Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MyNameIsMike

#1
Stories / Re: Your favourite colonists
March 02, 2015, 11:20:08 PM
Quote from: MyNameIsSpyder on February 19, 2015, 07:39:39 AM
Quote from: MyNameIsMike on February 17, 2015, 01:08:04 AM
This one guy, he was my first cryptosleeper. When we pulled him out, he was one of three guys, all of whom seemed to want to kill eachother. He was the only one who survived because I set up a bunch of turrets around the caskets before opening (sorry, I'm a wimp). Anyway, he had an infection 3 of his limbs, was already missing the 4th, had cataracts, a liver infection, and was stuck inside the casket with some scarabs, which I can't imagine helped. After nearly losing my colony to the aforementioned scarabs, I stuck him in a prisoner bed, and amputated his remaining limbs, not expecting him to survive because I had not one single medicine on hand. Somehow, he survived the next month with only peglegs and no arms, until I sold the gold he'd had with him in his casket, bought bionic eyes, arms and legs, and turned him into a badass. I named him Fighter, and now he's the best cook on the planet, hauls around a minigun, and is the veteran of about 5 huge battles. ;D
This is odd.
He was, rather.
#2
This is Tater. Say hello to tater.
Tater is a man from the town of Beggar's rest stop. Every week or so he comes to my colony, sits in on a box of potatoes in my fridge for about a day, nearly dies of hypothermia, and then leaves again. I didn't know that rimworld had recurring characters, but Tater has left and returned to my map at least 3 times, always doing the same thing.

[attachment deleted due to age]
#4
I ran into a really big cryptosleep temple, like 8 or 9 pods. So, as is my precaution, i set up a room around one of them, then surround the rest with turrets. I put two colonists in the room and order them to open the pod. EVERY POD HAS A PIRATE IN FULL POWER ARMOR. My turrets open fire, killing a couple pirates, but the pirates fire in return, causing one of my turrets to explode and creating one of the biggest explosions I've ever seen in the game. Most of the surrounding turrets are destroyed or destabilized, causing yet more explosions which tear apart the temple and damage the pods. The pods begin to explode too, killing most of the other pirates. Keep in mind, by the way, that the remaining turrets and pirates are still fighting it out. By the time this is all finished, all the turrets are gone 3 of my colonists are dead, all of the pirates are dead, the temple is obliterated and the fires have almost spread back to my colony.Oh, and then my cook gets malaria.
#5
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 17, 2015, 11:42:55 AM
Quote from: Skissor on February 17, 2015, 06:04:54 AM
People tend to hate every aspect of the game which leads to losing a colonist. There have to be scenarios where you lose colonists or where your colonists get weaker and get more scars. It adds drama to the game and when you get a headshot you usually don't recover from that, so the only way this will ever be resolved is by mods and it should stay with mods, because the base game would slowly be overrun by people who think every negative trait a colonist can get during a gameplay should be reversible.

If a colonist gets a head wound it should stay so, if a colonist wanders around because of a brain injury you should put him to sleep.
Honestly, I love the occasional scar or colonist death (well not really, but I don't mind too much), that's not really what I"m complaining about. It's just there are some things I really don't think should happen. It's way too easy for a head wound to make someone brain damaged rather than just killing them. It could just be a glitch in my game (The colonists only ever lose right arms and noses, so it could be the same thing).
#6
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 17, 2015, 11:36:52 AM
Quote from: ManWithNoName on February 17, 2015, 06:37:25 AM
Robots - Already modded in, not as tough as the scythe's or the centipedes but they are there.

Bionics - Alredy modded in again, i only really get the arms, legs, eyes and fix torso etc but there are more things to do like the brain.

Brain - Covered above i think, ive not replaced a brain yet though i have had some seriously slow colonists.

Mind putting the links up for those two?
#7
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 17, 2015, 11:35:47 AM
Quote from: JimmyAgnt007 on February 17, 2015, 10:38:18 AM
Tho a single human living alone with bots and eating anyone he captures would be fun.  (Damn it, even talking bout bots leads me back to cannibalism)

I feel like that was a Ray Bradbury story.

