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Ideas / Re: Got the answer to the "Which colonist does what job" thing
« on: February 15, 2015, 08:20:14 AM »
I still would prefer being able to assign jobs to certain people but i guess this would be a good alternative if the other way is to resource heavy.

What does it matter who does it, as long as they have the required skill to do the job?

Yea, plus min-skill bills would be a bit more versatile. You could arrange just about anything you want with a bit of personal-skill priority management mixed in. Although having both would be even better.

Ideas / Re: Cassandra "Serious Challenge" Some thoughts.
« on: February 15, 2015, 07:55:49 AM »
I completely agree with you. Still after playing her awhile you'll come to see that every action you take has more or less a equally substantial reaction from Cas. So in that sense she can somewhat be "managed"(on challenge difficulty or lower). This "story teller" system is a very odd but very interesting way to challenge the player regularly. But sadly it has plenty of downsides and the biggest one is simply that the player will never be rewarded for doing well. In fact, you could argue that the only instances where the player gets "rewarded" is when we play like shit, simply don't have experience with the game, or haven't yet learned to play by their twisted rules. In which case you'll have loads of injured people, no food, half you base burnt to the ground and Cas dropping candy from the skies quite regularly.

On serious challenge my main issue is the immediate massacre of your guys right from read-set-go. This doesn't always happen but so far... maybe 70% of the time you're basically boned after about 30-40 minutes. So you could spend literally hours and hours just trying to find a salvageable game to get to the actual "manageable" part.

Warning, filth incoming,
I think I finally have an answer for this conundrum. Rename serious challenge on Cas to serious mess, clusterfk, joke, asshat or anything else that would let you know that "hey buddy, this isn't Cas your playing". This is is a utter train-wreck. Impossible and no challenge at all rolled into one beautiful ball of rancid muffalo pies.  She's an angry sex starved middle aged widow with multiple personality disorder. One loves you and the other loves to hate you. She'll give you everything ,nothing, and anything BUT a "challenging" experience. 

At the very least you'd be ready for loads of bs. Kinda like you are with Randy :P

Ideas / Re: tent for outside?
« on: February 15, 2015, 06:37:01 AM »
Didn't give it all that much thought really before posting. So not really mod territory but who knows. If your lucky he'll add something with similar properties to work with. If not, maybe dlc :) Use tents for our own guys when they attack those other bases after landing. Kinda wish we could already do that but that's another thread :P

« on: February 14, 2015, 01:14:58 AM »
I could be wrong but I think the latest version doesn't need the modconfig.xml reset. Not sure what mod you're using though. I've never need it. But that's besides the point.

Are you activating the mod after you install it? Click on "Mods" in the main game window and select the mod to activate it. Then restart the game and play. Good luck

Ideas / Re: tent for outside?
« on: February 14, 2015, 12:56:30 AM »
Sounds like mod territory honestly. Interesting idea though. Options are always nice :)

Edit: Just had a thought..... erm... I think it was..... YEP it's a thought.
What if visitors brought and pitched tents instead of roaming aimlessly around your base? Meh..., still a mod but it's an idea lolz. Least you wouldn't have it cluttering up UI build slots but could still have a way to acquire them if you really wanted.

Outdated / Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
« on: February 13, 2015, 07:47:12 PM »
Just thought I'd drop in and say thanks! This one does what it says on the tin, no more and no less. Just the kind a like :P Added that lil-something I missed from DF. A bit of ore progression without "new" metals and items that players may or may not want coming along for the ride. Simply put... it's JUST right. Thanks again!

Edit: As mentioned above, increasing the base metal amount to 30 for the furnace or the electric smelter(I changed the electric smelter for that progressive feel) does make a huge difference in whether this mod takes over the beginning of your game or not. Love that I have some other use for wood though.

Need better methods for that clothing buring.. that's just a workaround.
1. Add an advanced clothing filter to the crematorium which has all clothing with material types. Somewhat like the current stockpiles but material headers.
2. Allow ANY action on forbidden items if it's chosen by the user directly. This should already be part of the forbid system and it's plain idiotic that it limits the user directed orders in ANY way.

Hell, I think both are almost necessary. Just my 10 cents though or maybe 30 cents. :P

General Discussion / Re: Efficiency: What do you do with Colonist #3?
« on: February 13, 2015, 05:26:32 PM »
Depends on region, temp, derelict buildings, and size of nearby hills/mountains if any.

Here's my priority preferences on colonists, at least the important stuff(Sure wish it was 8 points instead of the 4 point scale though)

Colonist #1 = 2Fire, 1Surgery, 2Patient, 3Warden, 3Cook, 3Grow, 3Cut.
Colonist #2 = 1Fire, 4Surgery, 1Patient, 2Build, 2Cut, 3Repair   
Colonist #3 = 1Fire, 4Surgery, 1Patient, 3Craft, 3Haul, 3Clean, Anything Else that's needed

No mining? Nope Had my fill of underground living in DF sadly. At least for the time being :) Pretty much everyone is mining 4 if it's needed.

General Discussion / Re: RimWorld change log
« on: February 13, 2015, 04:23:21 PM »
Looks like A9 is really shaping up. Actually starting to look forward to it instead of dreading new bugs and balance like normally would. May overwhelming forces of perfection and insight flow from you shit through a goose my friend  :o

Ideas / Re: Assignable workbenches (with poll)
« on: February 13, 2015, 04:05:30 PM »
If it's a choice between different crafting additions. Then I'd likely choose this:

If he want's to do both. Then it's a definite, yes both please :)
Just saying if he could add them both without turning the crafting options window into a total clusterfk to sift through it would be nice. Not crazy about another stockpile window.

Never was too crazy about the window in general to be honest. Just can't put my finger on the what it is that bugs me. Maybe that and the fact that you can't put amounts directly in with the numpad?

Ideas / Re: Skills Modification
« on: February 13, 2015, 03:37:21 PM »
increasing skill should also take longer. No one turns into a master in a couple of weeks nor any master forgets its trade after a couple of weeks without working.
That to. Especially shooting and plant-work. Everyone's a god after a few months it seems  :o

Ideas / Re: Skills Modification
« on: February 13, 2015, 03:32:48 PM »
Think it bothers quite a few people. The degrade needs to start after a day or more passes without that skill being in use. Agreed.

Outdated / Re: [MOD] (Alpha 8) Modular Tables (v.1.42)
« on: February 13, 2015, 03:29:09 PM »
Yea no bigy. Only the incredible anal person would even notice it. Just leave it to me  ::)

Outdated / Re: [MOD] (Alpha 8) Modular Tables (v.1.42)
« on: February 13, 2015, 12:22:58 PM »
Just an observation. If the goal was to have the table balanced in relation to the default tables, they may need their beauty numbers lowered.

It essentially takes "four" of your tables to compare to default small table. Pretty sure it's not seen as one object as far as beauty is concerned. Correct me if I'm wrong.

Short version:
Your table with 4 put together=32 beauty
The default small table using the same space=8 beauty

Disregard this entirely if this was what was intended of course :)

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