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Messages - Agalyon

#1
What kinds of things would this mod conflict with?
#2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 09, 2016, 11:14:25 AM
Any chance of More Mechanoids being added to the pack? I'd just toss it in, but it throws up quite a few error messages. The enemy variety is always good, and I like how you can repair the mechanoids for your own use, it feels really good having them to play with.
#3
Quote from: Mrshilka on March 07, 2016, 07:25:37 PM
I felt the same way about tableware when I first was struggling to get my colony going, but I have found you value it later on it is a endless crafting job always helping you boost your crafting skill , because this mod pack you NEED high skilled crafters. I found glass was the easest for me to make it out of only needed glass batch to do it.
Do glass ones not require spare parts?
#4
I've been really enjoying the mod pack, but I have to say the tableware system makes very little sense and feels annoying more than anything. If dropping the tableware when the meal is consumed is not technically possible currently, I think the tableware should be scrapped entirely or made part of the cost of tables instead as one user suggested.

Also, is there any chance I could get the added animals in a modular pack? Or if someone could tell me roughly how to pull them out of the pack for personal use, I would greatly appreciate it.
#5
Ideas / Re: Medicine for Prisoners.
January 13, 2015, 06:50:25 PM
This isn't super related to your topic, (and you're right, it is a good idea. being able to differentiate between medicine quality would be good for everyone, not just prisoners. Food too.) but I find that its often not a really huge deal if people receive the poor quality treatment that often comes with the herbal medicine. It doesn't seem to have extreme consequences, and a good doctor will make plenty of good treatments regardless of the type of medicine. I generally leave all my blue medicine on restricted unless I really want to use it.
#6
Heh, yeah. A lot of people don't like how they just sort of show up, each with their own personal copy of "The Horrors of Infinite Scaling," ready to convert you to their cult. But all jokes aside, I would like to see other ways to divert attention from yourself other than mass murder.
#7
Ideas / Re: Prison Labor
January 13, 2015, 06:41:47 PM
This sounds like a great idea. Not as nice as simply keeping them around forever, but not as bad as harvesting their organs. There are enough things in the game that require constant attention that I feel this would be well placed as well as cool.
#8
Ideas / Re: Mechanoid Balancing
January 13, 2015, 06:37:18 PM
Huh, they do that much damage huh? I've only ever actually melee'd one twice. The first time it didn't fight back, the second time it didn't do a whole lot. What I was talking about was that as long as you don't actually melee them, they will almost always try to fire at you, which is very good against the ones with flame cannons because they try to back away rather than shoot themselves.
#9
Ideas / Re: Your Cheapest Ideas
January 13, 2015, 06:32:39 PM
Another idea or two, I think it wouldn't be too hard to have turrets benefit from low cover. (It would be a little silly if they could fire out of high cover, unless it was at some kind of angle, but that's not as cheap as an idea I bet.) Having a mannable normal-esque turret would be neat too, even if it wasn't too special.
#10
Ideas / Re: Your Cheapest Ideas
January 12, 2015, 03:12:48 PM
Maybe we could have zones that restrict movement, like no movement or passing through, or firefight zones, where colonists aren't allowed to step while combat is taking place.
#11
Ideas / Re: Mechanoid Balancing
January 12, 2015, 03:02:52 PM
Just had 2 centipedes and 2 scythers on top of a solar flare, that was almost terminal. Having tried a few things, I can say that EMP grenades are definitely cool, I'd like to know if they actually do any damage, but you get about three stuns out of it before they become immune for a while (again, not sure how long the immunity lasts, would also be nice to know.) I'm not ashamed to say it took a fair amount of save scumming to figure out the tactics to kill them without any turrets, but I eventually made it work.
I've come to the decision that the M24 is allllllmost worthless against centipedes. It's a good distraction, but not much else. The shotgun suggestion was very good, and the M16 is also very good. Against the chain gun armed ones, turtling seems to be the answer, but the flame cannon ones are much more difficult. It seems like trying to surround them at close range is the best option, even stepping into near-melee range to force them to either splash themselves or try to back away. In fact, having a dedicated melee'r to lock one in melee as long as they can safely do so seems like a good idea too, as long as you have the firepower to back it up.
#12
Ideas / Re: Mechanoid Balancing
January 11, 2015, 08:48:40 PM
Sorry about your refresh Johnny. I guess tweaking is there for a reason, and Ill definitely look into it. I don't mind encountering them as long as I don't get buried in them. I thought the crashing psychic drone ship parts were neat, but I heard the highest level of those is nearly terminal, and I haven't seen that yet. This game has a ton of depth and whatnot, and I'd like to get to it a little without being steamrolled early game.

