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Messages - Lemonater47

#1
General Discussion / Patch notes?
October 18, 2018, 03:37:50 AM
Am I just blind or hasn't there been any patch notes released?
#2
Ideas / Re: tribal run for help
June 30, 2018, 02:30:04 AM
The thing is the nearest colony to you could be several days away. It would only be useful in a siege and they usually attack on the 3rd day anyway.

Yesterday I even got to see a tribal caravan fight a bridging outlander force. They arrived at more or less the same time and the caravan was more or less forced to cross right where the besiegers were setting up. I had a single colonist with an auto pistol in the area that could lend immediate assistance. The ground was covered with snow so my reinforcements took a while to get there.

The caravan was slaughtered. Out of 11 tribal caravaners they had 5 dead, 3 critically wounded and 3 unscathed/walking wounded. The raiders also had 11. They started running once they took 6 casualties. 2 more were killed as they ran. I had one person downed. The majority of the casualties were caused by my colonists. The caravan never retreated either. I looked at the skills and the tribal caravaners had some pretty decent combat stats. They even had plenty of rocks they used as cover. But for a well armed force armoured up with flak vets and pants they didn't stand a chance.

So yeah. I don't know how helpful such a force would be. Even if you managed to get help in time. Which is unlikely in and of itself.
#3
Ideas / Re: Suicide mental state
June 30, 2018, 02:18:01 AM
I already find that the berserk mental break is close enough to suicide.

#4
Ideas / Bionic lungs?
June 30, 2018, 02:16:12 AM
I feel like we should have these. As it stands with today's technology we can make internal artificial lungs. With the new damage system I find a lot more lungs getting destroyed. I think this would be a good fit. As the only alternative right now is harvesting the lung from someone else or buying one.
#5
General Discussion / Re: Mechanoid Ships
February 06, 2018, 11:05:27 PM
HE mortar shells do quite a bit of damage against mechs. They'll more or less obliterate Scythers and will take big chunks of health out of centipedes.

Not great if you want to collect the blades after though. Since the explosions generally damage a lot of parts at once.

But a direct hit on a mechanoid ship before they have disembarked can actually make them fall out dead.
#6
Quote from: Kiter5 on January 31, 2018, 12:45:02 PM
I either sell them or operate on prisoners- attaching them to the prisoners that I don't want to convert- upping the medical skill of my doctor.  (My undesirable prisoners get released with 2 peg legs, dentures, and scyhter blade  hands).

You do realise there's a chance that released prisoners will return once more in another raid.

So one of your abominations may attack you again.
#7
It would have to somehow fit in between cotton, devilstrand and synthweave. Ignoring hyperweave as that is pretty much a straight upgrade of devilstrand.

#8
Quote from: ethouiche on January 30, 2018, 11:51:11 AM
You could help modders writting stories.
For instance i am adapting Faster than light in Rimworld, it would be great  to have some help for backstories.

An intriguing idea. Though not many mods are full conversions that take place in another universe like yours are. But I'll send you a PM about it in greater detail.


With Rimworld the lore behind it is solid and a key part of the game. Not to mention it's a very good prediction as to what will happen in the future. Though the year 5500 is a bit optimistic for us to spread across 1200 light years of space. But with the recent advent of privatised space flight here now we could see mass colonisations done by corporations forming their own little nations on other worlds. Seeing it all spread exponentially. With no light speed travel or communication we would see isolated communities across our small speck of the galaxy.

It's a big part of what interests me. Your colonists could come from any number of backgrounds. They have found themselves on this rimworld for any number of reasons. Looking for a new life, an escaped slave, a refugee, a deserter, a member of a fallen civilisation an unlucky starship crewman. Anything.

So it would be good if it would return. Though I understand if it won't. Tynan wants of finally finish the game. After all the years he's worked on it and how extremely successful it has become. You gotta stop somewhere.
#9
I didn't know about this game until December of last year. Don't know how I even missed it. But it meant I missed out on the opportunity to create a backstory. Even if it was a pricey thing.


