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Messages - Thane

#1
That would probably be editing out the raids that say they have tactics. You should be able to do that in the scenario and not even have to text edit.
#2
So what you are saying is that torches should be an even worse fire risk. ;)
#3
General Discussion / Re: Deterioration change?
November 02, 2018, 02:16:19 PM
#4
General Discussion / Re: Mechanoid Rant
October 25, 2018, 03:38:22 PM
The M_T mods really make it alot better. No starting structures and no mech raids. YOu'd be surprised, but without the plasteel/component drip from mechs the mid/lategame is still difficult.
#5
The trenches mod because war never changes.
#6
Quite interesting. I've come to this conclusion as well. Lots of pawns with low quality gear for the best DPS without Cheese.
#7
I saw it once, but it was in a heavily modded game, so I chalked it up to interference. Never seen it in vanilla.

My question then is mods, or no?
#8
Bugs / Re: Prey kill predators too often
October 06, 2018, 12:33:25 PM
Quote from: viperwasp on October 05, 2018, 03:19:51 PM

3. Make it so the hunting animal gets a special ambush attack VS it's prey during a hunt. Stuns the prey target for long enough that by the time the prey starts fighting back it may deal some damage but not enough to kill or bleed out the hunter. Or maybe the Ambush just does increased damage or both more damage and stun effect. (However don't some animals already get like a stun effect? I don't know if that only hurting hunting? Or if it works when fighting human pawns too like during manhunt or berserk. I remember see this at one time? What I am trying to get at is I hope those animals are still original it was cooling that certain animals had special effects. So if they gave all animals a stun during hunting. The ones that already had a stun should have a longer stun. lol )

Note: In either case the Devs may need to play around with that percentage thing that Ison changed. It used to be 85% before and now it's 100%. It makes sense for it to be less than 100% because creatures of exact power don't often hunt each other. But I guess in extreme situations they might. Plus this is not real life so things can be different it's all up the Devs. This is one of those situations where I don't envy the Devs.

They do get a stun attack, but it's worse than an EMP on mechanoids, which we can already agree is relatively useless in all, but the most situational instances. There is no serious boost to attack, as far as I can tell, and they just basically get two free attacks, which is not enough to save most of the poor predators.
#9
General Discussion / Re: Making armor useful again
October 05, 2018, 01:49:37 PM
WTF? Rats are 20 pounds? What is this? The Princess Bride?

https://www.youtube.com/watch?v=OYj_krIHoLs
#10
Bugs / Re: Prey kill predators too often
October 05, 2018, 11:39:00 AM
Bringing this back to the fore as it is still a pretty annoying issue. Very immersion breaking at the least that our maps are scattered with the corpses of all but the largest predators within a couple seasons. Agreed that this is a balance issue and may be fixed by allowing smaller predators to have a much stronger first attack (ambush) when hunting, as a cat can be screwed up by either a rat, hare, or other small animal if they don't get the drop on them.
#11
General Discussion / Re: Making armor useful again
October 05, 2018, 11:30:37 AM
Quote from: b0rsuk on October 05, 2018, 12:46:56 AM
It seems like Rimworld colonists wear their organs on the outside. I don't know about you, but my brain is protected by a really hard skull. Destroying my heart is also not a simple matter of hitting me where the heart is - there are ribs in the way. But in Rimword, if you know the magic spot to hit, BAM instant death. You don't even have to hit hard. A rolled up newspaper would suffice.

It's a quasi-realistic system which in some ways ends up even less realistic (and annoying!) than simpler systems in most other games. Turtles biting your eyes, colonists fighting and headbutting someone's knee, predators on the map being the first to die (bleeding to death from wounds inflicted by herbivores).

The carnivores dying thing is really annoying. They should be easily overcome. A rat should not kill a cobra.
#12
General Discussion / Re: Making armor useful again
October 03, 2018, 09:42:57 AM
Daily Reminder that having a colony of disfigured cripples makes for a good story. /s
#13
Stories / Re: Medieval Colony
September 27, 2018, 08:20:25 PM
If you play Randy it doesn't often happen, but a moderate Cassandra will pull that crap right away. She's a bit more scripted and has some nasty tools she'll pull out to get the story to play like she wants it to.
#14
General Discussion / Re: Multiple Bases
September 26, 2018, 03:25:24 PM
If I do that I only have a couple pawns as the outpost and use pods to supply both bases. It digs into the margins a fair ways, but allows choice of terrain as well as a more hands off approach. Mountainous is best not only for res, but also for chokes to defend the mini base with traps and turrets.
#15
General Discussion / Re: Deterioration change?
September 26, 2018, 09:21:01 AM
This was removed? Why would Tynan do that? A worn out thing should be worn out. A rusty and abused masterwork sword should be arguably worse than a brand new normal one and old guns should jam and if a vest has a bullet hole well there's always the chance that a bullet will again find that hole.  :/