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Messages - Kryptos901

#1
General Discussion / Re: Should Predators Ignore Gunshots
December 20, 2017, 07:54:53 PM
Yeah, there have been some experiments on animal intelligence showing that baby domesticated cats learn basic...cat skills(?) faster if they see another adult cat do it first, and even faster if their mother does it first.

And animals most definitely learn to be afraid of humans. The dodo example from earlier is not a good one, though, because it wasn't humans that hunted the dodo to extinction, it was the rats, cats, dogs and other predators they brought with them that the dodo didn't naturally defend against (by, for example, building nests high up in trees like other birds do). Many natural behaviors of animals are an instinctual defense against predators. That's why cats bury their own waste, that's why most animals are afraid of loud noises, and that's why most birds stay up in the sky. Take away the predators, and the fear goes away too.
#2
General Discussion / Re: Most "realistic" difficulty?
December 20, 2017, 07:43:27 PM
The raiding won't happen. Well, maybe once or twice a decade, but not three times a year every year.

I think the mental breaks and infection is what's gonna be the problem. And production. As far as those go, Randy Random on Extreme. You ever think it was weird that planting potatoes for two years makes a Rimworld pawn at least one of the best farmers on the planet? Or how Rimworld pawns don't have weekends? Or heck, even more basic, can you tell the difference between a regular potato and a poisonous potato? The potato is in the nightshade family...badly stored or improperly harvested potatoes will kill you. Oh, and what's herbal medicine look like? Willow shoots and pot will make the pain go away a little bit, but...not much else.

It's the basic day-to-day complications of life that are the real threat when it comes to Rimworld-like survival. Although I guess the relative ease of survival in rimworld explains how such routine base raids are possible...
#3
What if the hard timer was replaced by a soft timer of sorts, at which point the map reverted to a second base as in vanilla? I'm thinking something like a massive pirate raid 3-4 days after you destroy their base, as a faction would probably be sad about losing the base and want it back. Maybe have something similar with manhunter packs for non-combat events. Looter raiders for treasure event maps. It would add a logistical challenge to the battle-do you pack up quick and hope for few injuries, or do you start piling rocks into defensive lines as you clean up the inhabitants of the base, preparing for your own stand?

Something where the game doesn't force you to leave, but still nods and winks at the door. Basically a guaranteed Bad Time event at a certain point, after which the generated structures and everything would be permanently placed on the map. If you leave before the event, it goes back to being a pirate base or whatever it was before. That could lead to some interesting world lore as well, if some nearby outpost traded hands between two warring factions every few seasons.
#4
General Discussion / Scenario system
February 04, 2017, 06:04:44 PM
So, I was recently watching seven samurai, and wanted to try to do something similar in Rimworld. Start with seven well armed people, theoretically skilled in combat, and after three days have 10 or so simultaneous pirate raids hit. Prepare accordingly. My original idea was seven people skilled in combat, and 10 or so that have absolutely no combat skills whatsoever, but that doesn't really work with the current system. I was also hoping for an "elite" pirate assault group as the bandit leader and his personal guard, who come with high end weapons and power armor. It would also be cool if I could modify the types of raid, to have one or two just straight melee rush mixed with sappers to break defenses, 2 to set up mortars and shell, a few to hang out and defend the mortars, and of course some kind of coordinated assault, with the well armed leader in the back.

Anyway, it seems that you cannot actually start a game with scripted raids? Or am I doing something wrong? When I edit my scenario, it does not let me go forward, saying that using the "create incident" command doesn't work.
#5
Ideas / Disease research
January 02, 2017, 08:15:29 AM
So, I've recently decided to work with the idea of a psychotic bionic luciferium, go-juice, yayo addicted super assassin that spends most of his time in a cryo casket. I've read up about some of the nanite diseases, and I realized that since my super soldier should also have a painstopper and joywire, it would be beneficial to intentionally infect him with these for the added perception and bodily function. I'm also thinking scyther blade and masterwork pump shotgun. Or maybe masterwork charge rifle. What's better?

So, the idea would be to research diseases as a way to intentionally infect people. This could eventually develop into disease warfare research, with disastrous results re: raid survivors and your local popularity in the world. Or it could just be limited to the mechanite diseases, since those are theoretically mechanical. It could be an interesting counter to overwhelming sieges that catch you off guard and force you to turtle for an extended period.
#6
Fairly certain the worlds are not persistent. This is not Dwarf Fortress.
#7
General Discussion / IEDs are now awesome?
December 02, 2016, 07:54:10 PM
So, having watched a few youtube videos and dug around on the forums, I had the impression that IEDs were useless against crashed ships. So I spent three days (ingame) setting up a massive defensive line, and then set 8 IEDs around it, because the only reason I even had artillery shells was because I assumed they'd work on crashed ships.

So, I have my sniper peek out from the fortifications and shoot the ship. Three scythers pop out, triggering one of the IEDs. All eight go off in a chain reaction, erasing the ship and scythers.

Moral of the story: keep a few artillery shells around again.
#8
Hello Rim Settlers!
I've started a second season of Rimworld LPs, this time using Randy Random set to Challenge. I don't think I will attempt to maintain the video-a-day pace I set for myself last time, instead uploading 2-3 per week. Ideally, I'll have more commentary and less hemming and hawing.

https://www.youtube.com/playlist?list=PL9AX6HzT5ApCZnfD_lkSCiHNvGBfwoa_X
#9
Video / Re: Lets Play Rimworld 12d
January 28, 2016, 12:16:23 PM
Ep37, where we finally escape the clutches of gravity.

https://youtu.be/wifbACt7NtQ
#10
Video / Re: Lets Play Rimworld 12d
January 27, 2016, 01:43:14 PM
Ep36, Where the world truly burns

https://youtu.be/yv_SujzQeA4
#11
Video / Re: Lets Play Rimworld 12d
January 26, 2016, 03:03:54 PM
Ep35, where we drastically increase our money supply

https://youtu.be/ot42b8FMheQ
#12
Video / Re: Lets Play Rimworld 12d
January 25, 2016, 01:45:34 PM
Ep34, where we lack planning and pay for it.

https://youtu.be/EO4RB0fBbp4
#13
Video / Re: Lets Play Rimworld 12d
January 23, 2016, 01:42:14 PM
Ep33, where we clean up the mess.

https://youtu.be/5RlJJKj2-3M
#14
Video / Re: Lets Play Rimworld 12d
January 22, 2016, 05:50:12 PM
Ep32, where our base gets a little contaminated...

https://youtu.be/KZM1jYgAUZU
#15
Video / Re: Lets Play Rimworld 12d
January 20, 2016, 04:52:44 PM
Ep31, where we begin to use our new colonist

https://youtu.be/dTSuYfEnnK0