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Messages - Crow_T

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1
General Discussion / Re: Mods to Avoid the Micromanagement of Combat
« on: August 30, 2019, 09:46:52 PM »
I like Rimworld, but I don't like combat. More specifically, I don't like the micromanagement of combat. I am looking for mods that shift the balance so that careful preparation before battle matters more, and detailed control of colonists during battle matters less. Here are three mods which I believe fit that description:
  • Combat Extended
  • Defensive Positions
  • Defensive Machine Gun Turret Pack
Can anyone suggest other mods along these lines?

In particular, are there mods that do any of the following?
  • Allows colonists to improve their shooting skill via target practice?
Check out Misc. Training
  • Makes mortars more accurate? (so they actually hit what they're aimed at sometimes)
Mortar Accuracy Mod

Achtung mod used to have an experimental auto combat thing, not sure if it still does but it does have some tweaks.

2
General Discussion / Re: Your favorite basic scenario tweaks - and why
« on: August 12, 2019, 08:33:32 PM »
I disable single animal insanity, that is the most consistent.

If I have a map with caves on it I will seal it up with double stone walls/doors and put like 6-8 wooden stools near the entrance, if bugs show up sneak in, burn the stools, and cook em all. I don't care about jelly, just ending the bugs quickly.

3
This finally explains the effectiveness of fantasy armor!

4
General Discussion / Re: toxic fallout is as bad as the old tornado
« on: December 01, 2018, 09:43:26 PM »
toxic fallout is all about zone/roof management assuming you have decent food stores. No food, you probably want to gtfo of the current map. It's a decent event IMO, it adds some excitement. Simple enough to create a scenario disabling it BTW.

5
General Discussion / Re: Custom Scenario Nothing Researched
« on: December 01, 2018, 09:37:28 PM »
If you do this heat waves will kill you unless you keep very sparing stuff and just flee the map when they happen.  Doable though if RNG doesn't like you it will be a vexing first year.

Great point, passive cooler research is a good one to unlock from the start if doing a "no research" run.

6
General Discussion / Re: Custom Scenario Nothing Researched
« on: November 29, 2018, 04:59:16 PM »
Canute gave the answer, but to expand a bit check out https://ludeon.com/forums/index.php?topic=36687.msg388148#msg388148

and https://ludeon.com/forums/index.php?topic=32854.0

for even more flexibility/difficult starts

7
General Discussion / Re: Multiplayer 4 Rimworld
« on: November 22, 2018, 08:47:43 PM »
I think having a world with different player colonies scattered throughout would be neat, and coop in the sense of forming alliances. Having coop in the same colony seems pointless IMO. Playing against human bases/raiders would be pretty bad ass. Resolving the time sync issue is the biggest hurdle I imagine (I've read the KSP threads already on the subject BTW).

8
Tools / Re: [1.0] [KV] In-Game Definition Editor [ModSync-RW]
« on: November 20, 2018, 07:02:26 PM »
cool mod, this should save time digging through core.

9
Releases / Re: [1.0] Milkable Colonists
« on: November 17, 2018, 05:47:56 PM »
In a community full of weird sh!t, I believe this is the most unexpected. weirdest sh!t possible. GG op :)

10
General Discussion / Re: Merciless Wealth management.
« on: November 17, 2018, 05:40:00 PM »
defloor fren

welcome to black fr mosque of wealth control

This is my favorite post of yours, well done. I imagine a labrador retriever saying it.

11
General Discussion / Re: Is there any reason to grow anything besides rice?
« on: November 13, 2018, 06:39:39 PM »
I like to diversify, rice in rich soil, if there is a lot of rich soil just a reasonable sized plot, I'll pop healroot in next. Regular soil gets potatoes and corn, It's nice to have crop harvest time staggered a bit so you always have something ready in an emergency IMO. Usually right before winter you can get a big corn harvest which is huge. I am a pretty sloppy player so having all three in waiting makes life easy. I like rice early, but it seems like a lot of work for the yield in general.

12
I start off with tea, then do tea and beer if I have the growers available for both. I like making beer, it's a fun to me to have a climate-controlled brewery, and I like to gift beer to visitors because who doesn't appreciate free beer. In my case it's more for role playing, but I do let colonists use beer and tea to keep spirits up. Smokeleaf however is a different story, slows everyone down way too much, although it is a good money maker.

*I should add that tea can become an issue if you allow it multiple times a day, I had a brain damaged pawn and thought the extra speed would be a good idea. It wasn't... In general I think every 3 days is decent for tea/beer/smokeleaf.

13
General Discussion / Re: 1.0 fixes in testing on unstable branch
« on: November 12, 2018, 05:33:15 PM »
Playing Rimworld unstable, ubuntu 16.04, changing screen settings now works (I can get to full screen again yay!), just played for a bit, re-enabling a crap-ton of mods from the save load pop-up seems to have worked fine.

14
General Discussion / Re: Rabbits are for caravan driving
« on: November 04, 2018, 08:12:27 AM »
It's totally legit - the slower caravan members are laying flat on top of a swarm of rabbits. They don't get crushed it you spread your weight out. :P

That's a hilarious mental picture :D

15
Just to preface this thought: more of a feels than hard data, but watching youtubers play 1.0 merciless it would seem that hard raids/caravan ambush type events have been nerfed in favor of more mental breaks to make up the difficulty compared to a18 and previous. Anyone else notice this? Maybe the wealth factor ramps up slower in merciless now?

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