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Messages - Grimandevil

Pages: [1] 2 3 ... 15
1
General Discussion / Re: Clothing Slots
« on: April 23, 2016, 02:33:33 PM »
then comes Apparelo and your head go nuts..

2
General Discussion / Re: How does combat work?
« on: April 23, 2016, 02:20:26 PM »
When I get attacked I click the "Draft" button on my people. Then they just stand there. I can click on the weapon they have armed, and click on a raider, but then they end up getting dead. Is there way to move them behind sandbags manually and shoot from there?
basically, under normal conditions, u dont have control over your colonists, but when u 'draft' them, u gain almost total control (meaning u have to think for them as well). manipulate them as in normal RTS, and dont forget to undraft them after (they will neglect any needs untill extreme cases).
if u really struggle combat, see some LP videos, u'll get the basics.

3
General Discussion / Re: Organizing Mod Releases
« on: April 13, 2016, 04:01:34 PM »
@Solarstorm45:
sometimes, some mods not being updated to particular version, but still compatible (or someone makes an unofficial fix, etc). so what Coenmcj said works well.

4
General Discussion / Re: New mods for a 3 year old colony
« on: April 03, 2016, 02:57:33 PM »
just backup your saves and try adding mods.
read the mods description, most of them have it pointed out whether they require fresh game\world or not.

5
General Discussion / Re: When you get a raid with 50+ raiders...
« on: April 02, 2016, 02:52:57 PM »
>When you get a raid with 50+ raiders...

6
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
« on: April 01, 2016, 03:08:18 PM »
they are cramate'able, afaik. maybe with a separate bill..

7
come to think of it, it would be nice to save entire job chart for all colonists, then switch to another, and so on.
while Work Presets only allow presets for single colonist.

8
General Discussion / Re: Colour clothes
« on: March 29, 2016, 02:00:06 PM »
if u go in Dev Mode, there is a tool something like "random color", then click the item multiple times.

9
(I mean, 7 researches and 6 workbenches just for prostheses?)
i dont get it why every1 so mad about benches, u can place all of them in a relative small room, unpower and forget till needed.

and researches.. i dunno, i find most researches too fast anyways. colonists have to be busy with something..

I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.
i like the way it works with Power Arms, when u can craft basic version, then upgrade it with stuff from traders.

11
Mods / Re: [Mod Request] New power sources
« on: March 27, 2016, 02:47:59 PM »
there's several mods that include alternative power sources among other stuff.
apart from mentioned above, the Industrialization mod has nuclear plants.

12
@NIA: if there will be 'Individual calibers' system, it is still possible for ppl to edit guns' .xml to use one type of ammo. rather than have it by default.

personally i voted for Generic calibers

13
General Discussion / Re: New update features
« on: March 26, 2016, 04:16:21 PM »
Quote
  • Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
  • Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
  • Family members out to cousins and beyond
  • Lovers, fiancees, marriages, ex-lovers, ex-spouses
  • Lovin’
  • People may get in social fights with those they dislike (even neutrals and enemies do this)
  • Marriage ceremonies and parties
hey, i've got an unofficial a13 title - SimsWorld

14
Also, does the 6x5 room still qualify as spacious?  Or is it bigger?
i cant be 100% sure, but i believe space characteristic of a room aint calculated from dimensions alone. e.g. empty 4x5 room is considered 'rather tight', but if u stick much furniture in it, its 'cramped'.

15
General Discussion / Re: How do you build a ship?
« on: March 25, 2016, 03:18:48 PM »
those comments are priceless.

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