Ludeon Forums

Ludeon Forums

  • January 18, 2022, 03:17:46 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Devon_v

Pages: [1] 2 3 ... 22
Unfinished / Re: [A17][WIP] Macrocosm
« on: November 09, 2017, 06:58:29 PM »
So with this mod, if I have a main base in the middle with 6 mini bases forming a “wall” immediately around it, would it make my main base impossible to get to by land? If so I would finally be able to make a “city” with multiple “districts” on different tiles.
Also wouldn’t orbital drop pods be even easier to spot given how they a in the sky and not covered by foliage and terrain when compared to traditional land based raiding convoys?
What about manhunter packs and other roaming dangers?
Would terrain and elevation affect the visibility range?
Sure they're easy to spot as they approach at several hundred miles per hour. Then they're in ur base, killin' ur dudes. It's not that you can't see them coming, it's that they come in so fast it doesn't matter.

General Discussion / Re: Uber Extreme Difficulty?
« on: October 31, 2017, 05:35:12 PM »
Thats a rimsenal story teller.
I know. I was saying Randy is not the hardest vanilla storyteller, and also that there is a modded storyteller who heaps pain on you.

I agree that a high level Cassandra is the meanest. Even Phoebe hits hard on extreme.

General Discussion / Re: How is attraction calculated?
« on: October 31, 2017, 11:48:24 AM »
As far as I know it's based on what the pawns have in common and if they have any incompatible traits, probably an RNG factor tossed in because why not. Pawns seem to make passes at each other based on their relationship values however which seems to be the main driving force, attraction just seems to be a modifier to make it less likely that pawns who are friendly but don't really see eye to eye are less likely to get into relationships.

Releases / Re: [A17] EdB Prepare Carefully - v0.17.1.6 (18 Jun 2017)
« on: October 30, 2017, 05:08:08 PM »
How long tell an A18 mod? I assume you are waiting tell the official release and not the unstable thats out now?
A18 changed pawn creation and added new stuff along with a redesigned (and PCesque) window. It's probably not a quick port.

General Discussion / Re: Uber Extreme Difficulty?
« on: October 30, 2017, 04:10:42 PM »
For what it's worth, Randy is not the hardest storyteller. Randy doesn't care what day it is, or how long it's been since the last raid. Randy can go months without doing anything bad to you at all. Sure, Randy can just drop three horrible things on you at once, but he's no more likely to do that than drop three great boons on your colony. Hildegard Epic I think is the one who just piles sorrow on your head until you die, but I might be confusing her with one of the other mod storytellers.

Nope, but then I don't care for the extreme single-season biomes, so the times are always a-changin'.

General Discussion / Re: [A18] Are Colonists no longer Gay/Straight
« on: October 30, 2017, 01:56:04 PM »
Even in A17 pawns weren't strictly gay or straight, the trait just indicated their predominant leaning. From what I recall the code didn't allow for male bisexuality, but that would seem to have been amended.

If you go to dev mode and check out a pawn's relationships it should show you the compatibility and romance chance with other pawns. If it's non-zero for both genders for that guy then he's probably bi, favoring hetero.

It would honestly be interesting if a colonist's sexual orientation wasn't a tag they wore on their info pane, but something that you just discovered through their interactions. As it was, gay pawns automatically had less potential because one of their precious trait slots was taken up by their sexuality. (One of the things I liked most about Romance Diversified was that the sexuality trait was moved to a special fourth slot)

General Discussion / Re: Modularity or Orginality
« on: October 30, 2017, 11:42:01 AM »
Both personally. I have particular styles that I prefer to build in, I have a housing design that I like, I tend to repeat the same structures, but it's a matter of what the land will support as to how all the buildings will end up layed out. Rather than a monolithic base, I have basically dorms, and a central eating/living area, and a hospital, and a greenhouse, and a workshop, etc. What gets built when depends on conditions on the ground, how soon I need a second dorm, if there's enough accessible farmland to skip the greenhouse for a while. If the terrain is naturally defensible the base might end up with a killbox after all, though I don't usually use them since Combat Extended really changes how battles flow. I like to build block houses instead, and my soldiers just respond to whichever direction the raid happens to come from. This works well when it's a drop pod raid as the attacker don't automatically bypass the main thing that was supposed to kill them, and sappers don't have anything to bypass so they just turn into a regular raid with a bunch of low range guys.

