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Messages - userfredle

#1
General Discussion / Re: Tribal vs Colony
July 17, 2016, 12:39:19 AM
BIG DIFFERENCES- Tech level Neolithic, means anything above takes 2x, 3x, 4x etc longer, like bricks are medieval so takes 2x, where as electricity is modern so 3x longer to research.

-Basically means your forced to make a walled in trap zone with no hopes of ever defeating mechanoids (Cuz no turrets)

+ 2 Colonists and + 2 Random pets

Small Differences - background

Better starting mood buff??? It seems that the Low expectations mood buff stays with them longer, despite wealth being very high on stats

- Unwealthy start

#2
If he does end development soon I sure hope atleast all the bugs and flaws in ai are worked out.

like prisoners who flee and freeze to death giving all my colonists a mood hit, and my colonists say "The least we could've done is executed him ourselves" Nice...

Not to mention pawns still die by their own traps, avoiding the alternate routes like the corridors are stricken with the bubonic plague

But id have to say if he ended development soon id be most disappointed with how little he cared about defense. 1 turret, since alpha 1, and 1 trap since they came out, he didn't try pushing the envelope very far on this one (Animals were sick tho, AI needs work so they don't suicide any chance they get). and mods are horrendously unbalanced which is why im so butthurt tynan didn't oversee more defense strategies, Turrets, and general defense items himself (Because his main goal is balance)

(If he does end soon) I never thought his vision for the game would possibly be so short sighted when I bought it in alpha 1, wasted potential.
#3
"To be clear - we might end development soon, or we might continue it for years. Please buy the game only if you want to play it as it exists now - not based on what it might some day become."

this is what he said under the steam early access game. Das not cool bro :(

Thoughts? I mean he has already made a cool couple mil off the game.
#4
I gotta say the biggest exploits are micro managing snipers to pick off enemies that don't fight back, also u can move units from a cover wall back and forth and get free shots on mechanoids, also I can snipe the mechanoid ships that land and nothing will come to attack me, I don't even have to move my pawn back and forth.
#5
So recently my hospital had some patients recovering from the flu, only to awake to 2 insect hives immediately spawning their death.

Im not very interested in farming them where they are in my colony

So any one come up with some creative ideas? The obvious one being burn them out, but im quite worried the heat / burn wont be enough to kill them, and there goes my whole perma death colony.

Whats your favorite method of creating some bug biscuits?
#6
General Discussion / Re: How useful are traps?
March 10, 2016, 07:09:21 PM
Traps Are cool, Electronic traps that reset from 1 point would be less tedious more useful, and with additional parts needed to craft electronic traps (And power drain), they could do more damage and still be balanced

No need to remove old traps, just give us something better
#7
Ideas / Highlight RICH SOIL when placing GROWING ZONES
September 19, 2015, 05:34:38 PM
As many of you know your not able to see the notes of what type of soil ur placing your growing zone.

This makes it unimaginably annoying to place growing zones when rich soil is right next to lichen covered soil as they look the same.

So please either keep the tool tip while selecting the growing zone, or highlight rich soil for us.
#8
Hi used this mod a couple of alphas ago and loved it, but the bionics were super cheap I had to build 2 just to make it seem like I wasn't totally cheating the game, but that does increase my overall wealth when I don't want it to, so did the mod eventually get a higher tax to create items?
#9
General Discussion / Re: Best Non-Killbox Defenses?
September 17, 2015, 02:17:10 PM
Quote from: Adamiks on September 17, 2015, 02:08:42 PM
In general - there is no figthing in the open in Rimworld.

But that's just not true, YOU may not fight in the open, but I always have sniper teams using the worlds terrain to get shots off at raiders, not to mention I like to take the fight to the ships personally, yes I could blow them up or mortar them but hey you could just box urself into a mountain with no door to the outside if you wanted (Although the sapper raid now in game would be your only threat)
#10
General Discussion / Re: Best Non-Killbox Defenses?
September 17, 2015, 01:44:22 PM
I Havent used killboxes since alpha 1-3, they made the game so boring for me didn't want to play it anymore.

I like to make a realistic scenario, such as, a standard building in the middle of a field so it can be attack 360 degrees, and I like to use sandbags with a few turrets scattered around pretty simple defense really, like I said adds a nice feel of realism to the defense, combat, and injuries of course, have to get gory to get the stories.

When melee got added to the game this released a whole new fun method of ambushing raiders, I like to get 4+ Brawlers behind a fragile wall, then I have 1 deconstruct It, and all my brawlers just flank the enemy taking out all the snipers and such, makes raids much more possible on extreme difficulty with no killboxes

HOWEVER this game is super alpha still, and mechanoids are completely op and make no sense, there is almost no method other than luck to be able to take them out with GUNS (Im talking about when they assault your colony, not standing around a ship wanking) on extreme difficulty , maybe challenge too, So killboxes are pretty much needed to take them out, but I have done it before so I like I said luck can sometimes help you with a mech raid
#11
Idk if anyone has said this yet, but you guys need to learn how the priorities function, from left to right, the pawns will consider a skill more important than a similar skill of the same number, for instance, a doctor with 1 will always heal first, even if his patient is at 1, this allows for the 4 numbers to spread out immensely, you SHOULD NOT need a higher priority than 3 on any colonist at any given time with how innumerous the skills are and the genius way theyre laid out in the overview.

So use your numbers to their fullest extent, you DONT need to set a skill a different number just cuz you want them to do it after another one.
#12
General Discussion / Re: Traps
August 09, 2015, 06:16:54 PM
Colonists perposly avoid traps, so all you have to do is make a hallway with a door for a shkrtcut for your colonists, if the hall is short enough raiders will still prefer to walk rather thab bash down the door however your colonists will always avoid the traps
#13
General Discussion / Re: RimWorld change log
August 09, 2015, 06:15:11 PM
Quote from: Jstank on August 09, 2015, 01:13:31 AM
Z levels cough z levels cough cough...


Lolol we caught you red handed tynan! We know your making z levels!
#14
General Discussion / Re: Exploiting Man Hunter Packs.
August 08, 2015, 06:38:32 PM
Thats a pretty good idea, it is exploitable from the other end as colonists can shoot them down while they focus on turret but that doesnt matter as thats what raiders do anyway.
#15
General Discussion / Exploiting Man Hunter Packs.
August 08, 2015, 06:20:04 PM
Hey guys so we all know man hunters have different coding from raiders which makes them act is strange ways.

For instance, say you have your turret defense outside your base and the wargs are attacking your turrets, You can just stick your head out the door and they will forget all about the turrets, Repeating this action will result in infinite dead dogs while no turrets take a scratch.

Any ideas on how we could fix this? making them sticky on turrets i feel would make them more raider-ish, but it seems to be the only option for making them not a joke with any colony that has a turret