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Topics - HatesYourFace

#1
Just wanted to share this, maybe some of you have figured it out already. You can train a Colonist's shooting skill by having him shoot things! "Thanks captain obvious!" I hear you say. "But wait!" I say, "They don't have to be living things!" It turns out shooting any object with hit points will give XP towards shooting.

Here's my example Shooting range:


Build the "Targets" out of whatever you have extra of; Wood, Metal, or Stone. Sandbags in front are optional, not sure if they do anything really. Either repair them before they are destroyed (Also trains repair skill!) or rebuild them every now and then. (Trains construction skill.) I recommend that you wall it in to prevent Colonists from wandering into the line of fire. Also, be sure to remove the Home Region so that no one tries to repair the Walls mid practice session! This is a great activity for characters who are not so great shots, or those who aren't good for anything but shooting. Also, it's one more room to build/decorate! ...and isn't that what RimWorld is all about?

#2
Ideas / Improvised Turret left out of the fun?
August 14, 2014, 09:20:27 AM
So animals, humanoids, and mechanoids all have a very nifty new damage system that tracks all their respective parts and the condition of each. Why not the Turret? It seems really odd that it's the only unit in combat to still be working around a flat HP total. I mean...mechanoids have a damage system...why not turrets? Damage to different areas could reduce accuracy, firing rate, range, tracking speed, etc... repairing it would be the equivalent of treating it, and the skill of the pawn in Repair would dictate how good the repair is. This would mean old turrets that have been around a while would have quirks and scars just like characters, possibly even forcing you to break them down and rebuild them eventually when they become almost useless due to all the wear and tear. Would add more depth to Turrets and make them synergize better with the new damage modeling system.
#3
General Discussion / Wiki needs updating!
August 13, 2014, 08:08:10 AM
The wiki is pretty darn outdated sadly, with several omissions and multiple instances of being out right incorrect. For example: it says that Turrets gain cover from sandbags/rocks which we now know isn't true, it says that batteries in large blocks explode so you have to build batteries in groups of two...that's not true at all; I have a block of at least 2 or 3 dozen and I've never had a problem with them, etc... To top it all off, the images and thumbnails seem to be broken so none of the pictures work or display properly.

I'd love nothing more then to fix it myself but I know absolutely nothing about Wiki formatting code (I barely have a grasp on forum code lol) and I wouldn't know where to even begin when it comes to the images. I found an old post where Tynan apparently put two guys in charge of putting it together and taking care of it...I'm going to assume they aren't around anymore? Doesn't seem like anyone has done anything to it for a long time.

I realize the Wiki isn't exactly top priority and Tynan himself has better things to do (Like make us more stuff to build!) But, if YOU know how to fix the Image problem, or if your any kind of savvy with Wiki formatting code and such head on over there (http://rimworldwiki.com/) and fix it lol!

If you don't know anything about that stuff and it's all gibberish to you (Like it is to me) then you can still be helpful by pointing out any errors you find here so that someone can fix it!

Thanks in advance for your help/time/response/clothes/boots/motorcycle.




UPDATE: This list is pretty much abandoned now as we have multiple people working and it's too much to keep up with, but I've decided to leave it for posterity. If you want to help/contribute you can ask in this thread or just dive right in! The To-Do list is now being kept on the Wiki to make updating it easier: http://rimworldwiki.com/wiki/RimWorld_Wiki:To-do.

