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Topics - antibodee

#1
General Discussion / "Unorthodox Tactics"
August 29, 2019, 03:57:39 PM
One Time:

Was low on explosive shells, and I was attacked by a seige.

My response?  I drop podded about 1000 chemfuel all over their area and then used my last couple incendiary shells to set the whole damned area on fire. 


Another Many times: 

I'll keep a psychic or poison ship on standby for as long as possible, and then use doors to route the next attacking army to it... then clean up the mess.


This game is all about thinking outside the box.  I fucking love it.

Another game: 

A constant huuuuge breeding pool of cocaine addled dogs.  Just tons of dogs constantly being administered yayo, and put into cryosleep until the next fight comes.
#2
General Discussion / Craziest Most F**ked Up Things
December 23, 2018, 01:05:53 PM
1.  Had a colony guarded by cocaine dogs.  Had a little medbay next to a bunch of cryobeds where dogs would be removed, administered a double dose of cocaine, and then sent upon my enemies. 

2.  Had a colonist who was badly damaged with artery blockage and a missing kidney.  I gutted a prisoner to repair him and it turns out, it was his son.  He didn't take the news well when he woke up.

3.  All prisoners immediately have their legs replaced with peg legs, and then the peg legs removed to keep them in bed.  They have to earn legs by joining the colony. 

I could go on and on...What are your stories?
#3
This game is now second only to world of warcraft in the amount of time I've played it. 

Tynan truly created a masterpiece.  This may be the most underappreciated game in history.

I've gotten more for my money on this game than any game I've ever purchased.

I hope you've gotten at least somewhat rich off this, as you deserve it. 
#4
Just seems like since hearing doesn't do much outside of trading, it would be logical to make the pawns occasionally need their orders repeated before they follow them. 
#5
But thank you Tynan.  There's always haters and crybabies out there, but as game developers go, you've given us more than we could have ever hoped for in a game, more than we could have ever imagined this would develop into. 

I never in my dreams imagined this game would ever make it to the depth it did at even 14a.

I appreciate all your hard work, and this game is definitely money well spent.  You could never touch it again, and I would be happy for it.  The support for the modding community was the perfect touch to keep it one of those games people still play 10 years from now. 

I really... can't thank you enough.  Probably 1000 hours of playtime so far at least, and still.. whenever I need something to kill time when I don't feel like social multiplayer.. here I go. 
#6
They're at 60 and rising.  I really didn't expect them to grow at this rate.  Will they just reproduce indefinitely?
#7
Mods / Mod Suggestion: Clone Army
November 11, 2017, 09:24:23 PM
Clone Army Mod:

Tier One Research:

Any Animal of one gender brought to to a sample machine, unlocks the ability to clone that animal at any time.  Ie, Female Muffalo.
Animal clone vats can generate a full animal every day. 

Tier Two Research: 

Tree 1:  Clone army:  Human clone troopers can be created in vats.  They are humans with level 20 shooting and melee, but no other abilities permitted, including hauling/cleaning.  These troopers are created for the singular purpose of combat. Created with new resources:  Biomatter and Stem Cells.

Tree 2:  Replicants:  Biomechanical clones with superior manipulation, sight, movement speed, but can only do one task of creator's choice.

Tier 3:

Tree 1:  Pawn Cloner:  Clone one pawn as a complete adult with the same traits and passions, but not the same skill levels.  Clone starts off with much lower skill level.

Tree 2:  Mind cloner:  A machine that copies the skill levels and traits of one pawn into another pawn.  The pawn who is about to have his mind erased may resist and have to be subdued and anesthetized for the procedure, much like resisting arrest.

#8
General Discussion / I originally pirated this...
June 03, 2017, 02:22:26 PM
I've been playing this game since launch.  I fell in love with it.  I was broke though.  I've been playing a pirated copy since then. 

TBH, I don't mind pirating most games.  A lot of developers tend to release crappy half finished games fully, yet alone early access.  This game, however, bothered me a lot that I didn't pay for it.  This developer has put his heart and soul into this game, and it shows.  I love rimworld, and I love what this game has become, and I purchased a legit copy for me and a couple friends now that I had the money.

