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Messages - xlockeed

#1
Ideas / Steam forums = RimWorld
November 09, 2016, 06:04:54 AM
 Unlawful and at times just a mess with spam / troll threads. Could we get a couple of moderators or even one to wrangle that place up please? It just appears to be unorganized and neglected.

No stickied threads.
No news attachments. (except the automated ones by steam "you know which one")
Just three forum sections. (general, workshop, trading)
Troll posts go unlocked unless Steam steps in (Rarely if ever, actually never there is a single thread locked).

There does appear to be a single person cleaning the threads down as the oldest page 35 is from October of this year (unless that's automated as well). I don't know seems like steam was just an after thought. Over all it's not that bad, wouldn't hurt to have a few stickied threads so new consumers would be able to navigate here if interested.

I know for one thing people see those DLC and get very confused. Common sense ain't common.

Love the game, keep up the good work Tynan.
#2
Creating a very large growing zone, plant it, then unzone it so blight does not kill it. Harvest and repeat once at 100%.
#3
All I can say is chickens, swarms of them. You won't need walls or weapons. Just buy two and in less time it takes to research stone cutting. You'll have a feather maelstrom of nightmares. Make a restricted area all around base, let them eat grass or build hay fields. All it takes is one raider to kill or harm a single chicken and the rest will attack. Wish there was fear or panic modes. As long as the animal zone is the entire outside map not a single raider can flee. They can try, but in my experiences they can't out run 100+ chickens. Loot + Chicken meat = win win.
#4
My bad forgot I had fuse mods on lol.

One other exploit, place a sleeping spot, have pawns gun target sleeping spot and raise their skill in shooting while the bed spot remains. Solution give bed spots and pet bed spots 1 hp.
#5
Zig Zag tunnels with sand bags in the center leading to the base. The outer sides your pawns can melee through the corners while the enemy slowly walks over the sand bags toward your base entrance. This is in the same park as Molotov and grenades on walls.

One way to combat jelly farms, make hives produce a limited amount of hives that are smaller and do not reproduce. So once the Big hive pops out 5 small hives over time it drys up. Same could be done with how many spawn out of them. I currently have a turret kill box that I farm meat and jelly from. Twenty turrets all on fuel generators along with that cursed solar flare guard device. 25k usage, that's messed up.

Found a neat bug with that flare guard. 4 fuel gens, 20 turrets and the flare guard is attached to the line as well. Solar flare happens and the guard goes out but the gens and turrets remain on. The four fuel gens only push 4k so not sure if it's broken or bugged content. unless it's a typo of 25000 to 2500 usage. But half my turrets should go down if it eats that amount of power, yet they don't.
#6
Quote from: Geroj on May 13, 2016, 06:18:21 PM
My turn! I tried to capture Rimworld starting colony in one picture, fighting for every meal drop with sticks and fists ..that and of course mad squirrels


I want this as a poster on my den wall now please.
#7
Yes please update this. Pretty please
#8
General Discussion / Re: Rimworld in a Nutshell quotes
November 17, 2015, 09:01:42 PM
Quit and reload.
Hunter lacks weapon.
Got Killboxes?
Rimworld Insurance, we cover all organs. *excludes brain damage
#9
Quote from: mc858 on November 16, 2015, 07:11:48 PM
the dev should add super monsters like in Dwarf Fortress....forget large raids or annoying mechs- give us rare beasts that attack. AND Z LEVELS PLEASE! =)

I was thinking the same thing. (Very Rare cookie monster) Like an alien monster the size of a thrumbo and twice the strength and has the ability to dig / tunnel. Give it a chocolate sense and it's main goal is to get to your store rooms and consume it all. Anything gets in it's way pretty much spells disaster. You could do the same with beer or large stockpiles of food. Most animals have heightened sense of smell and well there alien  ;) .

But yeah there needs to be some form of animal event that requires everyone to attack or avoid it until it leaves after awhile (man hunter packs is a good step in the right direction. It does need to be balanced though aka free food and skins). A little spice to make you either go "oh cr@p" or reload last save. I would kind of welcome seeing some massive swamp like creature make it's way through my walls (4x4 path not 1x1) and tunnel it's way to my food stocks unless I napalm it into fertilizer. Heck give them immunity / resistances to certain weapons as to force the player to utilize all ranges of weapons.

As for late game why not glitter world construction. Requires a ton of plasteel and basically makes your colony into an established outpost / glitter world. You could have plasteel sentry turrets and walls that pretty much withstand attacks. You can still ship off the rock but you have the option to build your colony into a stronghold. Once your done you can pick another location on planet and begin making outposts to colonize the planet while retaining (limited) trade links to your old base.

