Really all this game needs is an option in the scenario editor to disable fleeing. Its nice early game but late game when you have little to do trying to fight 50+ raiders or 100+ tribals to the last man would make for excitement.
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#1
General Discussion / Re: Do fleeing enemies make late game threats way to easy?
March 11, 2017, 09:40:23 AM #2
Ideas / Re: Changes to Map Generation, Faction changes, persistent world map.
March 09, 2017, 07:55:49 AM
I imagine in time something like this will come along. Generic outposts now are probley place holders for a better system. Being able to raid bigger cities/forts with a lot of people and turrets would certainly add to the endgame colony.
#3
Ideas / Re: Just make raiders open doors.
March 07, 2017, 09:30:24 AM
It use to be colonists had keys to the doors. Only they could use the doors nothing else if they were knocked out they couldn't use the door unless they picked the key up again. Same went with raiders if they got a colonist key they could use the doors. But that was forever ago it seems.
#4
General Discussion / Re: Nerfed medicine and heart attacks
February 20, 2017, 09:36:51 PMQuote from: Shurp on February 20, 2017, 07:20:26 PMIf you have to mod it to fix it its broke. That being said heart attacks can be a bitch if you don't treat it quick enough. Never seen someone die so fast in 10 seconds.
I wouldn't call it totally broken -- especially since it's not so hard to fix. Modding is fun!
#5
General Discussion / Re: How long does it take for you to plan out your base?
February 20, 2017, 09:35:11 PM
Kitchen/Freezer and the starting farms are the only thing that need planned out. Everything else just gets built where it fits. Only time I plan a base out is when I go full GlitterWorld colony like my current settlement and want everything in prestige order.
#6
General Discussion / Re: Is Rough the Most Fun Difficulty?
February 19, 2017, 08:50:42 AMQuote from: vampiresoap on February 19, 2017, 05:51:43 AMGet creative don't use kill boxes or turrets. Don't let your guards use snipers or power armor or any kind of wall just sandbags. Only use doors on bedrooms nowhere else. Force a challenge if there isn't one my current colony has forced Toxic Fallouts year round try that if the game is too easy.Quote from: PiggyBacon on February 18, 2017, 05:25:54 PM
I always go CC Extreme it adds excitement 24/7 and the sadness of having to bury colonists every few days. If you get attached to someone they've been around too long in my mind.
Yeah...but like, I managed to beat every raid even on extreme difficulties...without casualties at all. Heck, sometimes my guys didn't get so much as a scratch. It gets boring after awhile because you kind of get used to the routine...Spoiler alert, there's only a few types of raids...and they always behave the same way. You know all the counters after awhile. Like sniping siege equipment, kill boxing poorly armored tribals, shutting the door and waiting out boomerat/boomerlope packs...
And they come so often that you basically don't get to slow down and enjoy anything else.
#7
General Discussion / Re: Transport pod help plz
February 19, 2017, 08:45:16 AM
In terms of a station I just wing it. As for launching them in a group you have to build the launchers adjacent to eachother. Then just drag a box and select them all at once and load the group.
#8
General Discussion / Re: [Tutorial] Example colony for beginners (warning, text and pic heavy)
February 18, 2017, 09:43:27 PMQuote from: Stormfox on February 18, 2017, 09:06:41 PMAnd at last I found this thread. Many thanks for pointing that out now my colonists can have real fashion again.Quote from: PiggyBacon on February 18, 2017, 08:35:48 PM
I thought it was apparello the net/shoulder clothing looked familiar but it isn't updated to A16 far as I can tell. Maybe I'm going full derp and never noticed it was usable with this version.
Check the mod's thread, on one of the last pages someone did a quick fix update to make it work decently. The workstations have zero buildtime iirc, but that is not really important for it to function.
#9
General Discussion / Re: [Tutorial] Example colony for beginners (warning, text and pic heavy)
February 18, 2017, 08:35:48 PM
I thought it was apparello the net/shoulder clothing looked familiar but it isn't updated to A16 far as I can tell. Maybe I'm going full derp and never noticed it was usable with this version.
#10
General Discussion / Re: [Tutorial] Example colony for beginners (warning, text and pic heavy)
February 18, 2017, 05:33:20 PM
Completely unrelated sorry but what is that clothing the first colonist is wearing? It looks nice and something my richer colonists would wear.
#11
General Discussion / Re: Is Rough the Most Fun Difficulty?
February 18, 2017, 05:25:54 PM
I always go CC Extreme it adds excitement 24/7 and the sadness of having to bury colonists every few days. If you get attached to someone they've been around too long in my mind.
#12
General Discussion / Re: Trade caravans stealing equipment?
February 15, 2017, 09:32:01 AM
I tried with and without the Hospitality mod since I was experiencing the same problem. With it traders would steal stuff that was considered outside even from stockpiles. Without it they left it alone. Its a great mod to help improve faction relations but at the same time it makes me want to gun down every caravan I see.
#13
General Discussion / Re: Hide Colonist Bar?
February 14, 2017, 08:42:26 PM
Full Derp mode was activated apparently forgot to even look at the bottom icons.
#14
General Discussion / Hide Colonist Bar?
February 14, 2017, 07:50:09 PM
There use to be a way to hide the bar on the top of the screen. Is there some button I can't find that hides it or atleast fades it out? I have roughly 60 people between 3 colonies and it takes up a ton of room on the screen between that the Moody Chart and the resource bars.
#15
Ideas / Re: Possible multiplayer ideas
February 08, 2017, 09:42:23 PM
While the idea of multiplayer is awesome I just can't see it working in Rimworld.