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Messages - Likif

Thanks for mod! Quality of life +5
Hey Britnoth, any progress on better AI for A17? Or are you going to wait for future versions? I am not too keen on starting any game without your AI modifications.
Quote from: Britnoth on March 01, 2017, 02:31:25 PM
SID if working correctly should have them picking a target it can hit and injure, and sometimes attacking in melee if you move too close to them.

Did they rush you in melee while you were not expecting it? If you get chased down in the open without defences, even 2 scythers can mess you up.  :)

I can confirm they definitely did, killed one of my colonists in one blow. :(

Also, psychic ship mental debuff works now.

There might be an issue regarding claiming ownership of abandoned siege camps. Occasionally I can do it, but most often not, even when the raid is long gone. However, I don't know if it is because of SID, haven't tested it in isolation.
Unfinished / Re: [WIP] Britnoth's experiments thus far
February 28, 2017, 05:49:27 PM
I think maybe scythers should be worth more raid points, or whatever the value that determines raid sizes is called. I just had two centerdrops. One with a dozen shiv-armed pirates who I dealt with easily, and then another with two scythers that killed two of my seven colonists and downed a third before they were downed.

I don't know how specific this is to SID, but I think switching to scythers only for mechanoids has revealed that they are in fact underrated in terms of how difficult they are. Just a thought.
Unfinished / Re: [WIP] Britnoth's experiments thus far
February 27, 2017, 01:45:42 PM
Well, I can confirm that scythers are much more dangerous. A bunch dropped on my colony yesterday, and one of them broke down the wall to an Ancient Danger that held more scythers. RIP colony
Unfinished / Re: [WIP] Britnoth's experiments thus far
February 26, 2017, 11:19:52 AM
Also, SID removes the mental debuff of a psychic ship.
Unfinished / Re: [WIP] Britnoth's experiments thus far
February 25, 2017, 08:03:08 PM
Hi Britnothm, using SID along with some other mods I only get scythers as mechanoid enemies, no centipedes. Is it SID or some other mod, and if so, is it intentional, and if so, why?
ohhh... I must have messed something up, because the first time I used the mod, the centipedes died instantly. That makes sense if they were not even supposed to be in there. Please dismiss everything I said.
Last time, it was about 100 scythers and 100 centipedes, I think...but they stayed put, letting me whittle them down, until a raid took out the rest, along with some of the raiders. :D
Hi Britnoth, I've been playing with SID and Pandora Dark Extreme in a long-running game where I'm currently up to 33 colonists or so.

So the raids: I get about a billion zillion raiders (I guess about 200) with each raid, and every time they could utterly stomp me and end my colony. But inevitably at some point, they either decide to kidnap any downed colonists or just to be satisfied with the relatively meager damage they have done compared to my colony size.

I don't know if something could be done to make the raids more committed?

Also, Pandora Dark gets silly after a while, as you can maybe tell.  ;D
Planting IEDs all around crashed alien ships before I pop them makes short work of the contents. Maybe have them pop if someone comes really close as a solution? That would also deal with the 'enclose ship in walls with a single exit'-strat.
Ideas / Re: Fog of war
January 13, 2015, 05:22:31 PM
As I wrote in my thread here, Rimworld currently has very little to challenge the player once the kill box is up and going.

Fog o' war would make physical sense, fit right into the game mentality, and increase the challenge.
Ideas / Re: Dynamic Personalities?
January 13, 2015, 11:25:24 AM
I like it. Total War games have this, it adds significantly to the characterisation of the, um, characters, because their history is written in their traits.
Ideas / Re: Fog of war
January 13, 2015, 11:23:30 AM
Ideas / Re: Prisoner exchange/ransom
January 02, 2015, 07:48:11 AM