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Topics - Mansen

#1
New alpha - I still suck at Rimworld (What a surprise ::)) I Gots some quick questions that would go a long way to help me get adjusted to the newer mechanics.

- How the heck do you get over that initial 3 colonist hurdle?
I've tried a few colonies by now and they all fail pretty fast (Phoebe Casual). My colonists are consistently taken apart by the early tribesmen and pirates over time.

I lose my medicine, I lose arms and I lose a colonist or two. On the other hand I have only been able to catch ONE attacker alive so far - and with a difficulty of 95? that seems like an impossible not to crack (I don't know how to overcome the difficulty rating other than just being nice to the prisoners)

So how do I get started so that my colony doesn't die an early death to something as simple as a bow? Those attackers are much, much better at aiming than I can pretend to be :D (Note: I don't really like Rimworld's "send bigger, stronger waves till the player dies" mechanic, which is why I play on Phoebe. I just want to build a nice colony and pick my fights instead of having to set up killzones and abusive herding areas)

Medicine - Or how to get enough dosh to trade for it?
This has always been the bane of my colonies - Earlier on I've been able to abuse lumber and food merchants to trade for much needed medicine, but that seems a lot harder now with the new merchant types? I've even considered going as far as making medicine a food crafting thing (But haven't found any simple mods that do that for me yet)

Colder biomes - How on #PLANET_NAME# do you survive those?
I love embarking on ice sheets in Dwarf Fortress where you can plan ahead with lots of food and wait out the infrastructure needed to survive - But Rimworld doesn't have that luxury. How do you plan around the very short growing season? Rushing to hydroponics? Does anyone have a good Let's Play of the attempt? Youtube isn't particularly helpful.
#2
General Discussion / Turrets and Sandbags - Cover or not?
September 03, 2014, 02:32:10 AM
Getting a lot of conflicting information here about turrets and their ability to gain cover behind sandbags - So which is it exactly. Do they gain cover if you put them next to a sandbag (if the enemy is on the other side of that of course) or are they too big and bulky to gain any cover?
#3
Bugs / Colonist dragged into another dimension
August 28, 2014, 06:29:53 AM
So I have this colonist who appears to have shifted into another plane of existence. He's lying on the ground, shocked but he isn't actually where he's supposed to be (or anywhere in fact). It's been a few months now and the game still hasn't killed him off or anything.

http://cloud-4.steampowered.com/ugc/571150574225962362/19FAC2AAEC829394763A38090AB23443FFD077E9/

This oddity occured during a firefight where my colonist was suppressed and dropped to the ground - One of the pirates tried to drag him off, but dropped him after the rest of my guys killed him. (He "spawned" back on the ground this time), then a second pirate tried ddid the same and Croc was never returned to our world. It was kind of sad that I had to leave him on the planet - I even had room for him on the spaceship. :'(
#4
Ideas / Reinforcing cave walls into "walls"
November 05, 2013, 04:58:15 AM
Due to how power is run through regular walls, it is currently a very bothersome task to carve out rooms inside the mountain rock. You have to clear room for the walls as well and then rebuilt them, just to get power running.

I suggest we receive the ability to place walls directly on rock tiles, to reinforce them (Or demolish/rebuild alternative), to make cave spelunking a wee bit less frustrating.