#8
Ideas / Re: Your Cheapest Ideas
February 17, 2015, 01:43:09 AM
Preset Defense posting. Add two buttons, one that lets you save the position your colonists are in when they defend, and another to send them immediately back to those when needed.
#9
Ideas / Re: Your Cheapest Ideas
February 17, 2015, 01:41:19 AM
Minefields. Just bring back the old mining charges, except set them to be slightly more powerful, proximity activated (like turrets, but much smaller range) and make them pretty expensive but very worth it to build.
#10
Ideas / Robotics, Bionics and Brains (Oh, my)
February 17, 2015, 01:36:59 AM
Hey, so, I've been thinking about a lot of stuff concerning the tech aspects of the game.
1) Robotics
So, we've got centipedes, we've got scythers, and they both hate us with all their mechanical hearts. But why can't we be friends? My thinking is that, with the help of some young joywirer, we should be able to rewire a couple of scythers or centipedes to come along and help us in a fight, or maybe get a few assembly drones working here and there.
2) Bionics.
Yes, we have eyes, arms, legs etc etc. But what about the other parts? I've had tons of definitely nonrecoverable injuries done to my colonists heads and torsos, but they always seem to get over the occasional cracked skull or whatever with a bandage and a good nights sleep. There needs to be more bionic stuff, man. Bionic skulls, which add extra protection to brain, nose etc, or bionic torso, or bionic ears or something.
3) Brains
On the subject of cracked skulls, have you ever noticed how easy it is for a shot to the head to make one of your colonists brain dead? Like, not even the sad kind of brain dead, where you have to let your old friend die because s/he can't possibly live without the medical bed they're in, but the annoying kind of brain dead, when they move 1/4 speed and keep wandering out into nowhere. There needs to be some sort of brain recovery neurotrainer, or maybe the possibility of a brain transplant, although that could be rather unpredictable.
Trader : Jack T. Rippers Brain-in-a-Jar, only 500 silver!!
Anyway, these are just musings. People, tell me what you think. You too, Tynan.
#11
Stories / Re: Your Ironmen
February 17, 2015, 01:16:36 AM
I've got a guy whose kind of both literally and figuratively. Due to certain complications, he's got all bionic parts, and is dressed in full power armor with a minigun. In our most recent battle with one of the Tribes, he stood at the front line to lead my other colonists, but we pretty quickly got overrun, but I forgot to get him to move, so he just stood there. By the time I got him out of the thick of it, he had cracked his skull, got multiple whacks on every bionic limbs of his body, had several stab and arrow wounds, and was bleeding heavily. Somehow he survived (Probably due to my multiple doctors and vast stockpiles of medicine) and continues to live with barely a scratch on him.
#12
Stories / Re: Your favourite colonists
February 17, 2015, 01:08:04 AM
This one guy, he was my first cryptosleeper. When we pulled him out, he was one of three guys, all of whom seemed to want to kill eachother. He was the only one who survived because I set up a bunch of turrets around the caskets before opening (sorry, I'm a wimp). Anyway, he had an infection 3 of his limbs, was already missing the 4th, had cataracts, a liver infection, and was stuck inside the casket with some scarabs, which I can't imagine helped. After nearly losing my colony to the aforementioned scarabs, I stuck him in a prisoner bed, and amputated his remaining limbs, not expecting him to survive because I had not one single medicine on hand. Somehow, he survived the next month with only peglegs and no arms, until I sold the gold he'd had with him in his casket, bought bionic eyes, arms and legs, and turned him into a badass. I named him Fighter, and now he's the best cook on the planet, hauls around a minigun, and is the veteran of about 5 huge battles. ;D
#13
Stories / Re: Best random event. Ever.
February 17, 2015, 12:58:24 AM
Well, I had a pretty big raid (30-40 tribespeople) and most of my colony was quite far off in a mine I'd set up on the other end of the map. I had about 4 people, two of whom couldn't even fight, who were close enough to my base to fight the raiders before they burnt my house to the ground. So, I put them near one of my geothermal generators. Just as they were about to engage, I get an electrical fault message, the big kind, and the front of my generator bursts into flames. It set about half of the attackers on fire, as well as both of my colonists. Since fire rarely kills in this game, none of them died, but the entire raiding party began to flee anyway! Almost none of them had health below 75%!
#14
1. More Ruins, plus occupied ruins.
I want to see more old buildings around, not just your run-of-the-mill old buildings or cryptosleep temples, but other stuff, like old power stations or outposts or, better yet, entire towns or cities abandoned for millenia only to be found and rebuilt by your colonists. I also want your occasional hermit or outpost guy with whom you can live and let live, or maybe capture them, of course with a struggle.
2. More dynamic nature
I don't know why, but I found the whole new weather system to be a bit underwhelming. Sure, your colonists freeze to death or die of heatstroke, but what else happens? Nothing. There should be more options for weather. Maybe a dust storm or hurricane to take out some of your wind turbines, or maybe a blizzard to lock some of your colonists in, and allowing some well-equipped pirates to sneak into the area. Also, how about some avalanches, not just of snow, but maybe rocks and minerals from the surrounding mountains? I'm always running out, so it would allow for something new to mine. And how about a mating season? Like the Alphabeaver event, except instead the muffalo begin to rampage and multiply at unprecedented rates? I don't know.
3. Expeditions
I feel that since you're always getting those annoying little parties of colonists coming to your base, you should be able to do the same, except with some added value. You should be able to send out a group of two or three colonists with some weapons and supplies to go and explore the world, point them to a little spot on the map to travel to and back. Depending on how well equipped they are, you might have a higher chance of their bringing back something incredibly valuable, like a few hundred plasteel in a cart (there's another idea) and a lower chance of them dying. Also, maybe once you amass a large enough population, you can send a warring party to quickly run into some distant enemy base, kill a few people, then ride back out with some weapons.
#15
Support / Re: Missing your download email?
May 22, 2014, 04:05:09 PM
Ok. I'll check that. Thank you.