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Messages - Spectre

#1
General Discussion / Re: Just got rekt by a Beaver.
January 24, 2017, 08:57:51 AM
From what I gathered Alpha beavers get hungry seriously quickly, which allows them to destroy forests quickly as they pretty much eat a tree then move on to the next one. Bucky, was hanging out in the freezer when I last checked up on him and when I got the starvation alert for my colonists he'd moved outside of the freezer and started on the trees. Use Prepare Carefully and check it out for youself, they're ravenous.
#2
General Discussion / Just got rekt by a Beaver.
January 22, 2017, 05:56:30 PM
So I was doing pretty damn well on my 3rd year colony, I had mountains of food, people were generally happy, plenty of drugs, y'know the sort of thing.

I never bothered with hydroponics in this colony because of the abundance of food I get each year that lasts me well into the next. Such was my folly. A friendly Alphabeaver self-tamed and I welcomed him with open arms, I was happy to add a silly little fluffer to the colony and restricted him to my home region so he could live out his merry life free from molestation.

A few days into the winter after Bucky arrived I got a starvation notification. I sighed to myself and wondered who I forgot to undraft or perhaps Raven the 'Too Smart' Herder had walled herself into her own tomb again. I checked each colonist and they were doing their jobs as normal... How odd.

After of few moments of bemusement I checked the freezer. Oh, there's no food in there. Oh, there's Bucky. Oh, how quaint his food level is decreasing at an alarming rate. Oh, the bastard had eaten all my food and had now started on my colonist's plant pots. Oh, there's no way to get any food now because I over hunted for three years! Haha! What merriment! Bucky! You truly are the Alpha (beaver) here you furry little prick.
#3
General Discussion / Re: Thrumbos?
November 08, 2016, 07:06:45 PM
Quote from: Pink Omega on November 08, 2016, 05:53:01 PM
Quote from: Spectre on November 08, 2016, 05:45:53 PM
Yeah I guess they are true aliens. Like you said everything else has been made by humans, so Thrumbos must be alien.

As for being the wisest thing in the universe... I'm not convinced. They are clearly animals and have no technology. Sure apparently they can apparently speak, but we never actually see them do it. I personally think the whole 'wisest creature in the universe' is actually just a story that's been passed on, kind of like how we tell stories of 'elephants never forgetting'. I think they're just incredibly rare animals that have some sort of reverence type status with tribes.

A case could be said that they are indeed not even alien, and they have also been genetically engineered at some point.
Yep. I also believe it's just a story like you said, I was thinking about that, but it would be REALLY cool if they were actually from transcedent worlds.

Or maybe they're from Glitterworlds? Just because it's man made doesn't really mean it's not alien. If humanity has spread so far that there are tribes to glitterworlds I imagine humans froms tribes are incredibly different to Glitterworld populations.
#4
General Discussion / Re: Pet Names
November 08, 2016, 05:49:22 PM
Only way to rename pets is to download the Animals tab from the Steam Workshop.
#5
General Discussion / Re: Thrumbos?
November 08, 2016, 05:45:53 PM
Yeah I guess they are true aliens. Like you said everything else has been made by humans, so Thrumbos must be alien.

As for being the wisest thing in the universe... I'm not convinced. They are clearly animals and have no technology. Sure apparently they can apparently speak, but we never actually see them do it. I personally think the whole 'wisest creature in the universe' is actually just a story that's been passed on, kind of like how we tell stories of 'elephants never forgetting'. I think they're just incredibly rare animals that have some sort of reverence type status with tribes.

A case could be said that they are indeed not even alien, and they have also been genetically engineered at some point.
#6
To be honest if you want a fair game then go for Randy Random. Cassandra is pretty predictable in scaling up, whereas Randy can give you periods of peace which is great (But of course he can bombard you with raids)
#7
General Discussion / Re: Untreated Illness
October 18, 2016, 12:23:56 PM
What you can do if you need a doctor's constant supervision is build a small freezer on the side of the hospital, fill it with food and medicine and lock the doctor in the hospital. All they will do is feed, treat, eat, clean, cheer up patients and sleep. I often do this when plague hits or some other lethal disease.
#8
General Discussion / Re: Returning raiders?
September 21, 2016, 05:48:35 PM
Quote from: RazorHed on September 21, 2016, 05:04:24 PM
it might be nice if each raider has a separate number associated with their view of the colony . Like if you kill them during a raid , the next time they will be angry and might not flee . Or if you catch and release them , they might like you more and either leave quicker or be recruited easier than 99% or turn on their friends and help you

Hate to break it to you... They're not coming back after they're killed.