I encourage any other pirates out there to do the same.  The dev here is different than most.  He really deserves to not be a target of piracy.
#9
Mods / In Search of a Mod:
August 20, 2016, 10:10:52 AM
I usually work with far larger populations that what was intended with the spirit of the game, but suffice it to say, it gets hard to control after about 120. 

I'm hoping there is a mod that exists that I can either rearrange colonists on the work screen, or create groups where I can one click select all my warriors/cooks or something to that effect.  Anything that would assist in managing this... horde of pawns, would help.

Thank you, big fan of Tynan, big fan of you modders.  You kept this game fun for me.
#10
I really enjoy the game a lot.  Don't get me wrong.  I'm not one of those negative whiney people.

I prefer to play on higher difficulty settings.  Never had much problem doing it before.  With the newest patch though, it seems as though it's all about diseases.  I've started 6 games in a row where my colony was wiped out by numerous diseases that there was nothing I could have done to stop it, prevent it, or cure it in time. 

In the first 15 minutes of a game, of the four colonists I have, three of them have a disease.  I wish that it would be drawn back and turned more into a battle game.  Diseases are challenging, but not fun challenging. 
#11
Stories / It was a Tuesday, 9:30
January 18, 2016, 07:18:55 AM
It was a Tuesday, about 9:30

The overseer is up to something again.  He's got that look in his eyes. 

Yesterday, an escape pod crashed near the base.  Myself, the overseer, and a medic all went to check it out.  We found the guy, someone with no affiliation to any faction, with his left arm and right leg completely blown off.  The medics rushed to put him on the stretcher, and the overseer stopped them.  He said "arrest that man."  We were all stunned, trying to figure out what the difference is, and what the hell we would handcuff to make that possible.

Thursday 12:15 PM

The overseer once again brought up the idea of chopping up dead enemies and eating them.  I made some snide remark about making leather from their skin.  He stroked his beard a little in contemplation.  Our little base is in for a world of trouble. He's got to be just joking?  Right?  ...

Friday 6am

I woke up this morning and found the overseer barking at me that he wants to redo the dining room floors in gold and silver, and we need to sell organs and humanskin clothing to do that.  I so called this.  The doctor tried to raise some ethical questions, and the overseer just just joywired his brain all up.  I dare not question.

Saturday:  3pm

Call me crazy, but when I'm feeling blue.. I do one of three things.  Get drunk, fight, or walk around aimlessly.  I once wondered into a camp of mechanoids because I had to share a fucking bedroom.  Now?  Well... Now I'm wearing pants made out of this little kid I saved from a crashed escape pod because, and I quote "He wasn't really passionate about anything".  I don't .. uhh.. I don't know what to say about this.   At least I'm still keeping a journal.  That's got to be a good thing.  Write what's in your heart.

Monday:  6:14pm

The overseer has lost it.  He lined up all 201 members of the colony in front of a line of turrets.  He then released all of the psychopaths and cannibals with at least one passionate interest.  He almost shot everyone else but released 20 more because he was, and I quote "Inspired by their great passion" and believed they would learn to live with the terrible misdeeds coming in this colony's future.  I lied and pretended to be a somewhat passionate artist.  I only make the same 3 statues over and over again. God someone kill me.  He killed them all.

(((More to follow)))
#12
Does anyone have a chart, or a table that shows the differences in things built with different materials?  I want to know what's actually worth it to make out of more expensive materials, and what's an absolute waste.
#13
Ideas / Journal:
April 24, 2015, 05:48:09 AM
First, I would like to apologize for posting so much in this section.  It's out of love for this game that I do it, and if I'm starting to borderline on spamming I will stop. 

It would be nice to have a journal that tracks all major events in your colony.  Dates of people joining, medical problems they've endured, deaths, war, peace, fires that do significant damage, ect. 
#14
Ideas / Tool System:
April 24, 2015, 03:04:50 AM
Once colonists reach a certain level in skill training, they can equip a tool.  Each colonists can only have one tool, but that tool allows them to do that one job much better.  I'll give an example below.



