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Messages - Listy

#1
General Discussion / Re: Ibex Sales
September 18, 2021, 01:52:12 PM
Quote from: Ukas on September 18, 2021, 01:28:46 PM
I think no one buys ibexes, deers, squirrels etc. They'll just buy caravan animals, trainable animals or animals that produce something.

Thanks... Now we're up to 96.. Ibex steaks are on the menu, for ever more.
#2
General Discussion / Ibex Sales
September 18, 2021, 01:20:19 PM
Is it me, or does no one purchase/sell Ibex?

I ask as I got a breeding pair through the random tameness event, and now I have  near 70 of the critters, but no one I can find is buying. I even generated 15 trade ships to see if they would.
#3
1. What the circumstances were.
Prison break event when I had three prisoners.

My prison layout:
https://i.imgur.com/7LMU5MB.png

2. What happened.
Prisoners exited the first door, and came into line of sight of the top turret. Turret did not fire. Both traps were hit. Prisoners then moved to the top turret, coming into Line of fire of second turret. No turrets had fired.
Prisoners attacked top turret, destroying it in an explosion.

3. What you expected to happen.
The prisoners to be classified as hostile and fired upon by the turrets.

#4
Mods / Re: Question on Slavers
June 28, 2020, 03:12:39 AM
Quote from: Canute on June 27, 2020, 12:15:51 PM
Just a question, where do you know to know that the storyteller stops sending you slavers ?
At my expierience i never notice this.
What kind of caravan/tradeship arrive is just random, so i just think you just was unlucky with your faction and caravans.
Not all faction have slaver caravan's, if you can request caravan you can see what kind of caravan could appear from these faction.

Ask yourself when the Slaver/Pirates arrive... how many slaves do they carry? The traders arrive, but the game depopulates the slaves so you can not easily add manpower.

Now in the very late game (20-30+ years) getting new recruits to grow your colony is difficult as you seem to get only mechanoids (which is a whole new level of complaint now that they're not dropping any resources worth a unicorn fart). Thus slavers are the obvious answer.
#5
Mods / Question on Slavers
June 27, 2020, 10:54:31 AM
IS there either a mod, or a file I can edit, which re-enables slavers as trade options? I know the game stops sending you slavers with people on after a certain point, but I'd like to disable that.
#6
Quote from: Teleblaster18 on April 20, 2020, 02:09:43 AM
I'm not going to post that design, because it's no longer valid - nor are several dozen iterations that I've tested in 1.1/DLC.  Several hundred hours of experimenting and testing how the 1.1/DLC nerfs to all defensive structures affect killbox viability have led me to believe that killbox strategies (which experience has shown me are essential in extreme biomes and on Cass/Merciless as an adjunct to other base defense strategies) have effectively been rendered not only irrelevant, but impossible to sustain.

The main problem is that there is always a killbox. Due to being outnumbered by enemies you need to have an advantage. As a defender that's modifying the terrain to enable effective defence, and boom, there's the killbox.

Tynan has long been nerfing all the defences we've had, I've long said that was a mistake. Is there any point in playing if you reach an arbitrary point and get over-run because you can not defend yourself? I play long, usually to the point where aging colonists become a problem (I've done 20-30 year colony's before, with 40 odd colonists), and you have to recruit younger ones to replace the old folks.
#7
Here's my Screw everything killbox. It's from the previous version of the core game, so I hear we have a few new toys to play with. Its will stop most things, although you will need to use your colonists on a gun line. It can be a bit time consuming to set up as well. The explosion chambers are utterly tileable, but I only use two.



What you can't see, just off screen next to the metal stockpile, is a bomb dump, with explosives in. There are also 4x EMP IED's as well. The Idea being that I place two EMP's on the approach path of mechanoids from a crashed ship part. Then two more inside the explosion chambers to catch any fast ones (just site them on the path between the steel trap and the Explsoive IED). These will cause the Scythers to clump up with the rest and so get murdered by the explosion chamber.

So how does it work?

Well, from the entrance the enemies who have been snorting go-juice trigger the steel spike traps and get offed. This prevents the explosion chamber blowing up just one or two blokes. The same goes for the spike traps inside the chambers next to the sandbags. These are there to provide cover and induce enemy pawns to halt.
They will always trigger the explosive IED trap. However a Gun turret explosion is bigger than the IED trap, and so will cause a detonation, but not the other way around. The IED explosion then chain reactions down the line (I did experiment with using half the number of explosives, and it worked but didn't do enough damage).

