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Messages - Stormtrooper

#1
Quote from: Sinosauropteryx
No mods, vanilla Randy on second hardest difficulty.
Wow. I wasn't aware that you can get more than 100 colonists in vanilla... Wasn't the default limit of Randy 50 or something?...
#2
Could you please tell which mod do you use to get such a huge colony?
#3
Stories / The city of Crossfire
October 14, 2017, 08:53:16 AM
Hello everyone,
Yesterday I started a new playthrough and decided I would try to write a story about it. Here's the first part, which isn't related with the gameplay itself, it's just a short introduction describing the initial crashlanding and my starting characters. Later I will try to upload the beginning of the story, and as for the next parts, it depends how much time would I have to play RimWorld (I don't expect it to be much, though).

Edit: I've updated the story. Now it covers also the beginning of an actual gameplay. Enjoy!
#4
General Discussion / Re: Headdesk...
October 13, 2017, 02:12:32 PM
Quote from: dkmoo on October 13, 2017, 01:28:23 PM
This is a survival simulation afterall right? I guess in the sake of realism something like that could happen: (...)
I really like your explanation. In that way otherwise frustrating event seems more natural and logical. If only I could come up with such a story every time something really stupid happens...
#5
My very own glittertech city.

https://imgur.com/a/0X8UD
#6
Ok, so here we go.. (quite fun concept, I must admit)

Shooting: 0 (interest)
Melee: 1
Social: 4
Animals: 0
Medicine: 1
Cooking: 2
Construction: 0
Growing: 0
Mining: 0
Artistic: -
Crafting: 1
Intellectual: 12 (passion)

Traits:
Neurotic
Night owl
Prosthophile

Incapable of:
Violent, Art

Health:
No injuries

Maybe someone would at least lock me in the lab and don't immediately eat me...
#7
General Discussion / Re: This couple is just here to troll
September 19, 2017, 02:20:32 PM
Oh well... I could write an entire book about how much I hate the current love system in this game. Everytime I see a colonist flirting and being rebuffed I feel the need to punish him/her for that because the mod debuffs obtained from this slow down the work wayy too often for my taste. But when I see them actually becoming lovers I'm struggling very hard to keep myself from putting them against an execution squad and then leaving them to bleed to the death. Why, you might ask, since it grants a decent mood boost? Because stupid breakouts like this one described here occour way too often. Once I had two colonists ending together right after the crash only to break up the next day. Having the basic setup (obviously the most boring part) take twice longer than usual because of that made me cry.
#8
Stories / Re: Gunpowder (Combat Extended)
September 19, 2017, 07:51:28 AM
#9
Thanks for the reply and sharing your point of view, but...
Quote from: Canute on September 18, 2017, 01:41:12 PM
You should either play just medivial, or just high-tech.
Well, I don't like dark ages at all, so no "just medieval". The only thrill I can get from having uncivilized people is when I can make them civilized.

Quote from: Canute on September 18, 2017, 01:41:12 PM
When there are raids/caravan which can provide you with high-tech goodies.
Actually this doesn't obstruct me, I planned using this fact as a lorelike justification (kinda poor, but still better than nothing) why I can cover in a dozen (or a few dozens max) years all that long way that initially took humanity a bunch of milennias.

Anyway, thanks for the mod, but preventing high-tech factions doesn't make me content at all. I'm aware about ancient times, medieval, glittertech and industrialization mods, but that:
-doesn't fill the gap between middle ages and the electric industrial revolution
-I still wonder about the best possible configuration/self appointed rules I would need
#10
Hi,

