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Messages - PatrykSzczescie

#1
Have you ever let an infestation stay on your map, trying to take an advantage of it?

My current colony is settled in large hills with caves. I built a wall chunk on the corner of the map and an infestation occurred in the place I wished to spawn. The infestation expanded until there were 30 hives then stopped spreading. Insectoids mine chunks from time to time causing roofs to fall. I'm managing a colony leaving the infestation on the corner not letting my colonists or animals go near there without my supervision. This type of gameplay has many benefits:
- When a raid occurs, I can construct walls so raiders pass through the infestation cave, dying to insectoids.
- Caravans passing through the infestation cave will also die to insectoids without goodwill penalty, sometimes leaving some precious loot on the map, eventually letting me rescue some for goodwill boost.
- Insectoids sleep during the night, letting colonists grab some items from caves such as jelly, caravan loot or the base yield of mined resources.

The issue is, though, that when an insectoid is provoked, all insectoids on the map assault the colony if they're not occupied by their enemy. They calm down after a short period of time when not being attacked so the distance and walls keep the colony safe. Each colonist, tamed intelligent animal, raider, hungry predator, trader, passing through traveler or fire (let me know if they are more causes) may result in insectoids running to the colony - it accumulates if they're keep being attacked to the point that they may reach the walls and break through, especially after they calm down and mine walls instead of attacking them, causing more damage to them than skilled builders would be able to repair. This also can be problematic during the night - when they calm down, they may decide to sleep outside instead of returning all the way to their cave, being closer to the colony, which is detrimental to the colony if another accident happens such as incapacitated enemy waking up.

And now I got into this problem when I accepted refugee quest while there was a caravan on the map and it caused raids to trigger insectoids that attacked single walled base (should've built thicker walls). In the end, I forced my colonists and intelligent animals to leave the map. The colony is quite numerous but they settle elsewhere nearby without anything except for dishes. I left plenty of pen animals, high quality medicine, devilstrand (no apparel made yet), warm clothes (it's cold snap on both maps right now and half of colonists don't wear winter apparel) armor and fuel in the base. I want to settle back but there are a few of insectoids inside the base that feed on prisoner corpses, stuff in freezer and I don't know what else - I can easily kill them but it'll make the whole infestation move to the base and I don't want to fight the whole infestation. Any ideas?
#2
That's impossible. I can't install Steam on the 32-bit PC, I have too old OS.
#3
Hello, I've been searching a solution for my issue and found the most appropriate topic here.

I have learnt Steam automatically selects 32-bit or 64-bit version depending on OS I have.

My current problem is: I have one PC 64-bit where I can install Steam, the game but can't play the game. I have second PC 32-bit where I intend to play the game but I can't install Steam. I moved the game folder but an error pops in when I try to run the game as it says I can't run 64-bit version on 32-bit OS. How can I get 32-bit version of the game?
#4
General Discussion / Re: RimWorld Inconsistencies
October 18, 2018, 06:25:37 AM
When a family member is attacking us during raid, it's a great chance of killing the member during fight, assuring a morale loss for colonists affected by their killed family member. But they fight as normally.
#5
Off-Topic / Re: Count to 9000 before Tynan posts!
October 16, 2018, 07:32:16 PM
#6
Alright, ikodan claims all previous posters are liars, including the one that predicated ikodan had bought a game. One who doesn't spend money will never have respect to what's given for free.

Btw, prior to A17, saves couldn't be kept between version. Devs have made the saves compactible with subsequent versions. Now, complaints like these are aroused just because they offered such magnanimity.
#7
Interesting idea if we gonna do something a bit realistic.
#8
My experience of playing B19, compared to B18. The difficulty is Cassandra Rough.

This time I decided to play with tribals, unlike to B18. I realized all the pawns had an interest either in shooting or melee fighting. Their skillset was really satisfying. People used to say that tribals were more difficult so I was astonished.

Hunting was uncomfortably easy. I was aware of the chance of going manhunter when hunted. Most predators go passive, especially that some of my hunters were great both in shooting and handling. Moreover, when a manhunter animal approached the hunter, there was no slow down. The hunter could run away easily if was faster than the animal.

Hunting improves shooting much greater than it was in the previous versions, but I wonder if the improvement wasn't too great. I started with at least lvl3 shooters and within a year all my shooters reached lvl11.

Cooking adjustment: food poisoning is now more serious so we gotta have a clean kitchen. Pawns bad a cooking have much lower chance to poison their meals due to incompetence but looking at their factor it looks too low for inexperienced chefs. However, most of the food poisoning came from a dirty kitchen. I can't find a way to make the chef clean the kitchen before cooking automatically unless I restrict areas, but the chef wouldn't get access to anything else. I had to put stove and butcher's table in separate rooms. That's sad, I liked building them both in one kitchen but butchering guarantees dirt. Also, I'm not certain if sterile tiles decrease the chance to poison food.

