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Topics - Sola

#1
If I have a great unit that's in the middle of a daze, but also has an infection that needs treatment, what do I do about this?

Last time I arrested one of my own pawns to heal them during a break, it took well over a week to re-recruit them.  Just now, I waited for it to go extreme with pawns at the ready to rescue and treat, but it was too late.

Tips and tricks?
#2
Non-constructors will now haul things to be constructed?  OMG YAS.  We've needed this forever.  Having your best constructor spend a whole day hauling materials to and from a geothermal generator was a nightmare.

Cooking bill: "Look only in this stockpile" makes a lot of things more convenient, too.
"We're out of vegetables for fine meals!  I guess I'll go harvest rice instead!"
*harvest one rice plant*
"Oh look!  We have rice to cook with now!"
*brings exactly 5 rice back*

With "look only in larder" it cuts out a lot of micromanagement, and that's a fantastic QOL improvement. I'm sure there's more stuff, but I felt the need to gush here :p
#3
General Discussion / Patch note questions
August 30, 2018, 03:04:13 AM
Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork items are extra hard to craft, and legendary requires an inspiration.
-What is "inspiration"?  How do a trigger inspiration?

Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?
#4
While you wait for devilstrand to grow, how do you prevent your colonists from picking up scars and other bad damage?  Do you make clothes out of leather?  Do you rush armor vest research?  Do you rely on pitfalls?  Do you pick a god and pray?  Do you play with dev mode on?
#5
Got an infestation, business as usual.  Take it out, call it a day.

"A new area has been discovered!", just to the south of my mountain base, even though I hadn't mined my way in there yet.  There's a dormant hive and some bugs in there.  I ignore it, since I'm still recovering from the infestation.

Two days later, "A hive has spawned!" in my storage, near the infestation site ...Uh.. what?  Sure.  I kill it.  Back to recovery.

Two days later, "A hive has spawned!" in my storage again.  Right.  kill it.  Maybe the dormant hive is spawning them somehow?  I mine my way in there and kill it just in case.  Now there's absolutely no hives left, and I am in desperate need of recovery (no devilstrand yet, 4 of my 5 combatants are brawlers).

Two days later, "A hive has spawned!" in my storage again.  I exit the game.

Anyone else having this problem?
#6
Stories / Cassandra doing her Randy impression again.
November 26, 2017, 04:48:10 PM
New crashland, not TOO comfortable with my starting pawns (one's incapable of hauling, my best shooter is 5), but I feel like I want to try and make it work.

Day one, build some beds, get 45 squares dedicated to rice, healroot, and cotton, start up making stone so I don't need to worry about fire and some people come to visit.

The visitors are leaving.

The visitors are fleeing.  ...From spelopedes.

The spelopedes attack my colony.

On day two.

GG, Cassandra.  GG.



#7
Stories / Beware the doomsday rocket launcher.
November 24, 2017, 04:57:44 PM
"All right!  I'll send Aardvark ahead to tank the shot from the rocket launcher!  She's got serious drain bamage anyways, so it won't suck too bad if I lose her!"

"...Oh man, she's move really slo....OHMYGODISTHATTHEROCKETS?!"

I manage to fight off the pirates, then this happens.





AT LEAST AARDVARK SURVIVED! >:(
#8
I've encountered a handful of exotic goods traders, and killed a bunch of poison and psychic ships, but they don't seem to have them anymore.
#9
I've got 5 charge rifles, and 6 people with shooting of at least 10.
Everyone's wearing devilstrand hat/jacket/shirt/pants and an armor vest.
One frag grenade, three miniguns, an assortment of LMGs/Assault Rifles/Automatic weapons, no animal pulsers, no rocket launchers, six sniper rifles, though I imagine snipers would be useless once they enrage.

Is it even possible to crank out enough DPS to pop the elephants before they run me over?



Also, "TFW it takes too long for a bulk goods trader to show up"
#10
Ideas / Add "Allow dead man's apparel" check to outfits.
November 22, 2017, 09:06:16 PM
"I HATE THAT I'M WEARING A DEAD MAN'S ARMOR VEST!"

"then take it off."

"Okay."

*runs off to grab another dead man's armor vest*

"I HATE THAT I'M WEARING DEAD MAN'S CLOTHING!  GOD!"

--
So my options here are "disable armor vests entirely" or "micromanage and forbid/destroy the ones I see before people put 'em on".  I'd like for people to stop wearing clothing of the dead if it's just going to put them in a foul mood and burn my village down.
#11
Warg: bonded to Steve.

Steve's animal handling is 2.  Steve cannot become Warg's master.  This is a permanent mood debuff for Steve, and frankly, annoying.
#12
General Discussion / Version 18 question
November 19, 2017, 04:56:32 PM
Judging from the "recent news" section, it looks like the game has officially updated to 18.

Do I still need to "opt in" to that, or can I set my status to "opt out of all betas"?
#13
Stories / Just had a poison ship crash into my base.
September 22, 2017, 01:10:43 PM
Thanks, Cassandra.  Doing your Randy Random impression, I see?



