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Messages - 5thHorseman

#1
I don't know about 1.1 (though I haven't heard of any changes) but in 1.0 the best way to get both is to visit all nearby non-aggressive, non-tribal towns every few months and hope one has it in stock. Also check every single trade ship and caravan that comes to town.

Even then though they're rare. They're supposed to be. Death on the Rim is easy. Extra Life tokens not so much.
#2
Quote from: Ukas on March 22, 2020, 02:24:13 PM
Quote from: LWM on March 21, 2020, 10:53:34 PM
Quote from: 5thHorseman on March 21, 2020, 07:56:02 PM
Quote from: Ukas on March 21, 2020, 03:47:42 PM
Have you seen the movie Falling Down?

I have not. Was it super boring because he went on a 5-day wandering spree due to his own choice to not eat at the table someone painstakingly set up near his walk-in freezer?

Where's the rolling around laughing face, anyway?  That was very well said.

Would have been if we weren't talking about murderous rampages.
Fair. That statement was for impact. I was proud of it :)

Quote from: Ukas on March 22, 2020, 02:24:13 PM
Anyways, if your pawn does sad wandering for 5-days, you might want to check your mods. I haven't seen a 5-day mental break of any kind. Not even 3-day. Pretty sure not even 2. One pawn did wonder slightly more than one day.
5 was an exaggeration but out of the 3 Naked Brutality runs I did on Randy Rough, one was lost to a 3-day Sad Wander that ate up a lot of critical prep time (and believe me I noticed it was 3 days), and another a 2-day Sad Wander that could have gone longer if a raider hadn't shown up.

I would try playing without the bevy of QOL mods I use but frankly, the game is not fun without them. I just will not play it without them. And more frankly, 1.1 has been a huge disappointment to me and I won't play it at all, mods or not. I mean, I've known for years that they're ignoring QOL improvements in order to enact more and more ways to kill your colonists unfairly, but I was kind of hoping 1.1 would be different.
#3
Both have a use without the other.

Just put them in the same tier so the player can choose the order.
#4
I always thought that while the world itself was peaceful, it was part of the same universe as the Rimworlds (duh) and had to be at least a BIT worried about its neighbors.

I mean, you're a starving Urbworld full of the human equivalent of rats who are going to die in a few years from malnutrition or disease anyway, why NOT attack that nearby Glitterworld?

Oh, their massive weapon stores and killer death robots. Right. I'll stay here and eat my shoelaces, thank you very much.
#5
Quote from: Ukas on March 21, 2020, 03:47:42 PM
Have you seen the movie Falling Down?

I have not. Was it super boring because he went on a 5-day wandering spree due to his own choice to not eat at the table someone painstakingly set up near his walk-in freezer?
#6
Quote from: RicRider on March 20, 2020, 09:05:46 AM
Woo, lots of good names thanks for those guys. Can't wait to check some of them out. HMV actually I remember watching your series now; I really enjoyed those! When can we get some more? I really love your style of narration and you were doing something different to others for sure.

Thanks :)

Sadly, don't think I could muster up enough enthusiasm to play again, little alone make a series. I tried when 1.1 came out but some of the changes actually made the game worse in my opinion. I don't want to rant so I'll leave it at that. :)
#7
I heartily second Pete Complete. One of my favorites and not just Rimworld.

KitchsVideos has some Rimworld videos though he's not done any recently.

Quill18 has some long running series that I've enjoyed as well.

Sips has about a billion videos, and maybe a million of those are Rimworld. He can be very aggravating to watch though as he ignores common sense (and his chat) which leads to his downfall - that he then blames on the game.

I (HMV Plays) have had 3 really short series my own self, 2 of them due to the single colonist dying and the 3rd due to my stopping playing Rimworld.
#8
Quote from: gCvdA on March 16, 2020, 12:00:16 PM
You can't have a mood system only be realistic when it's detrimental to the player.

Replace "mood" and "realistic" with pretty much any other noun and adjective that work together and you've got the reason I stopped playing this otherwise fun game.

It seems like every change they make is to make it harder to actually enjoy the game. Not play. Enjoy. People complain for years that their pawns walk away form a table, eat, then complain that they didn't eat at a table. That's not fixed. But if someone figures out a way to *gasp* kill a raider without taking any damage? MUST PATCH THAT OUT NOW.

Sorry. Unrelated rant is unrelated. Please carry on.
#9
General Discussion / Re: Why unroofed?
March 15, 2020, 07:43:29 AM
Quote from: B@R5uk on March 15, 2020, 07:02:37 AM
It's worthy to note that thin roof (light green) is liable to drop pods and mortar shells. It's also quite good at conducting heat which means bad temperature isolation in comparison with dark green roof.
Also someone should mention that dark green roof can get insect infestations, which are far less common but far more dangerous than some heat loss.
#10
I have had the passing travelers get me both into and out of some situations before. As "story teller helpers" they do just fine.

I had them walk through a bug cave.
I had them appear right as a siege was starting.
I had them get hunted by a bear. Free bear meat, and the pawn he took down ended up joining after I rescued them.

Granted it's better when that happens to a trader. All the junk they drop is fair game. But it's still nice for the random help on occasion.
#11
General Discussion / Re: Making wort but not beer?
March 10, 2020, 06:30:24 PM
The only thing I can think is the room the barrels are in is too cold or hot. Click the barrels and see if they say anything is wrong.
#12
Right so you're forcing 5% of people to be gay. And you're forcing 5% of people to be bisexual. Therefore, you're forcing 5% of the people who happened to be forced to be gay to also be bisexual.

Causing the second force to fail is what I'd expect, perhaps with a warning of some kind.
#13
General Discussion / Re: Killing killboxes.
March 02, 2020, 02:46:09 AM
Quote from: RicRider on March 01, 2020, 08:03:56 AM
Quote from: 5thHorseman on February 29, 2020, 09:52:53 PM
The real solution is to make the AI actually have a goal other than "fuck over the player in any way possible."

If they lose all 25 of their guys and one of our guys loses a finger, they win. Any "fixing" of combat that doesn't address that fails to address combat.

By goal do you mean purpose or victory condition?

Of the fight, yes.

If you drop podded in to an enemy base with the intent to ransack it, and saw that it had more mortars than you had people, and they could easily man those mortars and defend their walls, you'd probably run. At least, I would. Even if I saw that I could mine through a bedroom wall in order to set the bed on fire.

The AI? Nope that bed's a burnin' folks, I don't care that your sister just got shredded by a shell get in there you maggot.

THAT is what makes kill boxes not just useful, but necessary.

As to how to do it? I don't know. I don't care. It's not my game and I'm not even a programmer. But until the game continues to send wave after wave of tribals to die just so they can hopefully cause an infectious scratch on one of my colonists (which will then of course cause havoc when the doctor decides it's more important to play horeshoes instead of treat them, or go on an 18 day food binge when I try to force the treatment) I'll be trying to find ways to siphon them through a zone of assured death.
#14
Quote from: 12349 on March 01, 2020, 11:02:02 PM
smoothing floors = gg?

Improving your colonists' lives in any way = gg
#15
General Discussion / Re: Killing killboxes.
February 29, 2020, 09:52:53 PM
The real solution is to make the AI actually have a goal other than "fuck over the player in any way possible."

If they lose all 25 of their guys and one of our guys loses a finger, they win. Any "fixing" of combat that doesn't address that fails to address combat.