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Messages - Kaballah

Pages: [1] 2 3 ... 56
1
Ideas / Re: Cooking Specialist
« on: August 24, 2021, 02:44:11 AM »
Agree with this, cooking is a huge role in most colonies unless you are entirely eating paste and it would be a nice role to take. Aside from a basic speed and butcher yield increase, which start to mean less once you really get going and won't benefit vegetarians, consider a recipe ingredients discount (especially for the 5x cost vegetarian/carnivore lavish meal recipes this would be very appealing)

Perhaps a happy thought along the lines of "I ate a fine/lavish meal prepared by our Master Chef, it was special" etc

Obviously the memes that involve eating should get access to this (cannibal, rancher, animal personhood)

2
Ideas / Re: Ideology - Biosculpter should render occupants undressed
« on: August 20, 2021, 08:23:54 PM »
people that installed mods with explicit naked bits probably want to see them in that case but sure, ok

3
Ideas / Ideology - Biosculpter should render occupants undressed
« on: August 20, 2021, 01:57:30 AM »
It looks very silly to see people floating in the biosculpter tank wearing full body armor, it'd be nice if they were rendered undressed while in the tank.  Thanks!

4
Bugs / Re: [1.0] Cocoa trees are permitted to be sown in every biome
« on: October 26, 2018, 02:08:57 AM »
It's not whether I think it's realistic or not, it's that it's clearly a bug because all the other tree types are restricted to specific biomes, cocoa is the only one that's different.  I would just as soon have every tree growable in every biome if you can foster the conditions for it.  Tynan will know one way or the other though.

5
Bugs / [1.0] Cocoa trees are permitted to be sown in every biome
« on: October 25, 2018, 11:42:40 AM »
I notice that tree sowing has been changed quite a bit and now each biome has a specific list of permitted trees that can be cultivated, but Cocoa trees are available in every biome, I'm sure this was an oversight.  FYI thanks

6
Support / Re: [0.18.1717] rimworld blackscreening exclusively on steam
« on: November 10, 2017, 07:58:45 PM »
Well it is the "unstable" branch after all.

7
Releases / Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
« on: February 02, 2017, 12:53:22 AM »
If you're using this coal mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=838499205

Yes you should unsubscribe it and disable it, because I'm de-listing it since Vindar has now integrated coal.

e: Trying to get Vindar to absorb my cured meats mod (salt resource, recipes etc) as well.

8
That's what prisoners are for  ???

9
Even sitting in darkness, behind sandbags, with walls on either side, shooters will still be quickly neutralized if their are 3, or more, raiders focus firing them. Having a nice firefight like in the game trailers isn't an option, when even a modestly sized raid can wipe the floor with colonists in a fair fight, or at least kill and maim enough of them that their is no way to move on.

This is a big reason I like melee defenders, because with all ranged you are either cheesing invaders' AI with turrets taking all damage for you, or you are trading shots with them.

10
Do you consider placing IED traps around the ship 'cheese' ? It works quite well in the early game. For example in the first Autumn I had a poison ship. I placed 4 IED traps, one on each corner. I poked it, and it turned out it contained a Scyther and two Centipedes. The Scyther triggered two IEDs and died. The Centipedes were then easily dispatched with a pair of survival rifles.

Have you tried using EMP + melee against mechanoids ? There's no friendly fire other than a personal shield going down.

I think being forced to construct a specific death box around the ship part or get completely demolished is very unfun so I just don't bother with it at all.  Centipedes also have really retarded melee stats (not only do they do tremendous damage per hit, they have a very fast attack speed).  I just don't give a crap about the ship part events at all and am totally fine leaving them out of the game.

Quote
But forget mechanoids - you make hunting sound tricky. Do you need a group of burly men to take out a wild boar quickly ?

Hunting stuff up to boar/alphabeaver size with melee is no big deal.  You take a little damage and sometimes have to micromanage hunts because the hunter will interrupt the hunt job and return home for medical treatment, but I don't think a boar/beaver has ever downed one of my melee hunters.  If you want to kill muffalos or deer bear or something then yes you bring a group in military mode and gank a bunch at one time.

e: when a hunter does get interrupted by an animal fighting back, you can just right click -> 'prioritize hunting' and they'll finish the kill

11
General Discussion / Re: Are attack animals useless?
« on: May 30, 2016, 03:06:15 PM »
If you're heavily into melee defense, animals trained for fighting are super good because you don't have the problem of friendly fire killing them.

12
If you get your choke point(s) up you don't need all that many.  And yeah sometimes a colonist loses a finger or even an arm or leg, oh darn ^^  If you can force enemy shooters into melee range then they get mashed because they're essentially weaponless.  Manhunter packs are very difficult to completely clear but you can deal with them the same way shooter colonists do (hide indoors or pop in/out of a door).  The only thing that's really nasty is the mechanoid ship part incidents, and it doesn't have to do with your point but anyhow I just mod them out because I don't enjoy the cheese required to deal with them.

I do play with Skullywag's melee shields mod but I don't embark with them and you can't make more until you unlock smithing anyway.

13
I run my colonies like this with all melee defenders and it's pretty fun.  I do build walls and choke points, but the outer compound (power infrastructure etc) is left unblocked by doors.

Quote
What I'm saying is that players who don't rely on turrets rely on door peeking equally heavily.

no, not really

14
Been playing with BrainMod for a while and I'm glad to hear you caught and fixed the bug involving singular traits, good job.

15
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.6 / 16.05.2016) )
« on: May 15, 2016, 10:52:27 PM »
This all looks great!  But you need predator sharks.

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