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Messages - Jones-250

#1
General Discussion / Re: Steam
July 15, 2014, 12:15:51 PM
"When it's done (tm) "
#3
Off-Topic / Re: Most Anticipated Game Of 2014?
July 10, 2014, 02:28:50 PM
Bah! The anticipation connected to those is of limited amount! Space Engineers, a game for a glorious master race, offers surprises for every thursday at 17:00 (GMT) and anticipation for the week which follows.
/notserious  ;)
Really, it's a good game.
#4
Ideas / Re: Forward Observers for Mortars
July 09, 2014, 05:39:16 AM
Supported. The inaccurate fire tends to be a bit annoying, unless you simply blanket the target with 'nades by building most of an battalions mortar lineup, and this would provide an natural option for it. With risks (enemy snipers and such) to take in consideration which -obviously- makes it all the better.
#5
Just hunt them to extinction. A preventive strike, that should do the trick.
#6
Nope. Have you kept your food outdoors? Those soddin' wanderers don't dare to come inside your houses, as they do not know how to open doors. (Perhaps because they do not have the key. (Alpha 5))
#7
Mods / Re: I cant figure out how to get mods
July 03, 2014, 03:24:40 PM
In the RimWorldAlpha4fWin folder there is an subfolder named "Mods". Dump the folder carrying the mod name -not its contents, the entier folder- into "Mods". Bang, you're done.
Remember to activate the mod via the menu.
#8
Ideas / Re: Raiders Surrender
June 15, 2014, 02:26:14 PM
Take note that the colony should carry a reputation in the long run. One might not want to surrender, nor be captured, if prisoners of the colony are rumored to be beaten, executed or sold as slaves. However, if prisoners are released after they've been disarmed and patched together or have joined the colony and its cause, a raider might consider surrendering a valid option.
#9
Have you inserted a cadaver?
#10
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 08, 2014, 12:05:44 PM
Will test, I shall return...
Yeah, works fine... The greatest advantage is the manpower that it allows to work with other things beyond hauling. Despite the fact that you cannot draft them, not to fight but to keep out of harms way,  I find them very useful to do dangerous "grab-and-dash"-missions during assaults. That's 'cause they are disposable.
The greatest downside (and actually the only one) is the slightly slapdash texture. But that's an easy fix.
8/10
#11
Ideas / Re: Making sieges interesting
June 08, 2014, 05:52:30 AM
http://page2rss.com/f96f5907a5c3a7a4664dbb72010bebe4
A few details from the changelog (devlog) regarding this subject:

"7. June
Turrets can now require manning to work. This is the case for artillery.
Sieging raiders will eat and sleep.
Siege AI now properly spends points to create emplacements.
Sieging enemies now fight fires around their emplacements.
Siege AI now properly splits sieging enemies between construction and defense duties.
5. June
Sieging enemies can actually build their fortifications and artillery.
Smarter siege sandbag placement.
Added artillery warmup time and minimum range.
Made mortar graphics.
4. June
Created basic incendiary mortar structure.
Siege AI places mortar blueprints and drops construction supplies."


Looks that sniper tactics will soon bear juicy, sweet fruit.

Harass siege encampment with snipers => ? => Profit!

                     
#13
Perhaps the food is contaminated?
#14
Ideas / Re: Mechanoid Vulnerability - Melee
June 05, 2014, 06:30:32 PM
I find a firing squad with miniguns to be quite sufficient.

(Fire)power! Unlimited (fire)poweeer!

But I like the idea.
#15
Ideas / Re: Making sieges interesting
June 05, 2014, 06:24:42 PM
Well, there's been discussion about adding "siege weapons", such as light and heavy mortars + artillery that can lob explosives over walls. This would give the raiders the option of shelling before advancing. By the beforementioned i mean softening your cozy camping spots and perhaps ripping a few new orfaces to your colonists from range before storming the fort. This also may encourage the player to come out of his/her fortress in order to knock out the cowardly fire-support units that are blasting up the farmland.
And do not forget that some pirate raids are dropped right in the middle of your colony in order to bypass as much of the defences as possible.

I really do not support the concept of digging, as it might ruin the terrain in the long run. Well, fortunately they can break walls...