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Messages - ctgill

#1
General Discussion / Re: FLASHBACK: Gibbet Cages
December 25, 2018, 07:49:04 PM
Ahhh the good ol days, I bought Rimworld around then and remember the cages fondly. That and planking. (The wood plank overhaul not the old meme)
#2
Largest maps for me have always been derailed around the 5-6 colonist mark due to just slowing down due to progression. I play mostly 3x speed then pause to build / then resume. 3x speed on larger sizes I certainly feel the slow down I believe bottlenecking off my i5.

Smaller maps however certainly feel claustrophobic when you hit the 8-10 colonist point.

Planning for the distance to map edge though by increasing colonist walkspeed through a scenario to 150% or more I feel is an adequate counter to some of the points made in this thread about the distance being too good for defenses. However if calculating pawn movement at high speeds is causing my slow down like I suspect, this also seems like it wouldn't help. Just a thought from reading the other posts here on this.
#3
Releases / Re: [1.0] Multiplayer
December 25, 2018, 07:15:04 PM
I've always been skeptical of the multiplayer mode for Rimworld anytime it's suggested I usually brush it off like most. However after seeing what it added to Prison Architect the ability to share the experiences of having to deal with trouble prisoners and other such events that story wise are nothing compared to a Rough Random Randy run... I'm open to changing.
#4
Ideas / Re: Sappers and undiscovered rooms
August 05, 2015, 06:58:40 PM
Quote from: NemesisN on August 05, 2015, 04:35:03 PM
Quote from: Jimyoda on August 05, 2015, 02:37:48 PM


Opinion: I can deal with sappers tunneling into my mountain base because I made it close too the mountain edge. However, I really don't feel that sappers should be aware of undiscovered rooms or undiscovered open-sky pockets.

Suggestion: If sappers' knowledge of undiscovered mountains won't be changed then I request that the player gets some kind of nifty tool to scan a small section of mountain to reveal what's inside. Such a tool would be available only from traders or locked behind a research wall.


I agree with this

A researchable mountain sonar thinger? (I'm a very technical man clearly.) that one places right up against the mountain yet uses a Buttfkton of power? (I also do believe that's a standard unit of measurement) that would then scan x blocks into the mountain? detecting maybe valuable metals and or ore pockets? BUT SURPRISE! Some ancient hibernation rooms are shielded to look like nothing more than mere solid rock? oh ho ho. Pesky ancients. 
#5
Ideas / Re: Different Planets
August 01, 2015, 07:56:10 PM
Only if....

Two words.

Endor

Hoth.
#6
Quote from: Wolfen Waffle on July 31, 2015, 06:20:26 PM
If this becomes a thing I'm giving up on guns & melee and just using OP goblets.

Goblets? Nah it's all about that big brute with a lash and shotgun wielding midget for backup.
#7
Easy, ransom him back to the pirate faction. Piece.. by piece. Start with a left leg, then a left arm. Possibly a left eye. Go for every left piece until there is nothing left of him. When they inquire about his health execute him on comms and tell their messenger "He's all right now."
#8
Ideas / Re: Pawns are waaay too slow
July 31, 2015, 07:49:28 PM
I'd be interested in seeing a mod or choice on playthrough launch in being able to pick day length  (eg; short, medium, long)

On one hand they seemed short at first when I started playing back in A4? Now I just have sort of adapted now I know my limitations on what I can reasonably expect a colony to do at X amount of people. Like when you first land with your 3 people if you have someone at 5+ construction you can very simply set up a 8x8 with 3 wooden beds and possibly get even a wind or solar up + battery with temp going (if you really micro manage that first day) so long as you didn't choose some place to settle too far away from ground zero.
#9
General Discussion / Re: Your attack squads/layout
July 30, 2015, 06:48:11 PM
Take the one colonist you wont mind losing put the best shield you can find for him. Use it. Armor, helmet, use it.

Now take your best shots and note the ranges on their guns. Move them to cover at their max ranges (or within 2-3 blocks of it, prioritize cover > max range) (You can move back cover to force the enemy from theirs, the AI is aggressive like that)

Now use your shielded up colonist that you won't mind losing because they have a mood disorder or are abrasive, or always seem to be having a breakdown. Whatever have you, maybe they scare the children. Doesn't matter. Dance them around from cover to cover while your good shots with ranged weapons do the rest. If the enemy group has brawlers, you brawl right back or prioritize shots on them.

I've found that a trigger happy with any form of mini gun even shoddy quality is great just for getting damage out.

I usually take my best shot (so long as he doesnt have issue with bionics) and slowly turn him into the million silver man. Get him the best rifle money can buy. Soon you'll have a guy plinking off raiders 1 shot at a time.
#10
Off-Topic / Re: Windows 10
July 30, 2015, 05:55:09 PM
But how does Rimworld run on it? :D
#11
Upon waking I pop open the changelog as I so often do just to see what the forecast holds as it were. What do I see, "Added Heart Attack"

Instantly I get traumatic flashbacks to a game called Darkest Dungeons where you crawl about in the dark so long your people fall over dead from fear, stress, and heart attacks.

Now clearly I'm not expecting someone to be so afraid of a dark corridor within their own colonies base that they just plunk on over into their cushy devilstrand recliner and shuck off this mortal existence. However I do have to wonder if we will see a heart attack influenced by things such as diet. (Simple meals for too long, too much meat not enough veg. Rabbit starvation? Heavy Drinker? Age? ) and if we will be able to recognize the signs of it or if it will merely be a simple incap event.

Perhaps pace makers as a surgery to be purchased from traders.
Bionic heart valves? Where by you can chip away at their tickers inefficiency by replacing them 1 bad valve at a time.
Will all colonists over 50 that wander into your colony come to you now with two bad eyes, dementia, a bad back, a bad heart, and a partridge in a pear tree now?

Just a few thoughts I had upon seeing that. What about you all?
#12
Ideas / Re: Suggestions wanted: Animals!
July 29, 2015, 03:30:02 PM
I put forth a simple animal, one that has potential I think given the direction taming is going. Yet all the same a mighty scary creature in it's own right if angered.  ::)

The Dodo.
#13
Quote from: Jimyoda on June 30, 2015, 10:37:25 AM
You don't realize what a gift that is - you've got a perfectly good opportunity to level up on melee.

There's now coffee on my keyboard. Thank you.
#14
Ideas / Re: More Priority Numbers
July 28, 2015, 05:57:55 PM
Many times I go down the list wishing to do 5-6, just that little extra bit to drive home the importance of certain tasks over others. 

You have my +1 to this idea. ヽ༼ຈل͜ຈ༽ノ
#15
Quote from: Tynan on July 25, 2015, 06:49:59 PM
That's a good catch borsuk. However I still think disturbed sleep happens outside. At least, it should.

Anyway, in A12 there will be a reason to make a bedroom and decorate it properly. Piotr has been working on a "room stat" system that evaluates rooms in terms of cleanliness, wealth, beauty, space, impressiveness and gives a whole bunch of thoughts and stat effects based on those. So your whole design will matter, passively.

Yesss finally all my time and effort carving out an 8x8 with a grand sculpture for each colonist will pay off!