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Topics - EscapeZeppelin

#1
In addition to the climate cycle I'd like to see a new map condition for the scenarios where it becomes increasingly hotter or colder over a period of years until the map is at some really extreme temperatures. Thoughts?
#2
General Discussion / It's raining cougar meat
April 07, 2016, 09:13:20 PM
I've had several hundred units of cougar bits fall from space and land near my base across multiple occasions. The trail of events required is simultaneously mind boggling and hilarious. Is this some madman's poorly conceived attempt at an orbital bombardment of mountain lions or has a deep-space cougar farm self-destructed to prevent the feline uprising? Perhaps the planet's rings are simply made of slowly deorbiting big game cats?

So many questions but the only conclusion I can draw is that somewhere in the galaxy there are a lot of cougars and someone is dead set on launching them into space.
#3
It's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors

Yay! Now we can finally have easier ways to build traps and murder rooms. Raiders walk in, the exit doors slam shut behind them, and the doors to the incinerator rooms open on either side. Within seconds the temperature jumps to 600 degrees. Muah ha ha ha.

Now we just need a way to safely secure animals so we can fill the hallways with psychotic cobras to release on unsuspecting guests.
#4
General Discussion / Siegers are heavy sleepers
April 27, 2015, 04:35:38 PM
I had a colony of five with no long range weapons and no mortars of my own when a siege arrived. I figured, this is it, may as well go out with a bang and everyone geared up for a final charge. Out they go through the main gate but by the time they arrive at the siege camp it's night and all of the raiders are deep asleep. My apparently master ninja colonists walk into camp and one at a time beat eight raiders to death with their bare hands without once waking their neighbors.

Good to know there's an alternative to long range gun battles with siegers.
#5
General Discussion / Added power switch
January 16, 2015, 11:32:50 AM
"Added power switch donated by Haplo (greatly simplified, without auto-switching functions)."

Yessss. Definitely necessary if colonists have to turn equipment on and off manually. Now they won't have to walk into the killbox to turn all those turrets on as the attack comes in. And banks of batteries are suddenly a lot safer and more practical to use.
#6
General Discussion / Best organ harvesting practices
October 08, 2014, 02:42:50 PM
Because my latest colony is a monstrous nightmare populated by psychically deaf cannibals they've started harvesting the organs of anyone who isn't psychically deaf. The problem is that prisoners keep dying before we get all of the good organs out of them. What's the best order to harvest the organs in and is it possible to get everything out of them before they die?
#7
Ideas / Temporarily pause priorities?
August 25, 2014, 12:31:35 PM
There should be a toggle next to each name in the priorities screen that allows you to temporarily pause or remove all of a colonist's priorities. That way you don't need to manually remove and later recheck them each time you need to keep them from working.

There's nothing worse than trying to micro-manage a colonist that's on the verge of breaking from wandering into ugly areas to do work. You blank their priorities so they just hang out in the nice areas but once they're feeling better you have to go back and manually reassign everything.
#8
I had a colonist who was an especially delicate flower who kept having nervous breakdowns and psychotic fits despite everyone else in the colony feeling fine. After the third time I had to arrest her I just ended up selling her to a slaver. I hated losing a colonist but she was too much trouble and too dangerous to have around.

At what point does everyone else remove a colonist by letting them leave/sold to slavers/executed?
#9
So a bunch of raiders decided to set up a siege camp right next to my base and after some brief shelling I managed to kill them all without destroying the mortars. I wasn't going to turn down all that free firepower right outside the walls so I left them. The next siege I send out colonists to man the captured mortars and surprise, they open fire on my buildings and manually targeting won't correct it.

Has anyone else had the issue of raider mortars still being hostile even when manned by a colonist?

#10
Stories / The Fall of New Zanzibar
June 24, 2014, 11:31:23 AM
The Fortress of New Zanzibar held for 252 days to the onslaught of barbarians. The walls of the main fortress keep were six bricks thick with an interior grid system to limit grenade damage. Outside that, the courtyard with it's turrets and killing field and beyond lay the outer defenses and wall. Raids by dozens of mercenary barbarians broke like waves on the mighty defenses of this new citadel. Those that assaulted its ramparts did so over the mountain of corpses of those who had failed before.

On day 248 that all changed. On day 248 twenty-seven mechanoids assaulted. By the end of the day six mechanoids lay dead but the outer wall was breached and the courtyard lost. Fighting from prepared positions the colonists retreated into the keep. Miraculously no one was killed and the entrance was sealed behind them. Here they would wait it out as they had before, safe within the thick walls. But stone that had thwarted raiders and easily withstood lesser assaults began to crumble. The endless pounding of the creatures could be heard through the feet of rock as they ground down, destroying everything man made. Even the forest, so carefully tended, burned. The colony's allies responded quickly to the desperate summons for help and sent six parties to help. A dozen new corpses were added to the rubble before they fled.

By day 250 the creatures reached the final wall and the colonists were retasked solely to repair but it was too much and they couldn't keep up with the relentless assault. The cafeteria is where they broke through and they began to pour into the gap. They were met with a hail of minigun and laser fire killing two more but at a heavy cost. Three colonists went down and the rest were forced back into the living quarters. For a full day the battle raged. At one point two colonists were trapped and forced to tunnel through several bedroom walls to escape a growing inferno. Raygun the chef became separated and held out valiantly beside generator no.1 but with her death the power began to fail and lights shut off as individual circuits were cut by the fires and carefully tended battery reserves cooked off like so many fireworks. A few more mechanoids were stopped but one by one the colonists died, fighting for their lives in the pitch dark corridors lit only by the fires of their enemy's inferno cannons. The final straw was when the mechanoids broke into the greenhouse and set the dozens of hydroponic tables on fire. Rowan and Huntsman attempted to retreat into the mines but Rowan was killed by a hail of bullets and Huntsman critically injured. The comms station, powered by the well hidden generator no.3 remained the only operational equipment in the base. Bleeding, Huntsman made it as far as the communications room before he collapsed from his injuries. There in the glow of the fortress's last remaining light he bled to death.

So now somewhere on the Rimworld there's a ruined fortress with warehouses full of weapons, food, and metal guarded by the unsleeping machines. And deep within the ruins where even the mechanoids couldn't find it, glows a single light and a communications station endlessly calling for help for men long dead. Beside it lies Huntsman, last survivor of New Zanzibar, his rifle still by his side.


(Seriously, the last guy died under the last light trying to send out one final message. I couldn't have scripted it any better. Also, how the heck are you supposed to fight 27 mechanoids?!)