Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Stormkiko

#1
Did he have the 'wimp' trait? I believe the plague comes with an inherent amount of pain that could have triggered the insta-down from wimp.
#2
As someone who lives in a city that gets -40*C in the winter and +40*C in the summer, sometimes I'd like to see the pawns suffer as much as I do.
#3
Ideas / Trait: Pluviophile
November 04, 2017, 09:29:31 PM
Pluviophile: A lover of rain; someone who finds joy and peace of mind during rainy days.

Mood bonus +X during rain and storms.
#4
Ideas / Re: Custom Appearances
June 02, 2017, 03:19:12 PM
In the meantime the "EdB Prepare Carefully" mod allows you to do all of that.
#5
Ideas / Mortar Craters
June 02, 2017, 03:17:20 PM
I was launching mortars at incoming raiders and a poison ship last night and it got me thinking how cool it would be to have visible scars in the land from mortars. Mortars landing on soft dirt could create a visible crater area and kill all the plants that are in it, mortars landing on rock flooring could crack it, making it less beautiful and slower to walk on until smoothed out by colonists.

I remember a game of Company of Heroes that a friend and I played that saw artillery used extensively and the burned out, pitted battlefield at the end looked amazing.

I think it would just add more character and story to maps that have been in use for a while.
#6
Ideas / Re: Proximity detector
May 25, 2017, 10:52:18 AM
Fair enough. I tend to stay out of the suggestion threads, most of the forums for that matter until just before a new alpha.
#7
Ideas / Re: Proximity detector
May 24, 2017, 09:19:33 PM
I'm not looking for a fog of war, just for the notifications that you are being raided to come later. Because really, if they are on the far side of a large map behind two mountains and a valley, your colony shouldn't know they are there. Still allow the players to see them like you can animals, but maybe don't warn of the incoming raid until they are closer.
#8
Ideas / Proximity detector
May 24, 2017, 03:53:32 PM
I play on large maps and sometimes when raiders enter the map I either forget about them or it doesn't make a lot of sense that I know they are there (ex. on the other side of two mountains on a large map).

What I was thinking would be neat is a line of sight aspect and proximity detectors. Having to rely on line of sight at the beginning would add a level of danger to hidden bases as you may not see raiders until they are right on top of you. Later on proximity detectors would warn you of raiders as they walk through it's range. This could also lead to interesting scenarios such as raiders sending one or two people ahead to try and take out the detectors so the rest of the raid can more easily sneak in.

I'm not talking about a complete fog of war, you could still see them like you could animals all over the map, but you don't get alerted to their presence until they either pass a proximity detector or are spotted by a colonist.
#9
Ideas / Electric Traps
September 30, 2016, 01:20:21 PM
I was just thinking of a simple trap type. Some kind of pressure switch on a wire that when stepped on discharges electricity from your batteries. You could set the wattage to control your energy loss, with more watts doing more damage up to a lethal point. Could also serve as a stun for mechanoids. Would give a reason to have large battery stores for your defenses and would serve a similar roll as the bear trap currently does, with different uses and drawbacks.
#10
So I posted this on reddit here, https://www.reddit.com/r/RimWorld/comments/53g0kl/im_an_awful_person_but_damn_if_this_game_isnt/ but I figured you guys would enjoy this as well.

So I've backed this game right from Alpha 1. I jumped on the Kickstarter as soon as I saw it and I've gone through the motions with this game. It's been a little bit since I've played it but I was re-inspired by [a post about the glory of permadeath].

So for the second time today, I found myself being raided by a 10+ pack of manhunter boomrats. First time it wiped my colony, burned everything to the ground and killed everyone. This time, well it went a little differently. I saw the large mob of volatile vermin heading my way and shuddered. There's only one way into my base because of the mountains and it is a long path. I have a defensive outpost that I use to fend off raiders, but I didn't know how it would fair against the boomers. I had kind of hoped that they would all mob the turret, it would explode and cause a cascading series of rupturing rodents but alas they simply walked past the turret. It did get a few shots off though and do some small damage.

As the horde rounded the corner a sniper took a shot and knocked one of the group off. Before he could get another shot off or escape they were on him. They savagely tore into him while other colonists could do nothing but stand in a doorway taking shots, hoping not to kill their brave buddy. When the rats were done chewing on him they walked away and amazingly he was still alive, just incapacitated. I had my pacifist run out and rescue him while two more colonists shot from the doorway. Three of the boomrats turned their attention back to the door that was firing at them and all rushed it. They were met by a sniper rifle, a pistol, a heavy SMG and a wooden mace. The three eventually died and lit some fires that were quickly put out. I see my sniper lean out the door and take a long shot at one of the group that escaped. I readjusted my colonists that were still mobile and had them taking long shots across the courtyard.

But that was when I noticed where they all ran off to.

I had one poor sap separated from the rest of my colonists. She wasn't a particularly useful colonist, but she did enough work to be kept around and served as a good distraction for raiders. This time, she found herself alone and vastly outnumbered. She was standing in the doorway to my battery storage trying to make a stand with her shield and plasteel knife. I withdrew her into the room hoping the door would close behind her and seal out the rats for my snipers to deal with. Unfortunately one of the rats got in the door and kept it open for the others. Within moments she was trapped in a room full of batteries and boomrats, two of which were on fire. It was then that I knew what I had to do.
I sent one of my faster colonist running over to the room. Not to provide a distraction, not to provide supporting fire. I sent him to close the door. The door closed, locked, and forever sealed in the legend and noble sacrifice of Cherisse.
The gravity of what they had just done and the inevitability of the situation settled in with the rest of the colonists as a somber cloud was cast over the settlement.

Cherisse stayed strong and went out in a blaze of glory. The ensuing chain of explosions would have put Micheal Bay to shame. Between eight boomrats and six batteries, it blew out the side of the mountain in a finale that would have been heard across the entire planet, leaving nothing but a flaming crater where there once stood a hero.

When the dust settled, I had no power supply, my prison had burned down and in it a vary valuable prisoner, I had four colonists in the infirmary, and the memory of a hero that will never be forgotten.

R.I.P. Cherisse.
#11
Could sell them if you have a slave trader stop by, freezing works at the cost of space and production materials, or you could just arrest and release.
#12
To that respect, for #5 and batteries having to be directly connected, if I'm not mistaken you could have wire going from source (A) to the battery (B) and then from the battery to the output (C) and still have it connected. A-------BB--------C. That should still have A powering C, either directly or indirectly (Through charging the battery and it discharging to the output) I could not say for sure which it would be, however it would still save the (ultimately small amount of) metal but more importantly space of having to put wires around the battery.
#13
General Discussion / Recruiting, clans, and Medicine
October 12, 2014, 02:32:52 PM
I think the last time I played was Alpha 4, suffice to say there is an awesome amount of stuff in the game now and I am loving the health system.

My three questions though:
When you have a single visitor from a faction, can you capture them without negative implications? (Because only friendly factions visit)
Is it possible to, and what happens if you, become friends with all the factions?
Is it possible to create medicine or can you only buy it?
#14
I see all these pictures of people cramming turrets so close together, do they not set off a chain reaction anymore? Or is it just because they are able to place so many of them that they kill off everything first?
#15
General Discussion / Re: Eating Habits
March 31, 2014, 02:59:09 AM
Quote from: Amnekian on March 31, 2014, 02:09:49 AM
Ever been so hungry you could just eat a raw potato out of lazyness?

Yeah and I don't recommend it. Raw potatoes are good for the first half of the potato and then after that it is quite gross.