But I do like this idea, I'd liked a bit more personality from the Raiders as a whole. Maybe they hurl insults at you via comms.
#9
General Discussion / Re: Walls to limit blood splatter?
September 19, 2016, 05:50:45 AM
Quote from: Cimm0 on September 19, 2016, 04:49:29 AM
Not quite an answer, but I'd love to see sterile tiles get a higher priority in cleaning jobs without having to manually send a cleaner into the hospital.

Yeah that's a great idea. It could just be a cleaning zone you can set yourself and manually prioritise the importance, like stockpiles.
#10
As title says. A call of Cthulhu mod recently came out on Steam and I thought it would be cool to have a crashed psychic ship part as a 'shrine' or altar at the center of my colony. Currently I can only see a way to spawn the event which just makes a piece randomly fall to the ground. Anyway to move it or make it spawn in a specific location?
#11
It's certainly the best simulation game I've ever played. I always wanted to get into Dwarf Fortress, but I simply cannot get over the intuitive UI. I love 'hard' survival management games, my previous favourite was Banished but I couldn't get as invested in my people on an individual level as I can with Rimworld.

I simply love the struggle and the story that emerges. I had an amazing moment the other day when my custom made colonist, Banshee, was performing an operation on a colonist named Giggles. Giggles had been shot in the leg by a raider and subsequently got an infection. I hadn't set up my medical farm yet so my medicine supplies were dwindling, so I made the decision to remove the leg. I got an alert that a colonist had died and saw that it was Giggles. Whilst trying to amputate his leg Banshee had failed and decapitated him. I wasn't even mad.
#12
General Discussion / Re: Another topic about scars
September 06, 2016, 01:03:40 PM
I always assumed the scars in the game were deep, debilitating scars. If someone is shot they're going have a scar regardless of the amount of medical help they get but it's just not shown in the medical tab.
#13
General Discussion / Re: Thrumbo Killed itself
December 11, 2015, 08:36:40 PM
Quote from: kremil1 on December 11, 2015, 07:24:31 PM
Tamed a Thrumbo that was 189 years. After that, it just kept drinking my beer and died for some odd reason.

I'd drink myself to death if I was stuck in your colony too. ;)
#14
Ideas / Re: Multiplayer, but not as you think.
December 03, 2015, 03:42:49 PM
This reminds me heavily of the multiplayer in Fallout Tactics. You have a squad and a certain amount of points to equip your squad with, some people would just have one godly character or a team of more general guys.

The biggest problem I have with this idea is how combat currently works in Rimworld, there's no real control over when your pawns do other than individually selecting them and telling them to fire. If this multiplayer idea was implemented you'd basically just move four guys into range of the other other squad and whoever shoots first would win, minus the one sniper at the back.

But I do agree that it's certainly an interesting idea. I mean Prison Architect implemented Escape mode at the end of development which is completely different from the prison building main game, so I see no reason why Tynan can't focus on the multiplayer after he's happy with the single player. I mean he even said that the state Rimworld is in he's happy with it as an overall product.

My only fear is that unless multiplayer has some of the base building it will be dead pretty quickly. People purchase Rimworld expecting a Dwarf Fortress like base building game, not a turn based squad shooter. They'd try it once and just stick to the colony simulation.
#15
I just personally think there needs to be higher consequences for cannibalism and human butchering because at the moment it's an efficient money maker and incredibly good at removing corpses. After a battle the equipment scavenged is usually in terrible condition and barely sells for anything, however butchering that raid has minimal long term effects and huge short term gain.

Personally, if it were up to me, you wouldn't be able to butcher humans unless you had the cannibal trait and if 'Unstable Butcher' was a trait instead of a background that would work too. However I'm not sure how'd you balance it for situations where you literally had nothing else to eat and realistically eating human meat is the only way to survive.