So yeah. I'm wondering if at all in the future this will make a return in any way, temporarily of course.
#10
Help / Giving bullets their own damage type.
January 29, 2018, 11:59:01 PM
So I want to make it so bullets will do their own form of damage and make all apparel/armour have their own resistance to this new damage type. However I don't quite know where to look to start this. As I don't think anyone has really done this before because I would imagine this would be incompatible as hell with any other mod that adds weapons or clothing.

But yeah. I don't like the fact bullets do "sharp" damage.

I simply don't know where exactly I need to look to change this and make a new kind of damage.
#11
General Discussion / Re: Damage calculation question
January 29, 2018, 03:17:16 PM
What state is the gun in?

Also could it possibly be difficulty related???
#12
General Discussion / Re: Caravans
January 28, 2018, 10:37:05 PM
The assault rifle is far more accurate than an LMG. Making it a great weapon for gunning down individual targets at range. As the assault rifles range is quite far.


In terms of snipers they deal out the most damage per shot. 40 damage per shot. Which is enough to destroy most bodyparts on a human in a single shot (unarmoured). Low quality armour also doesn't stand a chance. You can explode people's heads with it. Even if they have a low quality helmet. The sniper is also pretty great against centipedes on the hands of a good shooter as they almost never miss against something that big combined with the damage it can start hindering the centipede quite early on with a few well placed shots.

Also rather useful if you see a raider coming at you wielding a triple rocket launcher or something. I have 2 snipers and they can get a few shots off at key targets before they get in range. Blew both legs off a guy once. Had a damn doomsday rocket.
#13
In the mid-late game you generally come across a lot more of these. Not common but if you ever wanted to give a colonist one you wouldn't need to wait too long.

I sell pretty much all of them. I've equipped 1 colonist with one. Only because they lost both their legs, and had a total of 4/10 fingers. Yet both arms were fine and so were the hands technically. So I turned her into a machine. Their melee was already good and they were incapable of any skilled work. Scyther blade on the missing arm, power claw on the hand, two bionic legs. With full power armour and a shield belt to top it off.
They didn't lose all their body parts in one go. But it was within the same year and after I installed the scyther blade an exotic goods trade ship came in range with a power claw so I said "why the fuck not" lol.

The only issue with is the manipulation is lowered. The power claw had actually slightly improved the manipulation over The broken fingers (though it's still not 100% compared to a real hand). The scyther blade really takes down the manipulation. So while being useless at any task she also misses half the time in melee compared to a 100% manipulation character with a melee weapon of the same skill level. This is without the opponent dodging the attack. Combine dodging and there's only a hit about 50% of the time. I'd hate to see how much they hit with 2 blades.

Though when there is a hit it's devasting. And it's quite fast in terms of time between swings. The syther blade is doing 20 damage per hit which can destroy many body parts instantly. The power claw does 15. It's meant a lot of the prisoners I capture have missing bodyparts. Included entire missing limbs. It's almost like this character is aiming for the limbs, fingers, ears and such. Rather than simply gutting them then and there. Then again I don't have many melee characters and she's generally the one I send out into the fray while I keep the other ones back to deal with their melee fighters attacking my ranged.


So yeah really I don't know if it's worth keeping them to put on people except in very special cases. Such as missing your hands. As I would say a plasteel longsword or spear is better especially if it's at least good quality. Though I'm a ranged kind of guy. If you like melee fighting in this game then maybe you might want to do this. Hell the mace is probably a lot better in the late game because of the armour everyone's got. Especially if you get one that's good quality or above.
#14
Ideas / Re: Caring for elderly visitors
January 26, 2018, 12:19:07 PM
I had an 88 year old grandma pirate with cancer on a rib raid me.

She had a heart attack before she even got to fire a shot.

Though she's now 92 and still living with my colonists.
#15
I don't understand people not wanting to make steam accounts.

Makes things so much easier these days. I mean in 2005 it was a faff, annoying as hell and something no one wanted. But today I don't really see a reason not to.