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Messages - abelsavard

#1
To grow them I think you need a modified greenhouse.   That is you inclose some soil with a wall to form a roofed room then place a heating unit set to 20 degrees or so and then add the growing zone with the devil strand and a sunlamp.  If a solar flair hits your stuff doesnt die due to no electricity and you can de-roof the room in a pinch to provide sunlight if your plants are in danger of dying.
#2
General Discussion / Re: How to use mortal?
September 15, 2014, 11:18:24 AM
EMP mortars do two important things first they stun mechoids which very important with the larger raids and finally they can stun/lockdown enemy mortars which could be very useful if you can't immedietally raid an enemy seige camp
#3
Bugs / New Prisoner Bug
September 08, 2014, 11:04:42 AM
This happened to me in Rimworld Version 532 (Version 6)
Vibrating Dead Prisoner

So what happened was I had this prisoner that was dying of starvation ( I am not sure if thus was a bug as the prisoner wouldn't eat and had plenty of food) as starvation reached 100% the prisoner began vibrating and turned with the sound for punching being repeatedly heard in the vicinity.  I have no idea what triggers it but I have had other prisoners die from this.
#4
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 06:07:41 PM
The current build seems pretty reasonable though I am disliking the current mechanic of drop in attackers particularly after I got hit with a dozen pirates with advanced weapons dropping into the center of my home zone. 
#5
General Discussion / Enemies in Randy Random
June 09, 2014, 10:23:21 PM
So here is my question I play a lot of Randy Random (RR) and I am wondering how enemy progression works for this storyteller.  Specifically I have seen a lot of really easy raids (less than 5 raiders with only pistols and molotovs) for my games so far and I am approaching the 50 day mark or so.   Does enemy progression for RR depend on colony wealth or defense or some combination of both?
#6
Help / Colonist Appearance Editing
February 27, 2014, 11:01:20 AM
I was wondering if anyone knew how to change the body appearance of the colonists in your sace game files.
#7
Ideas / Trade Goods
November 08, 2013, 01:03:48 PM
Here is an idea lets have trade goods/luxury items.  Trade goods would be very valuable credit wise but more or less useless to you (like gold or furs).   Luxury goods could have a very high mood improvement if consumed or use i.e. like spices or even drugs.  Some such goods you could produce or collect other require research but most would require a source on the map i.e. a gold vein or a spice bush/plants.  You might have to process some of these and they would be a serious investment in terms of materials and people but offer substantial rewards for selling them. 
#8
Ideas / Endgame
November 08, 2013, 12:59:17 PM
So in the original Kickstarter post it was stated that the colonist of Rimworld might have the option to build a starship as the finale of the game.  This got me thinking that there might be other alternative game endings as opposed to a. escaping the planet or b. everyone dies.  I think a great endgame approach would be to create a new colony that is to upgrade the current collection of survivors to a permament settlement on this moon.  A plausible method would be to require the player to reach a certain population or technological level or possibly to upgrade the settlement from its ramshackle shacks to a well built town.  Another option is for the people to form a charter or constitution (presumably high social ones) to establish the town.  The town decision might be exclusive say you could decide to go the town route or the spaceship route but both or at least not at the same time (after all if you town fails or encounters severe difficulties leaving in a spaceship may become an attractive option).  The town route could also open certain technologies/social policies normally closed off (like some sort government or trade route options
#9
Ideas / Social Skill
November 06, 2013, 11:21:04 AM
Maybe characters with increased social skill could receive a benefit to the amounth they improve the mood of characters they converse with.