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Messages - roben

#1
Maybe social fights could be grouped in intensities:
Low: Fistfight
Medium: Fists + Teeth
Serious (Psychos+Drugs only?): Everything including weapons

Or, as East stated, provide some counter measures to reduce pawn aggression.

As a quick fix for 1.0, though, less biting in social fights (for non psychos?) would be great.
#2
Quote from: roben on August 18, 2018, 05:56:06 AM
I noticed very frequent body part losses due to social fights.

It happened again. I did not really play much since the last post and I can't remember another social fight occurring since then.

[attachment deleted due to age]
#3
I noticed very frequent body part losses due to social fights. Could this be reduced to more bruising and less ripping? I mean it's bad enough that the dudes have to heal afterwards, but replacing lost limps caused by bad personality just sucks ;)

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#4
Ideas / Re: Your Cheapest Ideas
August 05, 2018, 10:24:56 AM
When creating a caravan, default to the pawns (and items?) selected for the last caravan. Deluxe version: Select previous setups from caravan-history.
#5
Ideas / Re: Your Cheapest Ideas
July 21, 2018, 02:50:27 PM
Being able to create and select colonist groups would be a huge QoL improvement. This way you can select your militia quickly and don't have to filter out those nasty pacifists every time a raider comes by.

This https://steamcommunity.com/sharedfiles/filedetails/?id=704181221 already implements it, but sadly it needs a fresh game and adds other stuff to the vanilla game that's not really related. And it currently does not work with 1.0 ;)
#6
My current colony is in the desert, which is a rather tough biome due to heat (including reduced open air growing time), nearly no vegetation and wild animals, a lack of wood and sand patches where nothing can be built. But that's why I chose it ;)

Anyways, I noticed during this play through that Power Armor gives a rather poor heat insulation, despite its high tech fanciness. Not sure if this is intended and why, but imho it makes those hot biomes even harder, but not in a fun way. I recall that this was different in earlier versions.
#7
Oh, thanks. I did not notice know dragging stuff was a thing in Rimworld's UI and I never noticed the hint above the gear list... I wonder what else I missed :)
#8
I just had a colonist die in a caravan due to heatstroke. There was nothing I could do about it, besides watching him die while the caravan tracked on. Something like "Take of your armor and put on the other guy's cowboy hat" or just "Stop and seek shade, travel at night" would already have helped. I don't think it's a bug but also it doesn't feel like a rewarding play experience. What do you think?
#9
But nevertheless, is it supposed to drop to -75 directly? Not -15 or so?
#10
I rescued a rescue pod survivor but as she did not ask to join after treating her, I captured her. Her factions goodwill though dropped from 0 to -75 immediately. Not sure if it is intended that way. See attached screenshot.

Savegame: https://www.dropbox.com/s/4t4ssolwi2ict7k/Equal%20Federation%20of%20Tedora%20%28Permadeath%29.rws?dl=0

[attachment deleted due to age]
#11
Stories / [1.0] Playstory - Naked and afraid
June 17, 2018, 11:45:49 AM
Hey there, I just wanted to share my first playthrough with 1.0. The Naked Brutality Scenario looked interesting, so I gave it a try. Here is how it went:

I started with Nana, a mediocre builder, crafter and doctor. These three skills I thought where most essential to survive. She had one point in growing and did not do any cooking, but scavenging brought her through the first days. Still naked, though, because she could not do any butchering to make clothes. The worst thing that happened to her was a short but intense fight with a mad rat.

And then, finally, a refugee called Roy arrived - chased by a raider! And as it turned out, he was Nana's father and skilled in all the things Nana could not do, but not being able to doctor and tend and being a crappy constructor in contrast to her. They both where a perfect match and things started to look promising.



But, as always, it didn't go as planned: Both succeed in incapacitating the raider but were injured during the fight. And, instead of being happy and tending the wounded and healing properly, I let Nana, already struggling with an infection, quickly fix up her father and hastily set up a prison in an existing structure in order to recruit the raider, too. Nana, barely conquering the infection, went to bed as soon as possible, without even tending to the captured raider. Long story short, she died with 95% immunity by her infection.



The raider died shortly after, because nobody was able to mend his wounds.

Shortly after, a single person raid occurred and spawned directly in a group of friendlies wandering by. They incapacitated him quickly and moved on without making a fuzz.



Still, nobody was there to cure him, so he bled to death, too.



But Roy lived and bravely continued his daughter's work, though nearly devastated by his loss.

(Fighting sadness by playing horseshoes with your dead daughter and a random dead stranger:)





Next try, a rescue pod dropped with a promising new candidate.



Roy didn't even try to fix him.

But the uninjured willing-to-join wanderer with doctoring skills will come by eventually, right?

Right?

No. But a mad muffalo came.






And then suddenly, a new hope:



Nope, too late.



What a stud, too:



Because of his lightning fast movement speed, this episode did not last long:



An finally, the end:



Best play-through ever, and I had many :)
#12
Bugs / [1.0] Faction name - That name isn't valid
June 17, 2018, 07:28:53 AM
The autogenerated faction name may be longer than allowed. See screenshot. After changing it to "Humanlike Federation of Edth", it was accepted by the game.

OT: The Naked and Afraid scenario rocks :)

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#13
> alpaca [...] no longer nuzzle

But why? Real life alpacas nuzzle all the time! Plus, this change made my wife sad.
#14
Done. Was quickly reproducible: Start on big monitor, quit, unplug, start on built in retina display, game either crashes (rimlog1.txt) or completely locks up (rimlog2.txt) when dots are shown.

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#15
Outdated / Re: [A17] TiberiumRim v1.3 - It evolves!
July 15, 2017, 03:14:40 PM
Thanks for this great mod, really impressive!

But, after playing some time I am wondering what to do. What is the intended way of dealing with tiberium? Is it possible/intended/reasonable to try to clean the whole map? Or should I just wall in my base and live with it?