Needs to be done list: (Feel free to do these if you know how!) Minor, Major, Critical, New, Fixed
Update and finish Research page: Table is incomplete/incorrect. DamienHart has vanquished the foul beasts of incompleteness/incorrectness that dwelt within these pages! Verily, he is mighty.
Overview section: Missing pages. Updated Overview section with basic World, History, and Statistics pages/info.
Royal Bed entry: "Mod" tag should be removed, part of core game now. Fixed.
Drop Beacon entry (Furniture section): Needs to be changed to Orbital Trade Beacon, as well as have description updated. Fixed.
Main Page: Sandbags should be moved from Structures to Security, Links to Mortar pages need to be added once they are created as well. Done.
Events page: Needs updating/more descriptions.
AI storyteller: Outdated/incorrect. Started fixing AI storyteller section to reflect Alpha 6 changes.
Animals: Needs updating, missing new animals. Fixed by Fernbhoy, and when Fernbhoy fixes something, it stays fixed!
Main page: Organization of page flow, establishing a set style/theme. General improvements to wiki structure/ease of use. Reorganized the page flow to match the in game menus, added all pages that were missing (Very basic, just in game text they still need info boxes and such.), still need Production, Misc, and Decoration parent pages. Added basic pages with links to related objects. Some tables still point to wrong links, will fix soon. All link tables now look the same and contain the correct links. They could be prettier though.
Broken Tables: Lot's of tables have broken formatting/not displaying correctly.
Security Page: Still has link for outdated Auto-turret, needs to be changed to Improvised. Also, has link to Blasting charge which is a mod now and not part of the core game. Fixed as best I could, Table still wonky and still needs Mortars added, Mortar/Incendiary Mortar both need a page. Made placeholder Mortar pages with basic info.
Weapons: Handful of Stones, Pila, Charge Lance, Heavy Charge Blaster, and Inferno Cannon all need pages/descriptions. DarkGhost is working on it, good as done in my book. Done, so very done.
Architect: Production, Misc, Decoration all missing pages/descriptions. Basic pages added.
Structure: Log Wall, and Wood Wall missing pages/descriptions. Basic pages added.
Production: Machining Table, and Slag Refinery missing pages/descriptions. Basic pages added.
Version history: Needs fixing/updating. Thanks Fernbhoy!
Gibbet Cage entry: Should be removed? No longer in game. Description has been changed to reflect that it's not currently in the game.
Traits: Lots of Traits were cut and others have an effect now, so the Trait section needs to be completely overhauled. Damien Hart and Delta V updated the Traits list, That's mother 'effing teamwork!
Launch Pad entry (Buildings section): Should be removed? No longer in game.
Weapons: All weapon descriptions/info boxes need to be re done with new accuracy/stats system. All hail DarkGhost, Lord and Master of the arcane and mysterious infobox! Heap much praise upon him for our shiny new Weapon Tables! This guy wins 2 internets!
Broken Images: Pictures not displaying/links broken?
Structure page: NOT in English. Needs to be redone or translated. Redirected both front page links to Structure/en page as temporary workaround.
Ship: No Ship page, All ship structures missing, need pages/descriptions. Made some basic Ship pages, added placeholder descriptions with in game text, required metal to build, hit points, and some other important info. Still needs infoboxes and pictures etc...
Gear/Apparel: Missing entirely. Clothes, Armor, and Hats need to be added with tables for stats. Added basic pages/info but need an apparel table. Also, need stats for Hats. ZestyLemons to the rescue! The Gear page never knew what hit it!
Alpha 6 Updates: Pretty much everything that was added in Alpha 6 needs to be added to the Wiki. Added Basic info/Pages about world gen/Biomes
Health system: New Alpha 6 system for handling health/injuries needs to be added with info. ZestyLemon has done a terrific job documenting the new health system for the wiki! It was no small task! (The single biggest addition to the wiki so far by such a large margin that you'd have to divide the next biggest article by 4 to get half of it's size.) Kudos!

(I'd greatly appreciate you posting here if you fix something so I can cross it off the list! Thanks in advance.)
#4
General Discussion / Question about A.I core
July 31, 2014, 09:15:25 AM
Quick question for my fellow colonists, I currently have a rather large group (8 or 9 Scythers and 4 or 5 Crawlers) of mechanoid's sitting at the bottom of the map near what use to be the crashed ship, which I mortared into oblivion...however the A.I. Core is sitting out next to them and I almost destroyed it with the last salvo, I've ceased firing on them and they seem content to just sit down there, attempts at picking them off with sniper fire haven't worked, and I've been unable to lure them away from the Core... and I'm now stuck between a full frontal assault in hopes of saving and taking the Core, or continued Mortar fire which will probably destroy it.

My question for you is; Is this a one time event? Will I get another Core if I destroy this one? If so any idea how long it will take for this event to happen again randomly? Thanks in advance for all the help!
#5
Just wanted to take a minute to sign up for the forums and make a post to say that having just recently discovered RimWorld, I am extremely pleased by it! I've recently been on something of a management/base sim kick, enjoying some other titles like Space Base DF9/Prison Architect. Both were fun but ultimately felt like they were missing something, after constructing a fairly decent sized prison/base there wasn't much to do but sit back and watch it, which has always been my problem with building sim games like SimCity/Tropico...I enjoy them up until the point I'm done building things. If there isn't anything to struggle against, no conflict then a game falls flat on it's face and fails to entertain.

In RimWorld, I always feel up against the wall, pressured by the latest threat to my precious base...Even once your base is well constructed and self-sufficient there is always room for improvement, or for the A.I. to decide to blow half of it up with a pirate siege. Every time I think that I have made my base impenetrable, that no attack could threaten it...suddenly over the hill comes 30 wild savages with bows and arrows, or a handful of crawling aliens with gobs and gobs of HP. Win or lose I'm always having a good time in RimWorld, even as my base burns to the ground and the last few survivors wander the desert aimlessly, I have to chuckle in admiration then wring my hands and scheme my next design.

I'll bring up some minor complaints as well so as not to sound too fanboyish lol. Others have mentioned these things before but I'll go ahead an add my two cents.
-The psychic beacon event was a little too much perhaps, I'm glad to see it's been removed and is being re worked.
-Colonists either fight, or work eat and sleep. This leads to some frustrating issues with builders ignoring gunfire and soldiers not eating/resting. Requires lots of messy micromanagement. Soldiers perhaps should have their needs suspended for a bit while fighting, one doesn't tend to worry about how ugly ones room is when they are fighting for their life against a rabid space squirrel lol.
-I'd love to see other neutral or even friendly parties decide to build stuff on my map, similar to pirate siegers. It would then be the players decision to allow them to live in peace or confront them and drive them off. Perhaps this is an overly ambitious idea? Just throwing it out there.
-Moar stuff to build! (I'm sure your working on it, but I need it so bad it hurts! lol)

Over all I love your game, It's everything I've ever wanted in a base management sim. 5/5 man, keep up the good work!