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Topics - ITypedThis

#1
And if so, how long does it take to restock?

I'll already traded with the four closest friendly towns and bought up much of their useful equipment, but I've noticed even after a long time one of them still only has a Joywire and no bionic parts, even after multiple seasons have gone by.

If not, well, that's something to look for in the future!
#2
General Discussion / A Question for Tynan.
April 21, 2015, 04:36:46 PM
Hey Tynan, I have a question about your thought process for RimWorld.

When you were designing the game and the lore and everything before you released the first alpha, did you intend on making RimWorld such a dark game, or was it, do you think, an unintended consequence of human nature?

Just curious! Happy as ever to be playing RimWorld.

Thanks for feeding my curiosity. ;D
#3
General Discussion / What do you do with extra prisoners?
February 26, 2015, 01:13:51 AM
It seems to me that everybody does things just a little bit differently than everybody else, and I am quite curious as to how everyone runs their prisons.

Okay, here's the scenario: you just survived a raid, and two or three of them didn't have the good fortune to die in the fight. After being treated, one of them lost both of their legs, and the other(s) has/have all of their limbs still attached and are up and walking. For whatever reason, you can't or won't recruit them, and have no intention of ever doing so. Food may or may not be a concern.

You are far into the late game, and as such don't even know slave traders still exist, so they can't be sold. You also do not wish to make peace with their faction, so you cannot release them. And in case I've missed something, you can't do that either. :P

What do you do with them?

Personally, if they're bedridden I use them as fodder for the warden(s) to train their social skill(s). If not, have my soldiers beat them to the floor --or to death, whichever comes first.-- to train their melee skills, and have them patched up by my doctors to train their medical skills. The dead are burned.
#4
Off-Topic / Desktop Backgrounds
October 04, 2014, 12:41:19 PM
Hello Everyone. :)

I like to amass background pictures and create them into a desktop slideshow that automatically changes every once in a while.

I already have quite a few, and I'm always looking for more. Perhaps you, dear reader, could upload some of yours?

Here are some of my favourites:















#5
Ideas / Make Mortar Shells Extremely Bloody
September 29, 2014, 02:20:33 PM
Recently in my colony, a large group of raiders decided to attempt to siege us. They had brought five-too-many snipers for me to feel confident in the idea of sending one of my own. As such, I had some non-essential colonists man a couple of mortars to try and whittle them down for a while before a frontal assault.

I suppose I must have been quite lucky as many of the shells scored fairly direct hits on the raiders, and often killed them instantly.

However, after the siege was over I was looking around at the ruins of the siege and some of the past siege camps and saw a few skeletons and some scattered sandbags as the only remains. The reason being that mortar shells usually completely destroy the body of the pawn that was hit. In my opinion, this makes siege ruins rather underwhelming.

I think that when a pawn is killed by a mortar shell, if the body is destroyed, there should be massive pools of blood splattered on the ground where they were to add to the visual effect of a past battle.

TL;DR: I think mortars should be very bloody. Especially considering someone got hit by an explosion powerful enough to rip their body apart...
#6
Colonist's skill levels lose experience over time. I think I once read that Tynan did this to slow the level progression of colonists. But what I know, is can this experience degradation decrease the actual skill level itself?

For example, X colonist hasn't shot anyone for a long time, ever since he leveled his shooting skill from 15 to 16. Over a long enough time, would his skill level decrease back down to level 15, or would it stay at level 16 forever?

And if so, how far will it go? And when does it start? How fast can it go?

Thanks.
#7
Ideas / More Combat-Based Structures
March 25, 2014, 01:52:02 AM
Currently, the raiders can and do pose a serious threat to the safety and general well-being of one's colony. Well they can often be repelled fairly easily, sometimes there is simply just too many raiders to fight without heavy repercussions affecting the surrounding area and populous. At this point, I personally find it is no longer fun and challenging to fight raiders and instead becomes "time to hide everyone close to their beds so they don't die while being dragged off as those jerks beat at my door and vandalize the colony's property until most of them die in the fighting or they get bored and leave."

While I would prefer that the raiders' numbers don't surpass more than twice that of the defenders, I think more defensive options would be more tactical and enhancing to the gameplay. Stone walls and sandbags just aren't cutting it.  ;)

I think additions like metal spikes to prevent raiders from taking cover on the opposite sides of walls and sandbags, makeshift bunkers that greatly increased the defense of anyone stationed inside of them, but also reduce range and field of view while being very vulnerable from behind, and metal "reflectors" that could be built over sandbags that would deflect grenades and scatter the flames from molotovs into harmlessly small embers, but could be knocked down on top of anyone underneath for fair damage after being shot enough, etc. could be just enough to turn the tide. Maybe even some offensive structures...

Have an idea? Tell us all and contribute to keeping your colonists safe!  ;D

I hope you didn't mind the long read.