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Messages - LustrousWolf

#1
Quote from: Koek on August 03, 2018, 07:57:50 AM
@LustrousWolf

Doorpeeking is not a bother tbh and ofcourse I get pawns who got hit off the battlefield straight into my hospital. I'm just a bit salty about getting shafted by every mech raid today I guess. I just needed to let off some steam and get my frustration flowing, hoping for some feedback.
Your feedback is appreciated and you are right on most things. Ofcourse I don't ALWAYS have such bad luck, but today is just miraculously bad for some reason. I blame the new armor mechanics :)

I'm playing rough and I expect some difficulty. Maybe I should try extreme a few times, maybe it'll make me go back to rough with a few sighs of relief :))

Perhaps I should just deal with how the game works and, for example, stop treating some things as cheesing like staying poor(ish) to have a bit easier raids.

Anyways, thanks for the replies. I need to find a new kidney somewhere and get some bionic legs going.

Cheers :))

Yeah playing 1.0 I have had a few bad moments as the game has changed but I am learning and finding it fun so just keep playing and you will learn what has changed and how to deal with it all, like the new armor mechanics for example :)
Have fun :)
#2
Quote from: Koek on August 03, 2018, 07:16:13 AM
Quote from: LustrousWolf on August 03, 2018, 06:45:41 AM
Sorry to say this but I feel like you may be new to the game? Try making armor and cover (sandbags, walls, doors, chunks) for your pawns it is very good at saving their lives, especially their limbs too. The only times I have lost limbs to mechs in 1.0 is when I personally made a mistake. I feel like mechs are at a good point in 1.0 unstable, maybe a little too easy still in my opinion now as melee is good viable tactic in dealing with mechs (in small numbers) emp nades are also a very big help in dealing with mechs. The biggest threat in the game for me is ants still. They always seem to be what set my colony back.
Also mechs are supposed to be devastating enemies to fight, they are robots from space!
Although I do feel like mechs should be stronger than ant armies :o

Armor > hyperweave button shirts, hyperweave or devilstrand dusters, flak pants, flak vests, war masks + marine helmets when I can afford them. Everything good or higher quality.
Cover > sandbags + granite doors/walls, small + medium gun turrets.
Cheese > doorpeeking
Emp grenades > yes
New > no

Perhaps it is me just being cursed with shitty rng and bad luck, but the last few mech raids I lost bodyparts. Now this isn't THAT big a deal since I can put some bionic parts in, but it just feels I get hit more than I should using the setup I use and when I get hit it's some bodypart gone.

Normal raids don't stand a chance atm. I'm not in a mountain so bugs are not an issue. Just the mechanoids, shooting off limbs and intestines every raid.

I lost a colonist to getting storytold straight in the heart with a greatbow yesterday and although I didn't like the loss I felt it being part of this story. The mechs are just a bit too OP I feel even though they are robots from space.

I would expect these results playing on extreme or something, not on rough with a solid defensive setup.
Maybe I'll try a killbox from now on or just start gifting everything I don't immediately need to stay poor and get smaller, more manageable raids; tactics I tried to avoid till now.

My main frustration is just, fun draining rappidly if this is how it's meant to be.

Ive never used hyperweave for clothing. By the time I have built the ship or caravaned to it to escape I have only got around enough hyperweave for one duster, so then I tend to just make cowboy hats with it and sell them. I tend to have thrumbofur or devilstrand clothing near end game. For armor I tend to go with flak armor (not flak jacket because dusters are much better) and end game I will get the power helmets, already escaped before I can make power armor.

Also, not sure how your pawns loose limbs with those kinds of clothing matieral and armor in one shot, are you sure they are not getting shot in the same place twice by a lancer? Because lancers tend to be the reason your pawns will lose limbs, but a few updates ago they do less damage and fire faster now I think? So they are less of a problem now for losing limbs, just gotta take them off the battlefield as the limb goes red in the health tab so another shot does not shoot it off :D Or maybe you do just tend to have bad rng haha

I think door peeking will always be a part of rimworld, especially when tough raids start to come and they over run your defences, thats just how rimworld tends to get, unless you can somehow surround the enemies that will be my main tactic in making them flee, as they will not have cover from all sides and go down pretty easily then.

I am not in mountains either anymore but bugs still spawn out of tiny mountains roofs no where near my base and cause more problems than mechs :D

Also, as Tynan said, this game is about loss and recovery, and you will have to learn about how to deal with your now limbless pawn :)
#3
Quote from: Koek on August 03, 2018, 06:34:44 AM
Yea, a little frustration here but, do mechanoids really need to destroy some bodypart with every hit? I don't really like being forced to use cheese tactics.

