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Messages - Pizza Mode

#1
Bugs / Re: [1.0.1973] poison/psychic ships
July 26, 2018, 12:33:12 AM
A bloody f***ing battle, and many lives were lost, but the mech army was narrowly destroyed without heavy turrets, and while simultaneously having a prison break. Then 9 yorkies joined up as my reward. Funnily enough a drop-pod raid hit me right before I fought the mechs, but it was extremely easy in comparison.

Edit for TL;DR: So in conclusion I've been finding poison/psychic ships to be way too strong in comparison to other threats. I've awoken insects with deep drills, had an infestation, had mechs from a mech hive droppod on my head, had sapper raids & droppod raids, animal attacks, and all of them are very weak in comparison to the poison/psychic ships. I think many of these threats should be buffed up moderately while the poison/psychic ships should be nerfed down moderately.

[attachment deleted due to age]
#2
Bugs / Re: [1.0.1973] poison/psychic ships
July 25, 2018, 06:59:40 PM
Ahh Randy 'crit-threats' would certainly explain it, because it's a ridiculously tough threat compared to what I've gotten so far in this playthrough, and it absolutely blows away anything I got at similar points in b18. My problem is that I didn't build heavy defenses (because I haven't needed heavy defenses yet) and now I don't have time to build them to deal with this sudden immense threat. Even if I did build beefy defenses, they would not be at the right place in order to deal with the psychic ship. I think it's fair to send really beefy raids, but the psychic ship is just really OP because it will destroy my colony if I don't deal with it, but also if I do. In comparison, I had one of the new raids a few days earlier in-game, which I found really cool. A group of mechanoids fall in drop-pods and zerg rush your base. Now the zerg-rush had a lot of mechanoids (at least 20), but since they land all over the map and just rush in as they fall it felt fair. Meanwhile, the relative strength of this psychic ship is far greater than that entire zerg rush, but I have to deal with them all at once which feels very unfair. I wouldn't mind facing a grave threat, but from a psychic ship it just feels really unfair, because I can't take the time to prepare without my entire colony going crazy & losing the manpower to deal with the threat. It's a catch-22 rather than an apocalyptic end to the colony, which doesn't feel very satisfying.

I've just left that playthrough sitting for a while now, but I'll load it up and try what I can to see if I even stand a chance. No time/resources for a heavy turret array, but maybe I can funnel the mechs into a killbox, but I don't really like the killbox strats (I like defensive lines, but the killbox style is more gimmicky and for messing around with crimes against humanity imo), and this threat absolutely punishes me for not having a powerful killbox, which is why I view it as a bug and not a feature.

Edit: scratch that wealth figure, I actually have half that, 200,000 wealth.
#3
Bugs / Re: [1.0.1974] Can't plant trees
July 23, 2018, 11:43:46 PM
Not sure what you mean exactly, but you have to research 'tree sowing' now in order to plant trees. Also, you may need to re-research it (This has happened to me many times by now in 1.0, they are constantly redesigning the research tree so even if you researched something before, you may have to re-research it.) I recommend using dev mode to 'insta finish' research you've already done if the tree has been changed during your playthrough.
#4
Bugs / [1.0.1973] poison/psychic ships
July 23, 2018, 11:39:00 PM
So in one of my playthroughs in 1.0, I have a psychic ship that releases an ungodly amount of mechanoids. I'm about 3 years in, ~400k wealth, and playing with randy hard. Randy keeps me on my toes and sends some fairly difficult raids (I'd say I get 15-25 people per raid atm) and yet, this single psychic ship has EVEN MORE MECHANOIDS than that. I'm not playing with killboxes, just some turrets out front of my base (I'm in a flat jungle) and this psychic ship is literally impossible to deal with. I expect maybe 2 worms with some other mechanoids, but no fewer than 4 worms (with the best weapons on at least 1/2 of them) and a dozen or more other mechanoids pop out when I attack this thing, and it's completely out of proportion with any other threats I've faced in 1.0. I haven't gone back to that game in a few days now, but when I do I'll probably just dev-mode that ship away, because I would have to build multiple autocannons/sniper turrets just to kill the mechanoids from the ship, and even then I'd take some casualties anyways.
#5
Bugs / Re: [1.0] Cirrhosis?!
June 18, 2018, 09:14:05 PM
Update, ya there's something screwy in how the game is calculating the odds of developing cirrhosis. I forbade him from doing any drugs and now he got cirrhosis a 3rd time in a 3rd liver at the age of 18 while not even having greater than (large) tolerance
#6
Bugs / Re: [1.0] Cirrhosis?!
June 18, 2018, 07:09:20 PM
here's a picture of his health

[attachment deleted due to age]
#7
Bugs / [1.0] Cirrhosis?!
June 18, 2018, 07:05:20 PM
Running a jungle game in 1.0 and have noticed a WHOLE LOT of liver cirrhosis affecting 1 of my colonists. He has a large tolerance (56% effect) to alcohol, yet in a matter of 2 quadrums has developed cirrhosis twice in 2 different livers. He doesn't have any traits or medical conditions that should make him prone, and other colonists have not developed any liver conditions.

