Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Yodarkore

#1
General Discussion / Re: Most tamed animals are garbage
September 06, 2016, 08:20:06 PM
Quote from: Yodarkore on September 06, 2016, 08:01:35 PM
And how are we supposed to deal with bonded animals to a very unskilled pet handler? They get a debuff "i should be with my pet" [...] How is this feasible without modding it???
Quote from: Serenity on September 06, 2016, 08:15:17 PM
If you don't want them to get hurt just don't use them in combat. This mods helps with that:
https://ludeon.com/forums/index.php?topic=24422.0

So it is modding the game then, no way in vanilla as i suspect, and i do also use this mod since a couple of game to avoid unecessary season long mood debuff "my pet died"... Needless to say, i was pretty careful not letting the pet handler dying, i dont want a bunch of mad animals poping in the middle of a raid just because their handler died, it also happened to me once in a game, luckly i wasnt in perma death mode, so i save scummed (that time, the pets were a warg and a cat that went mad at the very moment the handler died)..

Quote from: Serenity on September 06, 2016, 08:15:17 PM
I just had a polar bear self tame :) We'll see how that goes. If I could only get it to snack on all the frozen corpses...


I don't think the pet master needs to do the teaching. The master is the one the pet follows. You can have another pawn teach it stuff.

To be the master of his own pet, the so called master is supposed to have 4 to 6 points in "animal handling". Until that, the pet is only "bond" (for starter animals, and i like to play tribals yet, so its 3 free pet from start, all bonded randomly to different pawns). So when you reach obedience 1/1 *bim* debuff. My poor scientist had only 2 points in it and no passion in animal handling at all. He had a -5 debuff all game long since he was never able to reach sufficient skill and i couldnt divert him from research/medical/cleaning stuff. My "skilled" pet handler went to 16 points in animal handling, and still never managed to train a pet to haul (it was like 5/8, before i had to reroll game to the A15c patch). And as the pet trainer, he gets all new tamed pet bonding sooner or later, wich is both good and bad..
#2
General Discussion / Re: Most tamed animals are garbage
September 06, 2016, 08:01:35 PM
Back on topic, Im really curious how you guys can have 10+ animals trained for hauling, even with a very skilled pet handler, it takes forever to train (low success rate) i never managed to get a fully trained pet for hauling before it dies screening some raiders. So now, i just dont bother trying taming any animals, I just slaughter them for more food, especially when they self tame. I did have a game where i had 2 wolves and a bear, it was pretty and cute: the bear self tamed, and i had a wolf from start (as far as i recall), I succesfully tried to find him a female, and then got a puppy a year later, but next to useless since they didnt fight really well (the pet handler was a sniper), and when i managed to get the "release animal" option, they almost died several time, and lost limbs. Do you all play on chillax phoebe basebuilder easiest setting or what??

The bear have a bunch of HP so it helps survive friendly fire: 2 out 3 injuries on them are friendly fire. Imho, best is to slaughter the smaller one, and sell the self tamed one before they get bonded to anyone, and parking them in a "safe" zone near the base waiting for the next trader...

And how are we supposed to deal with bonded animals to a very unskilled pet handler? They get a debuff "i should be with my pet" and no way to get rid of it since that pawn (lets say my medic/researcher as an example, as it happened to me once) have lots of things to do way more useful for the colony rather than failing all day long trying to tame squirrels while the pet handler pawn try to learn the said pet the occult arcane of hauling since he wont have sufficient level until (in game) decades (yes decades, maybe even a century, not years nor seasons not even days) to have sufficient level to be the master of his pet that got obedience to the pet handler. How is this feasible without modding it???
#3
Outdated / Re: [A15] RT's Weapon Pack
September 06, 2016, 04:14:24 AM
Does the guns have been nerfed down in order not to get one shot on day 3? Anyway good job keeping this mod up :)
#4
General Discussion / Re: Introduce yourself!
August 26, 2016, 05:54:17 PM
Hi there.

I'm Yodarkore, 36 years old, from France.

-What introduced you to RimWorld? Or to this style of game in general?
I'm fan of strategy games and city builders since i'm 7 years old. I used to play sim city first of the name, really liked it, then civilization, then a ton of games. Nowaday i got bored about modding Stellaris and Hearts of Iron IV (trying to improve the poor end game AI that was giving no real challenge, sadly.. :/ ) so i looked for a new builder. I was already owning Factorio (wich i like it a lot) and one of my steam friend was already playing rimworld, for days. So i reviewed the game, was hesitating, and asked him if he liked it, as that friend have some similar tastes regarding strategy/builder games, and he told me he was fond of this game. So i bought it (on steam), and now i really enjoy it.

I'm used to design some mods, and i really like games wich we can user friendly mod them, wich seems to be the case for Rimworld. Altough I'm still learning the game on vanilla, there is some mods outhere who are very appealing, and that could really fit in the "core" game without (imho) denaturing Tynan's initial project and vision of his game (QoL mods especially)

So far, my best epic fail is all my colonists dying on day 9 with Pheobe storyteller on pu**y erm easy mode, from heatwave since i tought making electricity (and coolers then) would be much more complicated and material requiring than it is.

For breakfast? Coffee please, i'm not hungry yet!
#5
Quote from: kaptain_kavern on August 26, 2016, 09:12:20 AM
I made a list not so long ago : https://www.reddit.com/r/RimWorld/comments/4xozk4/looking_for_mods_that_expand_gameplay_without/d6h9loh

All i was looking for! I did try your mod "a dog said" even if i dont need it, at least yet, (with the cats diversified compatible mod, moar cats ftw! :p ), I could be really in a bad mood and go for a rampage if i couldnt save my favorite husky! :)
#6
Ok thanks for replies. It is what i was expecting for, as usual for any steam workshopped game. So far I'm getting my hands on vanilla altough it is very tempting to get mods. Any suggestions on some "must have" mods for quality of life, and that is not too cheaty: I tried the prepare carefuly, altough very neat to create my own colonists, i feel its is rather cheaty to put them in best shape to colonize that rimworld so i went back to vanilla until i really feel i need a mod, i'm still learning the ropes, got heatwaved on day 9 because AI recognized i didnt understood how to build conditioners :p
#7
What's the difference between subscribing mods in the steam workshop and manually downloading them?

Is that only related to saved game corruption? I'm used to mod a lot in other games, so I dont bother upgrading mods as I can usually upgrade them myself. Steam workshop insure latest mod version to be available, but so far, (im new player here), i read in multiple places its safer (for this game) to manually install them. Toughts on it?

Edit: Typo
#8
Hello.

Just to say it is painful to register and post on this forum because of questions made only for fluent english speaker... I had to google to find solutions and get registered here, and i used to consider myself a decent english speaker, as I'M NOT english or american.... So find another way to prove you are not a bot to register, like a good old captcha, but stop questions done only for native english speaking people...

My 2 cents...