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Messages - Nasikabatrachus

#1
Quote from: koisama on April 29, 2016, 06:00:13 PM
I made a video about dealing with bugs.
https://www.youtube.com/watch?v=EFygyGzkk1U

Worst infestation you can ever get (more than 30 hives at once). Zero casualties, and my colonists only lost a couple of noses and a pinky. And a couple of hauling huskies, but they breed like rabbits anyway.

That's pretty cool, but I've never been in such a good position to be able to deal with bugs. My latest colony rather mercifully got an infestation at the bottom of the map, away from the colony itself, but I still find it difficult to deal with. My turrets do yield plenty of bugmeat to eat, though.
#2
General Discussion / Re: Boomrats
April 10, 2016, 11:06:49 PM
boomalopes are actually fairly easy to deal with, since those huge explosions hit a solid fraction of their rabid packs. just worry about the fires.
#3
General Discussion / Re: Can you plz not go there??
April 10, 2016, 11:03:40 PM
trade caravans still visit the player's colony even if it's on a tiny ice sheet island in the arctic. there's work to be done fleshing the whole system out, but i'm sure it'll be balanced eventually.
#4
General Discussion / Re: Can you plz not go there??
April 10, 2016, 01:44:36 AM
Quote from: sadpickle on April 09, 2016, 05:45:34 PM
Quote from: Nasikabatrachus on April 09, 2016, 05:09:51 PM
oopsies

http://puu.sh/oci3w/4a3eee040f.png
Beautiful. Do you get a hit to faction relations when they starve and cannibalize each other?

I doubt it, but they didn't last that long, so I didn't find out. A toxic fallout plume arrived shortly after I walled them in.
#6
Your first mistake was thinking you could keep Frank Castle alive
#7
General Discussion / Re: How to make kibble?
April 07, 2016, 09:46:00 PM
Hot tip: disable all the vegetable ingredients besides hay to minimize the impact of kibble on the food supply of your colonists.
#8
General Discussion / Re: It's raining cougar meat
April 07, 2016, 09:44:28 PM
In a truly infinite universe, anything is possible.
#9
Ideas / Re: Your Cheapest Ideas
April 07, 2016, 06:31:28 PM
A simple mass forbid/unforbid tool would be great for managing the hauling of distant items.
#10
Mining plasteel.  8)
#11
I've never noticed this before because I usually like to build in the center of the map, but I've found that when a raid breaks and flees it will head straight towards the nearest edge of the map even if the path is very dangerous, or if there are plenty of player-built structures between the raiders and the map edge. In my long-term game for the latest build, I got six prisoners from the most recent raid due to this behavior. Very exploitable.
#12
i can think of several solutions to that. for starters, fire could be limited in size based on what is burning.

also, i didn't realize a temperature trap would still work with a door open.
#13
Quote from: skullywag on March 22, 2016, 04:13:57 AM
What about the fact that we can shoot people through walls as can the enemy. Has that been addressed i havent specifically tested for it yet (i will).

i've had colonists build walls only to have grenades pass straight through the wall and harm those colonists. it's weird.
#14
Quote from: keylocke on March 22, 2016, 12:27:48 AM
Quote from: Nasikabatrachus on March 21, 2016, 10:53:14 PM
You can trap a wild animal by downing it, rescuing it, and keeping it indoors. For example, this Thrumbo only left my base when I ordered all the doors leading outside to be held open:

i'm not sure this is an exploit. i actually tame animals this way so my colonists don't have to walk very far.


I mean, that's my point. You pacify a wild animal by attacking it and placing it inside your base, the better to be tamed. Seems like an exploit.
#15
Ideas / Re: Combat stances
March 21, 2016, 11:15:33 PM
Quote from: Mikhail Reign on March 20, 2016, 12:42:09 AM
Why would being prone make ya take longer to shoot? It's easier and faster shooting laying down.

The point of going prone being that you're trying to be more accurate, which takes more time. But that's partly a handwave to justify balancing its advantages with disadvantages.

Quote from: Thane on March 19, 2016, 10:21:37 AM
As long as we also get the option to make squads, I think that will work as it isI think it would just cause confusion. "Whoops just made everyone prone. Come on you four go to running. No I did not mean you sniper man Lie down!" Without someway to sort people into fire teams I think that would be the result. Plus do you really want running tribals?

I mean, people can pause the game and select exactly the colonists they want. It's not like there aren't other things that can cause confusion, and most of the ones i can think of don't have buttons with clear indicators. As for whether I want running tribals, I think it's kind of ridiculous that they're as into being suicidal rushers as they are now, regardless of how fast they move.

Quote from: Limdood on March 20, 2016, 07:47:35 PM
I disagree with "run." As it is, colonists cannot attack while moving, and considering their move speed doesn't change from normal to fleeing or ON FIRE, its fair to assume that normal movement is "running."

Then again, prone is just one more step towards a much more micromanaged combat system, with aiming, body part sniping, and so on.  Due to the simplicity and intentional randomness of the currently implemented combat system, i doubt that is a direction the developer wants to move...its a colony/storytelling sim after all, not an advanced combat and tactics sim.

It doesn't make much sense that people would be moving as fast as they can all the time. And it does seem unlikely that Tynan will go for this, but I thought I'd float it anyway. Although Rimworld was initially marketed with its tactical combat system as a selling point, so it's not really beyond the pale that this kind of complexity might be added without also adding the ability to have colonists target the fifth toe, right foot.