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Messages - Eichkater

#1
Releases / Re: [1.1] SimpleSidearms (1.4.0)
November 02, 2021, 06:02:58 PM
Quote from: Fargotroniac on November 02, 2021, 05:19:40 AM
Hi,

Is there a way to set the colonists to use ranged weapons preferentially and to use a melee weapon only after a close attack?

Yes, in mod settings -> triggers -> melee combat autoswitch

#2
Releases / Re: [1.1] SimpleSidearms (1.4.0)
October 19, 2021, 01:01:14 PM
Quote from: mcduff on October 19, 2021, 09:35:51 AM
Ah that would work if the assault team was always the same...

I streamlined my equipement in a sense that they all have the same sidearms. So, it does not really matter which of them they get on the raid. The real issue is that sometimes you might have too many weapons and sometimes not enough. Its a bit doggy to with equiped items but yeah, they best solution I got that far^^.
#3
Releases / Re: [1.1] SimpleSidearms (1.4.0)
October 19, 2021, 09:08:49 AM
Quote from: mcduff on October 19, 2021, 06:01:45 AM
Does anyone have any good workarounds for dealing with sidearms when caravanning? I'm relying on memory not to sell my caravanners sidearms, and when I'm splitting up caravans I always end up missing something and sending someone off with someone else's monosword.

Hey,

yeah kinda but it's a bit tedious setting up. You get the mod "Carava Adventures". Then you go into options and "Caravan Forming and Trade Filter Presets". There you have three templates "pack up", "goods 1", "goods 2". You can set either one of "goods" to something like "Assault team". Now you have to manually pick your pawns sideweapons from the list and exclude the rest (you can ofc also pick sleeping bags etc). When you form a caravan you can pick the preset and those sidearms will be loaded onto your caravan. On arrival you can then drop everything, unforbid and undraft. Pawns will autoequip.



I have an issue as well. Pawns sometimes stand on top of drugs and pick up/drop them indefinitely. They stop once I forbid all drugs. I think it is an issue with simple sidearms but I`m not sure. Has anybody else experienced that?
#4
Ideas / Re: Slaver ideology meme idea
October 19, 2021, 06:46:56 AM
A well described idea. I agree with you. Slavery needs a major buff. There are only limited reasons to have slaves nowadays. They are exempted from some worktypes, you need to invest into them to make them not rebel all the time (slave gear, terror) and they work slower. At the same time they count towards wealth full-time and they rebel occasionally. So why have slaves? The only real usage I got out of it so far is for RP reasons and if pushing for royal titles as fast as possible.

Slaves should not count towards colony wealth that much. Maybe you could take this into account when thinking about a possible slavery meme.
#6
Ideas / Re: Losing ideology is weird
October 07, 2021, 12:33:28 PM
Quote from: Alenerel on October 04, 2021, 11:28:53 AM
When you imprison somebody and treat him bad he will lose his ideology faster. Irl that person would hate more and more his wardens and would hang on to his ideology even more.

I know that "in real life" isnt an argument for a game, but it also makes sense that if you invest in treating your prisoners well they like you more.

"In real life" it works exactly as in the game unfortunately. The idea behind treating a prisoner badly in order to convert him is not new and has been done time and time again. The logic of the warden is simple: I cannot treat you any different because you are a heathen. As soon as the prisoner dennounces his old faith and accepts a new the circumstances change completely. As a prisoner he had no say, no power and no hope. As a convert all this changes. It does not matter if he didnt mean it in the first place. His new life will be based on his new faith and even if he holds a grudge against his wardens for the rest of his life his children will belief in the new faith. And that'S what it is all about in the long term.
#7
I doesn't make any sense and it should be available. Restrictions on for example the amount of relics or festivals would actually make sense but those are freely selectible. Not that I want it but it is logicial whereas not being able to choose high-impact memes is not.
#8
General Discussion / Re: Raider meme sucks, suggestion(s)
September 09, 2021, 03:58:08 AM
I tried it with fluid ideologies and must say that it earns too many points too easily. You just make bank on developement points each time raiding some farming site.
#9
General Discussion / Re: Melee-only colony
September 08, 2021, 08:19:44 AM
Been doing that currently with a viking playthrough and you are right about the weapon progression. You definitely need some mods that improve on that. Mediaval, Vikings, More Melee Weapons etc.
#10
Have 2 prisons. One for low mood and conversion and one for high mood and recruitement.
#11
Yes, this and this exactly. I wanted to make a Rimworld version of the  molepeople living underneath the American continent. https://i.redd.it/sd8tqqz31kz31.jpg

They ofc live in tunnels and only come out at night to snatch people up and have them work as slaves in their underground network. The big issues arises when you actually wanna go raiding. Departure and arrival have to be managed manually to leave/arrive in darkness which is completely pointless and just aggrevating because the actual meme for such a gameplay excist. So, I wholeheartedly agree with the previous posts. Caravaning is a drag as it is... As nightprowlers it is simply not feasible.
#12
Quote from: Locklear on August 26, 2021, 12:59:56 PM
So frustrating seeing "Colonist Needs Rescue" because a pawn on a phychite/food binge ran into an infestation to eat the insect jelly, even though the jelly is forbidden, the area is forbidden, and the door to the cave is forbidden.

Might as well just have them wander over to the armory and put a gun in their mouth.

+1.

It just doesn't make sense.
#13
Unfinished / Re: [WIP] [1.3] Custom Ritual Framework
September 02, 2021, 04:01:35 AM
Hey, I'm interested!  :)

The steam links are private, thou.
#14
Mods / Re: Help Reading Player Log
September 02, 2021, 03:59:18 AM
Quote from: Canute on September 02, 2021, 03:47:16 AM
Hi,
i don't think you have a mod problem.
But
Quote<RI.Hid> Failed to create device file:
2 The system cannot find the file specified.
Quoted3d11: failed to create buffer (target 0x2 mode 0 size 12) [0x887A0005]
together with the error crash
UnityPlayer.dll caused an Access Violation (0xc0000005)
may indicate that you have an problem with the videocard.
When your modlist worked fine before, can it be that the problem happen after a windows update or did you update your video driver ? Then you should try to get the previous videocard driver.

Alternative, you should try if the vanilla game still works fine (harmony + hugslib, then you can use the hugslib feature quickstart to create test colonies 1click with the top right dev icon).
If anything works find, maybe one of the mod's add some textures that cause trouble. (point at the "<RI.Hid>" msg.).

Hey Canute, can I be in your 10.000th post please!

You are the most helpfull person here by far and you've helped countless people (me included) during the last years. Thank you Canute! You are a great person!
#15
Ideas / Re: Your Cheapest Ideas
October 01, 2020, 12:31:04 PM
The cheapest was definetly to start building re-installable stuff inside the stockpile and then install it at it's spot and not the other way around. Safes a lot of time.