I'm in a bunker, but every time I open the doors to get some shots in somebody loses a limb.
This is getting annoying pretty fast.

This isn't story telling, this is lame.

Cheers :)

Sorry to say this but I feel like you may be new to the game? Try making armor and cover (sandbags, walls, doors, chunks) for your pawns it is very good at saving their lives, especially their limbs too. The only times I have lost limbs to mechs in 1.0 is when I personally made a mistake. I feel like mechs are at a good point in 1.0 unstable, maybe a little too easy still in my opinion now as melee is good viable tactic in dealing with mechs (in small numbers) emp nades are also a very big help in dealing with mechs. The biggest threat in the game for me is ants still. They always seem to be what set my colony back.
Also mechs are supposed to be devastating enemies to fight, they are robots from space!
Although I do feel like mechs should be stronger than ant armies :o
#4
Is the steam version no longer being updated? Says it is version 1.1 still?
#5
Quote from: NoImageAvailable on June 20, 2017, 05:06:40 AM
Quote from: Evelyn on June 19, 2017, 09:37:10 PM
Quote from: XeoNovaDan on June 19, 2017, 05:44:26 PM
The bionic arm problem is a vanilla issue and therefore has nothing to do with Combat Extended. Unless NIA makes significant changes to the bionic system or Tynan himself makes some form of changes to bionics, it's going to stay that way.

Would it be possible to just make it so that the shields are worn on the arms instead of the hands, then?

Yes and in fact that's the solution I implemented.

Glad to hear there is a solution to the problem :) Can't wait for version 1.2! :)
#6
Will the bionic arm problem be fixed in version 1.2 of the mod? Only reason I am holding back on using this mod at the moment >.<
#7
Quote from: AllenWL on June 18, 2017, 07:35:15 AM
You know, I think it'll be really nice to have a 'execute' command or something that can be used on a immobile pawn which has the soldier attack a fatal part(like say, a brain) with 100% accuracy, but only on immobile pawns, so we can kill prisoners and downed raiders in-mass without wasting too much time or ammo. If it can count as a execution to avoid 'prisoner died' it'd be even better.

I believe there is already a mod like that, allowtool I think it was? If you are looking for somthing to finish off immobile pawns/animals
#8
To add to the raiders and grenades thing, the raiders dont take into account that grenades produce shrapnel, the amount of times ive had raiders throwing grenades too close to themselves and giving themselves brain damage is unbelievable haha
#9
The game breaks whenever I raid a non vanilla faction no idea why heres the log: https://gist.github.com/HugsLibRecordKeeper/6189592a7aa633f3721e36abd9e61608
#10
It crashes my game when ever I raid a non vanilla faction, the one I tested was the Orion Installation from Glittertech. It will crash if I start the raid with the ship or even if I raid by foot. I can still Visit and trade with the ship with non vanilla factions i just cant raid them, at all :(
#11
Help / Re: Cant fix this error?
March 26, 2017, 03:02:24 PM
ive tried to recreate the error with tame and hunting on the same animals on another save and the game is working. im not sure what i should do? i dont want to start again to have the game crash again..

edit: the save that was broken is now working with the error still there but this time i have it in windowed mode and not fullscreen? how has that fixed the error it makes no sense xD
#12
Help / Re: Cant fix this error?
March 26, 2017, 10:34:19 AM
It wont let me play the game tho. I load up the save and it goes from 144fps down to 1fps every 3 seconds making it unplayable hence why i came on here asking if anyone knew how to fix it?

#13
Help / Re: Cant fix this error?
March 26, 2017, 07:45:20 AM
Quote from: RawCode on March 26, 2017, 07:20:42 AM
need screenshot in less resolution, i still can read it with some effort.

logfile can be found inside blabla_Data folder.

left click on the image it brings it up bigger, i can read all of the words? if not ill get another screenshot for you
#14
Help / Cant fix this error?
March 26, 2017, 06:05:03 AM
https://gyazo.com/88835bf14e7c22ca7dc04b9ebf444407

Anyone know what this error is and how to fix it? is it possible to save my save :(
#15
Releases / Re: [A15] sd Mods - mostly stuff
October 24, 2016, 06:36:44 AM
Medic addons will work with EPOE right? As EPOE does not change the medical bed stats correct?