I would like to start a tribal scenario but not in the vanilla way. What I want to achieve is to start as a bunch of savages from the stoneage nad then go through ancient times, medieval, then steam engine/industrialization, electricity, computers, finally futuristic technology from glitterworlds and eventually making my civilization go interstellar. What mods/settings do you recommend for such a challenge?
#11
There should be more precise information about how the skydriller actually works. I assumed that you can choose the spot after activating it and simply lost the device and ruined the aesthetic of my market place because of lack of information about what it really does. So I was forced to cheat to retrieve my callmaker back and also had to change the mining hole to destructible so I could get rid of the unwanted one. And it still pains me because my permadrath colony was corrupted due to cheats, but I worked on it too hard to start a new save, so I have to live on with that dirty feeling...
#12
1. NO KILLBOXES, no matter what happens! I like tactical games and bought rimowrld partially because of that, so now I won't let it turn into a tower defence.
2.Morality - no cannibalism, harvesting organs (only if really needed, but never from my own people), always offering shelter to refugees, when rescue pod arrives always go rescue the guy (but NEVER capture it so that I can recruit him later, let him choose if he wants to stay), no preying on bypassers/guests, no drugs expect alcohol, no sending people to certain death, no using cannon fodder etc, etc.
3.No Dwarf Fortress mode - build a city, not an underground fortress, as people like to see the sun in most cases.
4.No walling off, only lines of trenches and turrets/traps, but all in a natural trench warfare style.
5.Pushing forward no matter what - permadeath (I was glad when I found somewhere on this forum that even if you lose all your people you can still continue and wait for a wanderer to join, because that means that the story can go on forever which I really appreciate because that way I can create not only a story about a group of people, but also a story about a city, as it was burned and rebuilt many times).
6.Technology above all - I really like glittertech and industrialization mods.
7.No melee or bows. Just no. The reason people started using firearms was because they became superior. So no, no one will presuade me that I should consider some melee units in case of tribals/animals or that bows are also not that bad. No Cassandra, don't try to teach me respect for bows, clubs or spears by sending bigger and bigger tribal raids. No savage will ever defeat me, because my guns keep blazing all the time.
#13
Stories / Re: Your favourite colonists
September 14, 2017, 04:38:04 AM
Eric. His name is Eric. He's the hero of the battlefield, all thanks to the OC defense rifle (propably from the glittertech mod). For those who haven't seen it: it's the hell of a light machine gun. It has about 900 rpm, a total pause between bursts 0.8 second and its burst has 12 shots. It has a short maximum range (something about 30 tiles), but is very accurate at close and mid range, so combined with the extreme fire rate (more than vanilla minigun!!!) even an unskilled shooter can hit with it very often. And by saying very often I MEAN IT. Eric has lvl 3 of shooting, but it doesn't stop him from destroying half of the invaders every battle. Oh and he's also a careful shooter: even with 25% penalty he still fires extremely fast, and 25% bonus for accuracy makes him even more deadly. Did I mention that one day he gunned down two people with a single burst (both had full health)? Considering my description one can say that I described my favorite weapon not a colonist and I won't fully disagree, but that rifle has made Eric someone special in my colony and I know that if he dies, then the characteristic sound of it's rapid fire won't be the same anymore.
#14
General Discussion / Re: Introduce yourself!
September 12, 2017, 11:42:11 AM
Hi,

As it's for me (and propably not only for me), I came here from Dwarf Fortress. The reason I started playing it was because it was advertised as "the most difficult game ever made", so despite the fact that high fantasy setting doesn't appeal to me that much, I decided: I MUST try it. Well... I won't say I was dissapointed. I simply felt insulted when after a few dozens hours it turned out to be a VERY easy game and the only difficulty was UI and controls being totally screwed. I imagine that propably many people won't agree, but in my opinion even... Anno 1503 is more difficult than DF in terms of gameplay. So I simply left DF, but I still wanted to play the game which was exactly like my first imagination about DF. And here I am, finally happy. Turns out DF-style game can have an easy controls, nice UI, and, most importantly, RimWorld IS difficult! ;D ;D ;D
#15
Quote from: zztong on September 08, 2017, 12:23:25 PM
Whoa, there's the problem. You're thinking of Earth chinchillas. On the unnamed planet, they're part piranha. :)

Well... I might accept that explanation, but... Most of the animals aren't different from those on Earth considering their appearance and description. At least in my recent colony I have more "luck": firefights, artillery bombardments, fires - that's how I lose people now.