General Discussion / Re: Base Expansions?
« on: October 29, 2017, 04:51:40 PM »
The game gets more complicated when you have to keep track of your pawns' idiocy over multiple maps, and yeah it's more taxing on the CPU. 1 base is the developer intended way to play, but you don't even need Dev mode to break that cap, it's in the regular game options menu. The only real effect it has on balance is that you can send a work crew to a new map to collect resources after you've exhausted you own, but managing multiple maps and dealing with caravans is its own can of worms, so I honestly see it as balanced.

General Discussion / Re: Consciousness
« on: October 29, 2017, 01:02:27 PM »
Nah, death is caused by several sources, 0 consciousness is just one of them. Being without a heart, lungs, liver, misplacing ones head, maxing out an infection or plague, even falling over as a non-colonist is a potentially fatal event. Running out of blood also does you in.

General Discussion / Re: cryptosleep casket hibernation
« on: October 26, 2017, 06:44:47 PM »
Depends on your storyteller. You might get away with it with Randy, Phoebe and Cassandra will grind your base down with raids since you won't have anyone to patch up the guns or repair sapper holes.

Best case is a wanderer joins event giving you a new colonist to let somebody else out of a pod.

I do agree however that a greenhouse and/or hydroponic set up will happen long before you have bulk access to cryptosleep caskets in most cases.

General Discussion / Re: Cryptosleep Exposed!
« on: October 26, 2017, 03:03:53 PM »
Yeah, cryptosleep is some sort of advanced suspended animation. It seems to be modeled on carbonite freezing, though the name would seem to indicate that even those who use it don't understand the principles involved.

Basically all biological processes are halted and the environment is perfectly sterile and/or also in stasis, so nothing at all happens to the person's body while they are under. Note that you can meet pawns who have spent 3,000 years in cryptosleep ajd you can wake them up with no difficulties.

General Discussion / Re: TIL: Brain damage
« on: October 26, 2017, 01:46:30 PM »
If you've messed around in Dev Mode you might have noticed that Rimworld uses Floats for a lot of its medical data, so it's entirely possible for an injury to have like a 0.000001 healing rate and only seem like it isn't healing.

Support / Re: Just installed, Can't Equip a Weapon
« on: October 26, 2017, 01:38:55 PM »
4) does the pawn have hands? I'd imagine so, but still a pertinent question in this game.
This is why I love Rimworld.

General Discussion / Re: Micromanage Jobs?
« on: October 26, 2017, 01:37:27 PM »
Did you know that construction and repair used to be 2 separate jobs in the work priority?  people complained because it was easy to accidentally set one and not the other, so some things didn't get done.  Tynan combined them and, big surprise, people got even angrier.  If you REALLY need, i know i've read about a mod out there that breaks every possible job type apart, allowing them to be prioritized separately (repair and construction, cooking and butchering, hauling and burying, etc.).  I suspect that won't actually fix most people's problems unless they make only the tiniest changes to how it already works though.
That mod is night and day vs. Vanilla. It makes such a HUGE difference in being able to get your pawns doing what you actually want them to, especially when you are able to set your unskilled pawns to perform in an assistant's role so that your specialists only have to do the critical tasks, not all the grunt work. It keeps things moving without requiring you to micromanage every interaction to avoid skill 1 pawns performing delicate tasks.

No, it won't help with certian interactions like "I'm going to treat this guy's hang nail because he's closer, all those bullet wounds will probably be fine for an hour or two", but I don't mind micromanaging post combat because it's kinda a big deal event. Day to day common sense though? It would be really nice if pawns had that.

Pages: [1] 2 3 ... 22