Fortunately, Stin was a crack shot with the grenades, killing the centipede before it could cause any damage, and the scyther didn't instantly mutilate anyone, either.
#14
If so, I'm doing something wrong.  Temp set to minimum, settling on north/south pole, but the temperature seems significantly warmer than the older versions of this challenge.

Like.. there's a polar bear walking around on day one, not suffering the ill effects of the weather, when even Thrumbos died in the A16 version.

EDIT: Looks like I can't set a permanent cold snap in A17 using the scenario editor.  Any tips?
#15
Off-Topic / What do you guys play on your phones?
June 17, 2017, 06:56:07 PM
I figured this would probably be the best place to ask, as I'm figuring anyone that likes Rimworld enough to sign up for its forum would have at least remotely similar tastes in games.

It doesn't have to be strategy, survival, roguelike, permadeath, or anything like that, but it helps.  Bonus if it's "download once and play it without burning through your data", too.  I'd rather pay for a game outright rather than deal with ads or freemium nonsense.  However, don't let that stop you from suggesting a freemium game if you really like it.
#16
Ideas / Hunting boomalope in the rain
June 15, 2017, 07:25:39 AM
Best time to do it, right?  The fire takes care of itself, and there's little danger involved.

...Until you down them.  When you down anything else, the pawn moves close enough to get the +750% execution accuracy bonus.  When you down a boomalope, the pawn stays just outside the explosion radius (smart!), unless he's already inside it (Less smart!), and doesn't get the execution bonus.  This means the immobile and prone target gets a bonus to evasion after being shot.

Noticed this today when a unit had 34% accuracy while it was mobile and fleeing, but 9% accuracy after shooting its leg off.

Shouldn't it be easier to hit an immobile target, rather than harder?
#17
Ideas / craftable advanced materials
June 13, 2017, 07:44:08 PM
Sure, being able to "plant hyperweave" is just bad from both a balance and storytelling standpoint, but what about being able to craft it?  As it stands, the quantities you can acquire hyperweave from are so scant (cargo pod drops, certain traders, both in small amounts) that it's rarely ever used to make anything.

Synthread: Required 60 cotton - result 15 synthread : Requires eletric tailor bench, research tech (Advanced textiles?), 9 crafting skill
Hyperweave: Required 75 cotton - result 15 hyperweave : Requires electric tailor bench, research tech (Advanced textiles?), 12 crafting skill

--
Sure, by the time you're at the end of the game, plasteel is hardly an issue due to all the mechanoid invasions and crashed ships, but it's gotta come from somewhere, right?

Plasteel: Required 60 steel - result 30 plasteel : Requires machining table, research tech (Advanced metallurgy?), 9 crafting skill.
#18
Stories / Kicking the addiction is tough.
June 11, 2017, 05:47:49 PM
Sometimes, when you're trying to kick an addiction, you'll find yourself in a miserable mood.  You'll think of nothing but getting that next bottle of budweiser.

But you've been at it for a while!  You've managed to deal with the shakes and you're nearly free of the alcohol-devil!  I'm stoked my grower won't be operating at 20% manipulation!

...Then he has a mental break, going on an ambrosia binge.  "Sure" I think.  "1% addiction chance isn't THAT high.  How bad could it be?"

He eats friggin' twenty five ambrosia fruits and gets addicted.  At 98% alcohol withdrawal.  I kinda wanna turn him into a hat.

#19
Previously, I've relied almost exclusively on shooting, between sniper rifles, assault rifles, and charge rifles to get the job done.  However, there are those that endlessly tout the benefits of a sword's DPS.  I figure I'll give it a shot (pun totally intended).

-Apparel options:   Button down shirt, pants, duster, hat?  How does that stack with armor/helmets/personal shields/smokepops?
-What's the best clothing material option?  Devilstrand, thrumbofur, leathers, or something else?
-Weapons:  Swords?  Clubs?  Knives?  In the shooting world, the hunting rifle is good because it's accurate and cheap, with sniper/assault rifle filling late game, eventually giving way to charge rifles as your go-to combat weapon.  Is there a similar progression for melee weapons?  (Start with steel swords, move to uranium or something like that?)
-Injury:  Melee guys are probably gonna get hurt a lot.  How do you keep on top of healing them?  "Don't send them in without armored vest"?  "Abuse the AI using a trick that everyone should know"?

Anything else I didn't mention that I should know?
#20
First year, nothing was going right.  My constructor has a burning passion, but only a 3 to start.  This is a lot of poor/shoddy/awful furniture that isn't helping my volatile miner much.

First raid, 99% difficulty to recruit.  Fine, I'll execute him.
"A refugee asks for help!", incapable of violence.
Escape pod, chemical fascination and incapable of violence.
Second raid, 93% difficulty to recruit, incapable of violence.
Third raid, bullet to the brain.  Sometimes, you just get the feeling you're not going to have a good time.