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Messages - Chibiabos

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1
Support / Re: Rimworld Will not Launch properly
« on: October 22, 2019, 12:50:33 AM »

2
Is this intentional?

If I force them to remove it, they won't replace it, unless I unforbid the tattered item they just removed, in which case they'll just put on the tattered item :/

There are 100% unused items of that clothing type available, but they won't go and put them on :/

4
I meant lancer.  My pawn in power armor was killed in a single shot by a mech at range, as was my warg.

5
Well, on the bright side, it sounds like you're playing Beta 18.  In 1.0 they're changing how armor works so that instead of mitigating damage and still having your level 20 melee guy in full power armor getting punched to death by a bunch of one-armed nobodies and taking ALL the hits at 1 damage....


Armor is being changed so that attacks will deflect entirely off of body parts if armor is high enough.  Theoretically you can fend off a massive group and take no hits if you have good enough armor, soon.

No, I'm playing experimental 1.0.

6
General Discussion / Re: My experience with 1.0 Mechanoids
« on: July 13, 2018, 09:50:53 PM »
I always have a lot more trouble with Lancers than Centipedes.  I guess its because of my cowardly kiting attacks; I like to target the fastest enemies with my snipers, bringing down their speed ... but Scythers are just too damned fast, and they score one-shot kills way too readily even against colonists with power armor + power helmet and colony wargs.

Centipedes are much easier to kite thanks to their lower speed and lower range on their weapons, I can take them down with snipers, fall back when they crawl close enough to bring one of my snipers into range and take my snipers back out of their range to continue my assault.  Yeah, they take an incredible number of hits to bring down, but I can usually keep my colonists safe by kiting them at range and staying out of their weapons range.  That's harder with Scythers, I've found.

7
I've been playing Rimworld since the days of Alpha 7 (that's quite a few alpha versions prior to Steam Release).  TBH, I think overall the game has been made much easier since then ... manhunter packs would instantly target doors if your colonists were inside, and toxic fallout was much worse (its been strongly nerfed since -- originally nothing would survive, including trees or plants, and it could persist for years).

Part of me longs for those days, and yet some things seem a bit overpowered -- like a drop-in mech attack.  Dropped right in my kitchen, and the Scythers that emerged one-shot killed (that is, the first shot instantly killed) a colonist that was behind cover despite having both power armor AND a power helmet.  They also one-shot killed both of my colony Wargs.  This despite my having a significant numbers advantage.  I've defeated several Poison ships only by using snipers, slow-kiting the mechs at range by continuously focusing my snipers on the fastest mechs with ranged weapons.  However, the drop-in mech attack gave no opportunity for this, and ultimately it destroyed most of the equipment in my kitchen, its walls, and the equipment in a general purpose room which had the dining table, recreational equipment and my electric tailor stations and research desks.

Power armor and helmet is expensive, but seems a waste that Sycthers with charged lancers seem to completely negate it.  One-shot kills despite armor or how tough wargs are supposed to be seems a bit imbalanced now in relation to everything else.

Unfairness is a part of Rimworld, though, and I don't think that's necessarily a bad thing.  It does seem like Scythers are a bit too strong, though, if the "best" armor that is hard-to-get is mostly useless against them along with genetically engineered super-animals.

8
Ideas / Re: Your Cheapest Ideas
« on: July 13, 2018, 06:00:32 PM »
Display the pawn skills that contribute to each workstation Bill, AND which Prioritization task (from the "Work" tab) the Bill draws from.

9
There is a "minimum skill" listing which combination of skills a Bill requires, but I do not see where it actually shows which Work Priority task category it draws on (from the Work tab), and Bill tasks with no minimum skill requirement doesn't even show which skills benefit that task (I suggest all bills show which skills improve execution of that task).

10
Stories / Frustrating event RNG combos
« on: July 13, 2018, 04:16:41 AM »
Poison ship hit just as I was starting to research Precision Rifling, but then a High psychic drone hit, forcing me to get my colonists on Smokeleaf which, of course, slows down my colonists.  Meanwhile the poison radius from the poison ship hit my entire Devilstrand crop.

11
I've been getting this quite a bit, too.

12
Stories / Re: Your Best Screenshots
« on: July 10, 2018, 07:53:40 PM »
The REAL reason insects burrow into your base:  they just want to PAAAAARTAY!


13
Ideas / Re: Harvesting
« on: December 16, 2017, 12:30:12 PM »
I find having a good population of haul-trained animals to help out a lot.  If you don't start with any or don't find a trader with any to sell, boars are probably the best tamable-from-the-wild option, a lot harder to train than dogs, but they tend to breed fairly fast and are pretty common in a variety of biomes.

14
Ideas / Complexify soil and crops
« on: December 16, 2017, 12:28:07 PM »
Different plants prefer different soil conditions.  I propose fissioning 'soil fertility' into 'soil nutrients' and 'soil moisture.'

Its my understanding (someone correct me if I'm wrong) that the ideal terrain for rice is actually marshes/marshy soil, it needs a lot of soil moisture.  Corn does better (I understand) in drier soil.  I believe (again, not sure, any real life agronomists to fact-check my poor understanding?) potatoes are hardier versus cold weather (they are tubers and the important part grows underground) so could maybe be a crop that works well in cooler climates and less prone to being destroyed by cold.

I know there a lot of suggestions have been made for making water into a resource for colonist use (drinking/thirst, showers, cooking and brewing, irrigating crops), and certainly my suggestion to make soil moisture as a factor is another argument for this.

Soil moisture could and should fluctuate, of course -- rain adds moisture, and a drought (long period without rain, could maybe be an event that's hidden until its already been a quadrum or so since a rainfall) could starve the soil of moisture and be harmful to moisture-sensitive crops.  Irrigation systems could alleviate this, but maybe particularly long droughts could cause rivers to dry out and irrigation systems to resultingly fail (maybe, as an emergency measure, energy-hungry moisture condensers could be built that condense moisture out of the air into potable water).

15
Ideas / Re: The way that grass grows sucks
« on: December 10, 2017, 08:43:11 PM »
I like the idea of making a QoL improvement even more interesting.  Tynan's known about the grass re-seeding problem for awhile (I know I reported it several alphas ago, some maps became unplayable after winter or toxic fallout would eradicate grass in the core, but terrain wouldn't allow grass to re-propagate from the borders to the interior).  I made my suggestion thinking maybe if it were incorporated into a system that also made gameplay more interesting/challenging, that might help mitigate reasons for not implementing a fix.

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