I've also noticed that colonists really, and I mean REALLY hit the sauce hard, maybe that's why. In b18 colonists only drank sporadically except for the odd one that really liked beer (but in b18 I only saw 1 case of cirrhosis develop in an extreme case - and it was to extreme tolerance. There were more carcinomas than cirrhosis).

I'm gonna assume that either the drink-happy behavior or the extremely fast building of tolerance + liver disease is a bug. We're talking about beer here, even drinking 3 a day is gonna take a long time to cause serious health disorders.
#8
Quote from: ShadowTani on June 17, 2018, 01:53:08 AM
As long as you don't touch your old saves with the new version it shouldn't affect them.
Ah thank you, I'll give unstable a shot then
#9
Somehow I feel like what one of my colonists did is worse than me. Some arsonist I recruited went crazy right after I barely repelled a devastating back-door attack (my base was on the edge of the map), and she tried to light her own pet monkey on fire when he was downed. Fortunately I arrested her in time to save the monkey.

But for me, in my original game I recruited two people from a friendly faction. They got knocked down by some animals and I scooped them up. They were a couple, Flossie and Stomp, and they even got married in my colony. But the husband, Stomp, just wasn't pulling his weight. I didn't really need his organs, but he did have something I wanted. I started the colony as a rich explorer, and my original guy, Kyle, was very lonely. All the women I recruited were either psychopaths and no good for him, or over 60. So I arranged for a little 'accident' to happen to Stomp during the next raid. Flossie was devastated, but Kyle was there and I mean right there, sleeping in the same room and everything, right by her side. They got together about a year later, then married and lived together a good long time, so it's a happy story really.
#10
So many things in there I want to try!
If I turn this on and start a new game will my pre-existing saves be at risk?
#11
Ideas / Re: Add hospitality to the base game
June 17, 2018, 12:38:16 AM
fair enough, I don't use those tricks but yeah they shouldn't be possible. Also I think guests give you pretty big bonuses to faction relations when they leave happy
#12
Ideas / Re: Prisoner Idea
June 17, 2018, 12:32:58 AM
Quote from: sick puppy on March 31, 2018, 09:31:12 PM
- harvest their organs, install peg legs and dentures and let them go. at some point they will come back as weak and almost crippled enemies to attack you again. -> easy pickings
- give them luci and let them go in hopes of them returning with more luci
- use your main trader to friendly chat the shit out of all of your prisoners to increase his trading skill

nice I didn't know these, time to make some cripples!

I was also thinking of something just like what op is saying, it could be an option under the prisoner tab called 'slave labor' that makes prisoners useable for tasks and you can assign their jobs, but it carries a risk of both negative thoughts for your colonists (depending on traits) as well as potential 'slave riots' which is basically a prison break except the former slaves attempt to mutilate and kill their masters. They could have different types of breaks too idk
#13
Ideas / Re: Add hospitality to the base game
June 16, 2018, 11:53:41 PM
I do like hospitality and think it's a sensible addition to the base game & fairly well-balanced. +1
#14
Ideas / Boats!
June 16, 2018, 11:51:00 PM
I was thinking it'd be nice to have some more aquatic stuff in Rimworld. I started up a game used [db] bridges & archipelagos for a fun, thematic desert island colony, but it just feels like it's missing something: boats!

I think adding boats could be really nifty and provide a lot of room for expansion down the road. At first boats could be primitive & simple, just transit across water tiles on the big map & maybe within your colony, but I'd love it if you could design & build your own boat like you do a colony and send it out to see! Then instead of watching a caravan you would watch the deck of your boat & there could be pirate raids on the high seas, or friendly trader encounters, or rescuing shipwrecked sailors. As it is you can do an isolated island game & just use drop pods to get to the mainland (but then you need to build more to get back), but having boats as an option would really make islands compelling.
#15
Ideas / Re: Your Cheapest Ideas
June 16, 2018, 11:29:20 PM
Hey first time poster here and absolutely loving Rimworld! Now I have at least a couple cheap little ideas here, though they may have already been suggested (i imagine they've almost definitely been suggested):

1. E-Z slaveĀ© -- I've seen the options for what you can do with prisoners has changed over time. Well I have the definitive version right here: you add an option for prisoners which is slave labor. Essentially prisoners will become slaves when slave labor is checked under 'prisoner' tab & you can assign a duty to them & a zone for slave labor in the assign tab. Colonists may have negative or even positive feelings depending on their traits (for instance a psychopath would be happy about slave labor cuz it's less work for them, but most people might not feel so good about it). Perhaps assigning slaves to do hard labor will increase the chance of 'slave revolt' (essentially prison break but for assigned slaves), and giving them access to weaponry will also increase the likelihood of slave revolt.

2. Simple Water Travel -- I'd love to see boats and all sorts of aquatic things added to Rimworld, but that's not a cheap idea. My cheap idea is to simply allow caravan travel over water & maybe you have to assemble an actual boat furniture thing in order to do it (could be like drop-pods except muuuuuch slower travel & only works over water).

Thanks for all the hard work Tynan & everyone over at Ludeon