darkness gets aim penalty, the mechs will miss a lot more and the lifespans of your turrets are extended.
#3
General Discussion / Re: Brain Damage
December 31, 2014, 05:37:02 PMQuote from: hopdevil on December 31, 2014, 05:07:01 PM
No matter what challenge it is there should be a counter strategy to stop or fix it. If you can't fix brain damage there should be a way to prevent it. Tragedy and drama is fun... but playing for 6 hours and having one unlucky shot turn your only good doctor into "Full Retard" is NOT fun.
Like Tynan said, Rimworld is primarily a drama generator, not build-perfect-fortress-simulator. Think your problem from a TV drama perspective - your greatest doctor is now a vegetable, what will others do now? Will they euthanize him and give him a proper funeral, or store him in a cryptosleep casket and rush to build a space-faring ship and head to nearest Glitterworld hospital? See more examples in Stories subforum.
#4
Bugs / [0.8.657] Black screen when loading world
December 18, 2014, 01:25:04 PM
When I load any world, console opens up and tells me that error has happened (See attachment. In that screen, I tried to load two different worlds, so there are two different error messages). GUI seem to work fine, however everything seems to "stick" to the screen (Demonstrated in attachment via click+drag). Game itself is black and paused/frozen, but I can still hear ambient sounds (eg, mechanoids squeking, low hum of crashed ship part, crackilng of fires).
I redownloaded Rimworld and I worked just fine, until I exited it and came back.
[attachment deleted due to age]
I redownloaded Rimworld and I worked just fine, until I exited it and came back.
[attachment deleted due to age]
#5
Ideas / Re: Growing Should Change!
November 14, 2014, 02:05:57 PM
Maybe metabolism is just generally accelerated? Plan grow from sprouts to edible in 2 days (RL they don't). Humans take few days to starve to death (RL they don't).
#6
Ideas / Megascarab needs to be more ''mega''
November 02, 2014, 07:18:21 PM
Upon first hearing about megascarab (hadn't played desert before) I thought of hulking beasts size of a muffalo. However when I first saw it was ''only'' size of a boomrat, I was mildly disappointed. Sure, seeing a bug as large as rat IRL is horrifying, but in rimworld is pretty meh. Replacing casual dromedar with scarabs of equal size would make the game more interesting and give rimworlds you settle a little bit more alien and interesting look.
PS. If scarabs get a size buff then make their leather item ''chitin''.
PS. If scarabs get a size buff then make their leather item ''chitin''.
#7
General Discussion / Re: Early Alpha Growing Zone
October 04, 2014, 05:06:12 PM
Well, nowadays the zone-to-meal-ratio depends on plant type, soil fertility, and whether food was cooked in paste dispenser (which may have nutrient resynthesis), or in cooking stove (in which case it depends on the type of meal produced).
There is just too many variables to reliably say ''3 square farm supports 2 people'' or something like that.
There is just too many variables to reliably say ''3 square farm supports 2 people'' or something like that.
#8
Bugs / Re: [W|0.7.581] Prisoners stand up during healing
October 04, 2014, 04:55:04 PM
A workaround is to set an operation (harvest kidney etc.) and cancelling it once the prisoner has been anesthetized. This leaves prisoner stunned in his/her bed, allowing you to properly heal him/her.
#9
Bugs / Re: Negative experience? [Alpha 7]
October 04, 2014, 04:51:35 PM
Skill rust is something I expected, but skill rusting faster than it's building up, for example, from constant cooking may not be intended.
#10
Bugs / Negative experience? [Alpha 7]
October 04, 2014, 03:54:49 PM
I have noticed that whenever my skill 19 (his skills have actually reverted from ~200000 to ~195000) cook cooks meals, his experience goes up the normal amount, but after that it goes down slightly more or less the normal amount.
Similar thing is happening with shooting skill, it appears whenever character shoots or hits his exp goes up, but when he misses his exp goes down.
Is this a mechanic that I have not heard of or is it a bug?
Similar thing is happening with shooting skill, it appears whenever character shoots or hits his exp goes up, but when he misses his exp goes down.
Is this a mechanic that I have not heard of or is it a bug?
#11
Ideas / Re: Your Cheapest Ideas
October 04, 2014, 05:30:18 AM
First few really cheap ideas: The rocket launcher and napalm rocket launcher. They should be just matter of taking a basic frag grenade, giving it more range and ability to explode on contact and new sprite.
Next is little more complicated: using AI core as brain transplant. Because the AI core itself doesn't fit inside settlers' skulls, the operation should use just one shard of AI core. AI core which has been used for brain transplants can be no longer used as Ship AI. Additionally, having AI brain makes the settles super intelligent (+medicine, +shooting and +research) but leaves them as cold, calculative and empty shells of their past self (-social, -artistic and -growing).
Next is little more complicated: using AI core as brain transplant. Because the AI core itself doesn't fit inside settlers' skulls, the operation should use just one shard of AI core. AI core which has been used for brain transplants can be no longer used as Ship AI. Additionally, having AI brain makes the settles super intelligent (+medicine, +shooting and +research) but leaves them as cold, calculative and empty shells of their past self (-social, -artistic and -growing).
#12
Ideas / Re: Graves
January 06, 2014, 04:38:53 AM
Marked graves? Pfff, just keep your ''dear'' colonist corpses in gibbed cages inside dining room, that will remind rest of the colony to remember who is on charge.
Fear is excellent motivator.
Fear is excellent motivator.
#13
Ideas / Re: Battle stations and alert system
January 06, 2014, 04:35:36 AMQuote from: TechnicPyro on January 05, 2014, 06:48:08 PM
If there is to be something such as sirens, I would guess it would be packaged in the "Fear Tech" research spreading fear amongst colonists of the impending attack, giving them more loyalty towards the colony.
That is wonderful idea.
#14
Ideas / Re: Electroshock weapon (taser)
January 04, 2014, 03:04:46 PM
One thing that I think is bad in non-lethal and less than lethal weapons is, that when used en mass, player could just instantly stun an entire raider wave and have huge number of colonists.
#15
Ideas / Re: Battle stations and alert system
January 04, 2014, 03:01:51 PMQuote from: Trensicourt on January 04, 2014, 10:32:28 AM
Great Idea. I don't want my colonists to die because they are stupid.
That's what I thought. Single click of a button prevents your workers from derping outside during firefight and taking a bullet into their wall-eyed face.
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