Erdrik, It may sound like BS, but the only way I've ever killed one efficiently was with grenades, and it took quite a few. In most cases, it takes at least 50 hits to bring one down (haven't tried a shotgun, I try to keep my guys safe, ill try it if I get the chance), I think the best I've done was 30 to 40 sniper hits. The case I described with the 100+ shots involved 1 machine gun, 2 turrets, and 2 snipers, and it did in fact have at least 100 wounds on it. I should have taken a screenshot, was a little preoccupied at the time, lol. But, I'm sure a lot of that had to do with (at least I have to assume) the machine gun having low damage. I have managed to kite one very well once, but only after it was pretty much crippled anyway. Its easy enough to do, but the ones that don't have chain guns have enough range to hit anything but snipers, and unless the snipers are very well trained, they usually have a terrible hit chance despite the size bonus.

I wonder if the game is balanced around crippling effects and bleeding, which mechanoids don't really suffer? That would make a lot of sense. I'd really like to see some traps too. This is getting a little off topic, but they are so big and slow, you figure they'd be highly susceptible them. Maybe something electricity based that's not too good on people but really good on mechanoids? I don't know.
#13
Ideas / Mechanoid Balancing
January 11, 2015, 03:06:41 PM
Having experienced most of the events Rimworld has to offer, I really feel that mechanoids are out of place, or at least in the early game. Being attacked by multiple centipedes at once (plus scythers) is essentially terminal without a legitimate fortress and people to man it. Even if you do manage to kill them, the wounds sustained in doing so is likely the end of your colony regardless.

I would like to make the distinction that while I do not feel that mechanoids in general fit with Rimworld, (especially early game, why do these incredibly well armed AI creatures feel the need to assault a handful of colonists with nothing to offer them?) scythers bother me much, much less than centipedes. Scythers have a distinct theme: they are accurate, deadly, and noticeably tougher than your average raider, and around on par with an assassin, with a little added durability. Centipedes on the other hand, seem like true machines of war; they are armed to the teeth with heavy weapons, and needlessly durable. Centipedes can soak hundreds of bullets, and even in their most damaged state are capable of combat.

Without the trained manpower and good weapons to fight them, centipedes can take actual days to even incapacitate, assuming RNG doesn't end the fight for you early. I don't understand why something this difficult exists in the early game. Mechanoids seem like a perfect solution to late game difficulty, where scaling would result in being attacked by crazy numbers of bandits. They condense the fighting ability of many units down into one. Perhaps if they were sent after you more sparingly, and in fewer numbers.

Having read many forum threads on the subject, I like the idea of capturing or constructing mechanoids, perhaps even as a solution to dealing with them. Having a centipede or some scythers to fight off other mechanoids seems like a fun idea, as well as manageable. It would also make seeing mechanoids feel like a potential opportunity rather than a death sentence. Another interesting idea that would pair well with having mechanoids be capture-able is to have the more threatening groups of them be neutral, or pass through, and fighting only if provoked. If you felt up to it, you could try and take them for yourself, but doing so would be extremely dangerous.

This has been a rather long post, and I'd like to thank you for reading all of it. I know the first few posts are going to be telling me to play with a different story teller or lower the difficulty, but the point of this post is that dealing with 2 centipedes and a scyther is in no way equivalent to the 5 or so bandits that the game sends you at the same time. Mechanoids seem like an under-implemented concept that could be much more interesting than they are currently. Bandits follow the same rules as your colonists; they bleed, they get hot and cold, and a lucky headshot is most likely fatal. Mechanoids not only outclass colonists in nearly every way in a fight, they are not subject to hardly any of the things humans are, and seem built for another cause than overrunning a tiny colony in the middle of nowhere.
#14
Ideas / Re: "Terminal" RNG solar flares
January 11, 2015, 02:26:01 PM
I don't think people really understood what Sagan is getting at if they are telling them to play with a different story teller. That is an option that's available to him/her sure, but the point here is that when bad things overlap, sometimes they overlap in such a way that there is basically nothing that you can do to stop the death of your colonists. Long winded and obscenely niche solutions to these problems aside, I also don't think its good design to have to plan so extensively for one or two very specific and overtly threatening combinations of events anyway. If you're proceeding through the entire game planning for something that is not only unlikely to happen, but also so vastly more difficult than pretty much everything else around it that it dominates your experience, I don't think that's good at all.