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Messages - ManWithNoName

#1
@shhfiftyfive - Unfortunately this is how Tynan wants the game it seems loads of micro management and unlimited supply drops for besiegers i don't understand it myself.

I too have fell victim to the besiegers they came to attack my last base it was 10 v 4 i didnt have the weapons to attack them nor knew that besiegers now stayed around so i thought i would wait them out. On top of which my four guys were terrible at shooting and two of them were old one with cataract's. I try and wait it out 5 minutes later another faction appears and aggos' them i get the message they are attacking followed by one they are retreating followed by incen mortars landing on my head.

few days pass and the same faction are besieging me from another area of the map its a no win situation its either be mortared to death and run around trying to rebuild and put out fire, or be shot to death.  :-\

Your besiegers will not leave the map, do not run out of food and will not attack when aggro'd So you are force to fight a bigger army or be continually besieged by multiple attackers.  :-\
#2
Have to agree makes the game more enjoyable thanks for the hard work you put into it. =)
#3
General Discussion / Re: Alpha 9 impressions
February 20, 2015, 06:14:26 PM
Im just glad they fixed the colonists running across the map to grab food!

Hang on no, wait that's still present...

http://i.imgur.com/NgeOkLc.png

Still many bugs and as someone pointed out in another thread colonists run over fire to put out a fire  :-\ as for them prioritizing feeding themself's, ive had to tell "andy" to go grab food on multiple occasions, but after a while i gave up, he gave up he broke and walked arround in a daze. There are others things too but w/e
#4
General Discussion / Re: Wind Turbines
February 20, 2015, 05:38:50 PM
Seems to me tynan is only interested in messing the game up. But hey thats my opinion i disagree with a few of his decisions. Maybe i'll return in a few alphas, but at moment seems like PA starts off good then bad decissions made.
#5
General Discussion / Re: RimWorld change log
February 20, 2015, 04:40:29 PM
QuoteRefactored letter/history record system. History now only records bad urgent events like raids.

If it was my colony id want to remember the good achievements not the bad :/ or a long time surviver.

This is to mark the defeat of the MWNN Pirates!
This is to in memory of ManWithNoName who fought bravely in the raid of xxxx

maybe im just reading it wrong though meh...
#6
General Discussion / Re: Wind Turbines
February 20, 2015, 01:24:21 PM
The space the turbines need you can stick solar panels there, that's what someone suggested in A8 and it still works in A9.

Anyway out of this thread and off shop but personal i always though solar was better than wind then obviously geothermals, then with the mod nuclear power (i didnt like the geothermal drill was cheaty imo).
#7
General Discussion / Re: Alpha 9 - Initial impressions
February 20, 2015, 01:10:53 PM
W/e rock
#8
General Discussion / Re: Wind Turbines
February 20, 2015, 01:09:36 PM
I know they produce power but 70% of the time they are doing diddly squat.

As for obstructions nope none, i would not of made the post if i had a tree blocking it.

Was gonna make a video now i just cba.
#9
Thanks for that seems kinda dumb and too much micro-management imo.

look after the health of the item and make sure its he best meh.
#10
General Discussion / Re: Alpha 9 - Initial impressions
February 20, 2015, 11:23:51 AM
I like how you ignore my points Rock.

As for realistic its not at all, you are talking about the wind on earth this is ment to be a planet you crash land on meaning you have no idea what the wind turbulence is going to be like, after trying turbines out in three separate games they are imo a waste of steel and i only normally build 1/2 to help with the power during the night time till i get geothermals up and running. Now even if there is a thunderstorm and the wind is howling out of your speakers your lucky if you generate  any power as they sit there doing nothing 70% of the time.

I would go more in depth but whats the point, seems you and tynan are basing a crash landing on earth at the moment.  :-\
#11
General Discussion / Re: Wind Turbines
February 20, 2015, 10:57:31 AM
Switches just make it easier to turn on multiple items like your turrets, they of cause can be handy to stop power in certain areas too.

As for the turbines being balanced i have to disagree there. 2 solar panels do me for the start of the game with excess power for night. If i was to build the more expensive turbine i'd seriously be struggling because they are too unpredictable even when wind can clearly be heard and the turbine is doing nothing.

I personally feel turbines are a waste of 125 steel at the moment and personlly will not be building them Solar > Geothermal is the way to go it save you steel. If you haev a mod installed then obviously researching them would be the best solution. Im just playing vanilla at the moment though.
#12
General Discussion / Re: Wind Turbines
February 20, 2015, 10:44:42 AM
@Galadhonnen - Just because the power wattage has increased does not eplain why for 70% of the time they do nothing. And by the wind howling out of my speakers i mean their was a thunderstorm at the time meaning strong winds. I noticed this on more than one occasion, please feel free to start your own game to try things out for yourself.

@Silveador - like you already said solar is the option now i kept an eye on my turbine my last game and saw it doing nothing most the time it was up. Was a waste of steal will try them again in A10 lol

@Skully - Damn cheat! haha
#13
Yep i had more than usual.
#14
General Discussion / Re: EEK what happened!
February 20, 2015, 09:57:47 AM
Played casandra today was doing well then i got attacked:

Attack 1: They set up camp and start to mortar me, i put out fires and try and rebuild what they destroy and then as a faction is visiting and aggro them "They are attacking!" few moments pass and "They are retreating!" as the visiting faction kill most of them... A few more moments pass and mortars start to land on my head again... i thought they retreated? - .-

Few moments pass and im still being mortared and coping waiting for them to attack (My guys canna shoot to save their lives) another attack happens

Attack 2: Same faction are going to besiege me (YAY) they set up camp, start to mortar me my guys are running around like idiots trying to put out fires which includes them running on fire *shrugs* after 5 minutes of mortars from both areas of the map i say "i give up" start to record and after 6 minutes fire actually kills one set of attackers and another faction the other two By now though i just said.. i cba and quit.
#15
Quote from: Rock5 on February 20, 2015, 09:24:25 AM
I'm playing an initial game vanilla with very minimal mods. The one thing I'm really missing is the extra items that appear when you select objects.

       
  • When an object is selected, buttons are available for commands that normally only appear in the "Orders" menu.  For example, when a Muffalo is selected, a "Hunt" button appears; when a rock chunk is selected, a "Haul" button appears; etc.
I'm really surprised this wasn't added to vanilla. It's such an obvious choice to include.

Agree i keep selecting animals and pressing "o" doh!