   
   
   
   
   
   
   
   

Skill (10+)(15+)(20)
WardenPamphlet
(Gives new recruit a temporary mood buff upon success)
Book:  A Dummy's Guide to Brainwashing
(Double's the chance of successfully recruiting a Difficulty 99 Prisoner)
Torture Tools
(Forcibly Recruits someone on direct command only.  Creates a colony-wide mood debuff)
MiningWooden Pickaxe
(Increases Mining Speed)
Steel Pickaxe
(Increases Mining Speed +1)
Golden Pickaxe
(Increases Mining Speed +2)
GrowingWooden Hoe
(Increases Farming Speed)
Steel Hoe
(Increases Farming Speed +1)
Golden Hoe
(Increases Farming Speed +2)
CraftingWooden Tools
(Increases Crafting Speed)
Steel Tools
(Increases Crafting Speed +1)
Golden Tools
(Increases Crafting Speed +2)
BuildingWooden Hammer
(Increases Building Speed)
Steel Hammer
(Increases Building Speed +1)
Golden Hammer
(Increases Building Speed +2)
ResearchLabtop
(Increases Research Speed)
N/AProcessor (Requires AI Core)
Allows for two researches to be done concurrently at the same rate)
MedicineN/ASurgical Kit (Allows healing of one additional injury)Defibulator
(Can be used once per corpse that has died within the hour.  15% chance of resurrection, and they remain stable for two hours
#15
Ideas / Outdoor Lighting
April 24, 2015, 01:08:32 AM
Some kind of lamposts you could put outside to keep your paths lit would be nice.
#16
I have been playing games like this for a lot of years.  Over that time, I've developed habits that were ruining my ability to enjoy Rimworld to the fullest extent.  I strive for perfection.  My longest game went on for almost 150 years, and in that time, I lost 3 colonists.  When everything goes to hell, I pack up and start a new game, or load.  It took some time for what Tynan has been trying to explain to people to really sink in.  This game is about the story.

Death is a huge part of it.  Tragedy is a huge part of it.  People will die.  That doesn't mean you shouldn't try to protect your colonists all that you can, but when bad things happen, to get the most enjoyment out of Rimworld, you have to embrace it and move forward 'as is.'  There is a satisfaction that comes from burying your dead, counting the living, and moving forward.
#17
Ideas / Labels/Signs
April 23, 2015, 01:11:07 AM
It would be cool if we could put signs or labels that make a text pop up similar to the name of a colonist.  Would be nice and good for the story if we could name and identify areas of our base. 
#18
General Discussion / Fire in 10: Way way too much
April 22, 2015, 12:28:39 AM
I had one electrical explosion, and 9 colonists.  Those 9 colonists have been fighting this fire nonstop for 12 hours and it's barely any smaller.  Fire is growing way too fast.

I had another time where a thunderstorm ended with about 6 lightning strikes.  The entire map was on fire, and it took 16 hours for rain to finally help put it down.

I hate fire.  Fire absolutely ruins games.  It leaves you in situations where you lose no matter what you do.  It lags the game to unplayability on every system I have, and I have good gaming systems.   It can't be put out without severely long hours of firefighting being put to stave it off until rain arrives, and you end up with all your colonists going berzerk. 

Fire should be an occasional thing, not something you have to fight every 3 days.

I don't know if this is a difficulty thing or not, but if it is, it needs to be scaled back dramatically.  I stopped playing on the hardest difficulty already because of the stupid circumstances that surround every situation.  I have yet to be beaten or even lose a single colonist to an enemy since alpha 10.  I easily win every fight, even on the hardest difficulty, only to lose to the entire base burning, berserk streaks because I can't keep up with cleaning, berserk streaks because of starvation, because food has become impossible, or quitting because all my people have too serious of injuries or health problems to do anything with.

#19
General Discussion / 10/10c Too much Berzerk
April 17, 2015, 08:59:17 PM
I've started about 20 colonies since 10/10c launch, and the same in both.  Colonists and prisoners are far too prone to go berzerk.  In 6/20 of those games, I had over 12 cases of colonists and prisoners going berzerk before I even got my first recruit.  Dazed makes sense, but this much berzerking makes the game practically impossible to start.
#20
Looking for a mod that will allow me to to move my colonists around in the overview screen, and perhaps even group them.  The more customization the better.  In a game where micromanagement is key, the UI really is very primitive in regards to colonist management.