All games become boring after awhile. Everyone's attention span differs.
#10
General Discussion / Re: Looking for Homer
October 26, 2015, 11:34:50 PM
Checked my current version resources.assets file There is one Glen Taber "Homer" in file. I've yet to see my friends nor myself in game nor has Homer appeared. But don't worry he is among the 2329 listed people in Rimworld.
#11
A feature to add to the faction system?

1. Trading. ~ Limited trading based on faction location / specialty.

2. Cease fire / War / Peace / Alliance. ~ Just your normal stances. Could go further and have events from ally ask for so in so to come help in a raid / defense (pawn(s) walk off map and comes back later on with either no harm or some damages). Failure to provide drops alliance and places your reputation across the board down. Reputation is actually hard to raise and requires actual work, not just 300 silver for faction. You can in turn request armed assistance from ally with no penalty. With reputation increase, the other party can ask for a number of your current wares to be given as a gift.

3. Infiltration. ~ Send a pawn over to an enemy to do some event or steal something. With a chance your pawn comes back injured or dies. Could also see when their next raid is due.

4. Over time factions quit being at war with each other or revert into war again.

5. Smarter visiting faction AI.  ~ You lose reputation for farming visiting pawns. If visiting AI dies while in your zone you are held responsible for it. Visiting pawn farms needs to be stomped out.

6. Friendly faction caravan needs protection from enemy or your friend. ~ Same as the offer protection event Y / N but resulting in negative / positive reputation. A small group makes their way to your base being chased by group of raiders. Size and what not varies.

7. Factions may fail and ask to move in. ~ Random amount of pawns along with resources. They could also be sickly with a mass plague or old and feeble.

8. A set amount of factions will always be up. ~ If a few factions failed / wipe out new ones will croup up for a limited number total.

9. More factions?

10. Scraping factions. ~ A faction that raids only to tear down things and loot the items. They tend to target things near the border to tear down and scrap. Shielded and power claws for quicker copper removal.

Ten faction things, tried to keep each number per sentence.


#12
Going to test this out with chickens. Make two zones well away from the two with food stockpiles next to them. Buy some hens from trader, move them to zone. Buy a rooster later down the road so as not to have both bought at same time and arrive next to each other. Send rooster to his corner of map. Be right back.

Edit - It's proximity. They have to be on same tile to procreate. So placing them in separate zones does work. But once again juggling to keep attack animals and haulers in their own zones is such is a pita.
#13
Quote from: Regret on October 23, 2015, 02:45:58 PM
Quote from: xlockeed on October 20, 2015, 08:51:33 PM
Give your medical guys training  ;) have a chance it fails or infection. I just hate the micromanagement of the micromanagement. A so in so had an offspring, great now let me set medical up and training or butcher. I personally would like to just buy a pack of animals or build up to a pack and then clip in snip  :o . No more micromanagement afterwards. There's nothing like having new offspring / pets ignoring zones and making places dirty and eating all the food.
quick and dirty fix: Seperate male and female zones.

Seriously?  ::) There is no way you can do this effectively when you have them hauling and fighting for you. Does the code actually work like that? I was under the impression it looks for a pair and just shots a random event die and PRESTO! So in so is pregnant. I did not know it was proximity. Can you prove this by chance?
#14
Ideas / Re: Remove Turrets
October 20, 2015, 09:02:40 PM
Quote from: Drahkon on October 17, 2015, 11:37:59 PM
Have to agree with that bit there, melee and shooting skills need a solid buff.

Shooting seems to have no real skill. Just check out the pirate raiders that have brawlers with sniper rifles one shooting your pro shooters. There really needs to be some sort of skill check in place besides what seems to be a RNG roll plus skill. I've found trigger happy and fast shooting guns are now the way to go. Back on topic though.

No to turret removal, there sort of useless now that the AI remembers where they are. So I'm currently playing a map with no turrets or boxes. You know how I cheese raids? Shielded pawns and heavy cover. Any raiders with a blast type gun / fire is taken down before they get in range. And if the decoy loses their shield I have two others that pop into the heavy cover slot and confuse the AI.

The trick is that the shielded decoy has to be the closest target to the enemy. Only big problem are the rocket guys which are simple to lure close and snipe down.
#15
Give your medical guys training  ;) have a chance it fails or infection. I just hate the micromanagement of the micromanagement. A so in so had an offspring, great now let me set medical up and training or butcher. I personally would like to just buy a pack of animals or build up to a pack and then clip in snip  :o . No more micromanagement afterwards. There's nothing like having new offspring / pets ignoring zones and making places dirty and eating all the food.