Once they get through the first chamber, there a second. Not many make it through to face the gun lines.

Of note is the Incendiary IED by my front door on wooden floors. I noticed, even with double wide passages large groups of Tribals would get stuck at the door way and keep on bouncing off each other. This only happens with Tribals. The Flame IED is off to one side so no one else triggers it. But when the Tribals clump up they'll hit it. Then you have 30 odd, all standing on flammable flooring that normally guts the raid.

If you wanted a self cleansing version, just have the last explosive IED trigger a flame shell (you can see where there's carpet). This was again to allow the fire to spread along the line of the tunnel. You'll easily generate temperatures over 600 deg using this (and all the flammables inside the chamber). However, this will burn off the the bodies and weapons, but it'll also detonate doomsday and triple rocket launchers causing damage. Plus I used to deploy mace armed Power armour soldiers out of the colony entrance (top right Hand side) to beat up the fleeing enemies so I could keep grabbing recruits.

Of screen, I've got a battery of two mortars fed by EMP's. When facing big Mechanoid raids, I wait until they get into the firing range for the colony and turrets, then start punting rounds into them. They quickly get stunned. Oh and you'll notice I have a couple of switches, these are to turn off the turrets for mechanoid raids, as they don't due anything in those scenario's apart from tempt the centipedes to fire their inferno cannons. This will cause a fire on the IED trap, which the mechanoids then avoid. Thus the explosion chamber will not function as most mechanoids will be out of the danger zone when the ordnance goes off.

I do occasionally loose people to lucky head-shots and the like, but that's par for the course.

#8
Ok I've sort of got it working.

The problem seems to be I was downloading from github front page, not from the 1.1 link on the original post of this thread. I originally tried that, but didn't have Harmony, so it failed to work.

Next trouble is, the mod doesn't seem to be working? This is with the slider for runs set to maximum (but not random, note):
https://i.imgur.com/oZupULp.png

https://i.imgur.com/mqZfsV7.png

Shouldn't there be more Ruins than this?
#9
Quote from: Canute on April 14, 2020, 01:54:14 PM
I tried it myself and don't got any errors.
So i think you maybe installed the mods at the wrong way.
Could you verify the file structure ! It should looks like
Mods
    Modname
          About
          Assemblies
          Defs
          ....

Be sure you unziped the archives and don't have double modname folders.


Kiame,
did you checked the mod if it works correct ?
I adjust the mod settings for Shrine and Ruins to High density, start a new map but didn't notice any different to before.

Harmony:

Mods >
   About
   V1.1>
         Assemblies

configurable maps:
Mods >
   About
   Defs
   Languages >
         [Assorted language folders]
   Source>
         Maker
         Properties
         Settings
#10
I tried sticking Harmony in, and I still got the same failure when it went to generate the map.
#11
Quote from: Kiame on April 14, 2020, 11:27:10 AM
Did you clone the repo or download from the release page on github? If the former that's the problem, dl from the release page

I clicked the link in the post?

Edit:

Ok I think I worked out what you meant. However, I started a new colony, and when it went to generate the map I get:
https://i.imgur.com/ks5ubbO.png

https://i.imgur.com/ajXjILj.png
#12
Quote from: Kiame on March 02, 2020, 02:32:55 AM
Looks like in my last change i broke something. Reverted. Here's the download
https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.1/ConfigurableMaps.zip

Hi,

I'm trying to install this mod, but somethings not working. This is my first ever mod, so please do not discount PEBKAC errors...

I download the file from the above link, unzip it, and place the folder into the mods folder. I then go to the mods menu in game and enable the mod. The game then states it needs a restart, and reboots. I then get this:




So the obvious question is: What am I doing wrong?

Thanks,
#13
Mods / Re: Ruins Number Increase
April 13, 2020, 11:02:02 AM
Quote from: Canute on April 13, 2020, 09:54:20 AM
Hi,
did you try
Configurable Maps
https://ludeon.com/forums/index.php?topic=44428.0

No, but I will have a look. Thanks
#14
Mods / Ruins Number Increase
April 13, 2020, 09:47:22 AM
Having seen the new ruin generation on a map I think they look good. However, they're always too spread out for my tastes, they give a nice set of unique features. Is there a mod to increase the frequency with which the new ruins spawn?

I've seen the real Ruins mod, but that seems to be fore a previous version, and also generates extra resources and the like.

Thanks,
#15
General Discussion / Re: Nostalgic funny story
April 13, 2018, 02:50:52 PM
Damn.. i thought this was going to be about Mr Percival.