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Messages - DeltaV

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General Discussion / Re: Is there a steam price yet?
« on: November 20, 2015, 09:41:41 PM »
If it's going to actually cost 30$ on steam its way too much. I get that at the beginning with Kickstarter you can ask high prices from people who want to support this game at the very beginning but usually this type of indie games are 5-10$
Maybe i just wishlist it and buy it on sale at later date.

No idea where you're pulling that from. Any indie game that you buy on greenlight or whatever for $5 is going to have far less substance than Rimworld. It's a bit on the pricey side as indie goes, but not for lack of content.

General Discussion / Re: Registration verification questions
« on: November 12, 2015, 07:15:51 AM »
Both of those are extremely common knowledge.

General Discussion / Best Non-Killbox Defenses?
« on: September 11, 2015, 08:51:04 PM »
I'm wondering what everyone's preferred strategies are for fighting off enemies without funneling them all into a turret killbox. My go-to strategy has always been a series of walls like this, where '[]' is a wall and '=' a sandbag:


I would set those little two-tile repetitions all around my base, with turrets at either end. It works reasonably well, but not exceptionally so, and it's a strategy that I haven't changed up since... the pre-alpha, I guess.

So, what works best, in your opinion?

General Discussion / Re: Things I Wish I'd Known Sooner
« on: September 11, 2015, 08:48:07 PM »
I knew about 2 and 3 vaguely, but I think i have a mod that does away with 2. 1 is completely new to me; i still tend to function as though this is the pre-alpha when it comes to basic things.

General Discussion / Traps
« on: August 09, 2015, 06:02:53 PM »
Hi, everyone. I haven't played in a while, and I'm trying to figure out the best way to lay out deadfall traps in my little killbox so that they won't damage my pawns. I've tried putting them in a checkerboard pattern, but it seems like they still tend to activate the traps when trying to retrieve anything from the area or just after setting them. What is the optimal way to set up your traps so that they do the most damage to enemies but the least (preferably none) to one's colonists?

General Discussion / Re: Dealing With Incapacitated Guests?
« on: April 27, 2015, 03:50:10 PM »
Yep, the next time the faction came to visit they picked him up. And good timing, too, because I stopped feeding the guy after a couple of days and he had nearly died of starvation.

General Discussion / Re: Dealing With Incapacitated Guests?
« on: April 26, 2015, 12:43:00 PM »
I think you might be in alpha 7? It's in health, You should be able in alpha 8 9 and 10 install pegs legs.

I'm not in Alpha 7. The operations tab shows up just fine for my colonists and prisoners, just not the rescued guests.

General Discussion / Re: How long have you been here?
« on: April 26, 2015, 11:57:26 AM »
I bought the game during the kickstarter. Oh man, how the game has changed.

General Discussion / Dealing With Incapacitated Guests?
« on: April 26, 2015, 11:56:49 AM »
So recently in one of my Rimworld games, I had visitors from two hostile tribe at once, and didn't notice the fighting going on outside my walls until three people were nearly dead. So, being the good person I am, I had my colonists go and collect these maimed people, patch them up and send them on their way. The issue is, one of them actually ended up having their leg cut off, and so they're stuck lying in my medical bed and mooching off my food. I can't seem to access an operations tab for guests to install a peg-leg or what-have-you. Is my only option to stop giving him food and let him starve?

One time I made a colony full of cannibal sociopaths. This was before prosthetics were in the game, so when somebody lost a leg they got eaten. Turns out this isn't a sound long-term plan.

General Discussion / Re: [Discussion] Ideal bedroom size?
« on: January 03, 2015, 12:46:55 PM »
Personally, I always just use 3x3 rooms with a bed and maybe some decoration, since they can't go crazy while they're asleep. The 3x3 modifier is only like a -5 anyways, and it goes away as soon as they leave the room.

General Discussion / Re: So Repairing....
« on: January 03, 2015, 12:45:39 PM »
The object that needs repairs needs to be located within your 'home zone'

Home zone! I was wondering what that zone was for. Thanks!

Keep in mind that the home zone is also the only area that colonists will clean and fight fires in.

General Discussion / Re: Walls mountains and insulation
« on: December 28, 2014, 11:28:34 AM »
From what I understand, walls completely block air conditioning or heating from escaping, but doors let some out. You can use multiple doors in an airlock-type fashion to avoid it.

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: December 19, 2014, 01:57:09 PM »
Kind of cruelly funny, but one time on random random, all within a day:

• A heat wave began
• My crops died
• A solar flare occurred (Meant air conditioners didn't work)
• Raiders beamed down directly onto my camp
• Mechanoids showed up

This was, like, day twenty.

Off-Topic / Re: Eve Online
« on: November 26, 2014, 01:48:03 PM »
I used to play EVE, but then I realized I was paying to stare at asteroid mining for hours every day.

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