Caravaning is wonderful. All issues about caravanning from B18 seem to be solved. Foraging was what we were waiting for. Some pawns can travel forever if they're skilled with plants though. We can now choose routes instead of closing the tab because we wanted to make sure which way we were leaving the location. I also realized that if we had no colonies, the game goes much faster if we want to speed it up. I would be grateful if it applied to empty colonies as well. Also, I'd like to see how much fuel is needed to travel between two tiles so I wouldn't waste additional fuel when I transport a pawn to do a task and return after building a transport pod. Attacked caravans seem to never happen. Maybe I get good stealth, but I sometimes travel with groups that normally are supposed to be attacked sooner or later. I was mainly caravaning doing tasks.

Relationship decay is a good idea, in my opinion. This might calm those who are focused on being +100 with everybody only and freak out with a minor decrease. However, it's very easy to improve relation through gifts, especially of prisoners. There's a bug that there's no mood affection no matter what gift we send, we can even send a colonist as a gift. I'm even curious how much I'd improve relations with a hostile faction if I send them their own pawn but I wouldn't be surprised if the improvement was greater than releasing the prisoner.

I don't like how techprof subpersona core works. It instantly completes the current research. It means it's best to be used on those parts that require the most research points and this has the same effect as any other research, including the easiest ones. I even don't think we need any research facilitation.

Once I asked for graves not to improve home area when built. It was updated in an unstable build. Now, it's reverted. What happened?

I like portable deep drilling and dislike consumable deadfall traps in this version.

Raids seem to be much easier early game. Mechanoids are not that difficult as long as I focus on engaging lancers into melee fight and shooting off scythers before they approach. However, I made a grave mistake that made my colony to wipeout. There was an immediate mechanoid attack and I sent half of the colony to wear flak armor and helmets. Each part of armor required relatively a lot of time and I couldn't wear all I wanted when scythers approached the base. Maybe I wasn't supposed to store everything in the storage. Maybe I should start getting used to building shelves but I'd like not to take that much time wearing armor when an immediate attack occurs. Seemingly, mid-game raids are more difficult in this version.
#9
General Discussion / Re: 'Social' is worse than ever.
September 26, 2018, 06:28:07 PM
I don't know if I had mentioned it before B19 was released but social skill should affect arresting pawns, who are less likely to turn berserk as the arresting pawn has high social skill.
#10
As far as I remember, shock lance always ignored death on downed chance and the targeted pawn was always downed.
#11
Once on RimWorld, I analyzed my relationship with other factions. I came up with a brilliant idea how to improve it with one of them: send a gift. I had a transport pod and a prisoner from the pirate faction, which I didn't need. There's no time to lose: fuel loaded, so I just put the prisoner with other useless stuff to a pod and send a faction I was interested in. It went smoothly: a prisoner less to feed, the relationship improved, no mood penalty. Exactly, no mood penalty. None of my colonists was a psychopath or had any traits that would affect mood on any organic loss. So I came up with another brilliant idea. I didn't need this iguana which was sulking in my colony since the beginning but it was bonded to one of my colonists who had mood buff due to being its master. I sent the iguana as a gift the same way I sent the prisoner. Result: the colonist lost the mood buff, didn't gain any mood debuff and in Social tab, the bonded animal showed itself as belonging to the faction I sent the gift to. Another day, I was going to complete a trading quest for clubs. Apart from those clubs, I brought a prisoner I didn't need and sent a transport pod as a caravan along with a few of colonists to a faction village. Once I fulfilled the requirements for the quest, I started trading. I gave the faction the prisoner as a gift. My colonists got a debuff that a prisoner was sold. How rude! I should've sent the prisoner separately.

I guess that no mood penalty after sending a gift is a bug and when human or bonded animal is being sent, there must be a mood debuff.

To reproduce the bug do the following steps:
1. Prepare to send objects to a near non-pirate village via transport pod.
2. Load a prisoner or bonded animal to a pod, assuming the tested colonist is not a psychopath.
3. Send the content as a gift to a village in range.
4. Check for mood in Needs tab of the tested colonist.

And do the next.
1. Prepare to send objects to a near non-pirate village via transport pod.
2. Load a prisoner or bonded animal to a pod along with a colonist, assuming the tested colonist is not a psychopath.
3. Send the content to a village in range visiting it.
4. Trade with the village and offer the prisoner or bonded animal as a gift.
#12
Thank you very much, Tynan, for disabling automatic expanding home area after building a trap. I would be grateful as well if the same would be done with graves.
#13
Quote from: zymex on July 25, 2018, 07:08:04 AM
am i the only one having problems starting new world on crash land?

my ppl dosent show up, tried 4 times.

I don't seem to have this issue.
#14
I wonder how orbital traders work now. In B18, they used to appear either a few times within a short amount of time or don't appear for years at all.
#15
This feeling when a prisoner gets the most comfortable prison in the world, just to be recruited so he realizes how poor our bedrooms are. And the awkward RimWorld mechanic that colonist cannot wish to go back to prison where all the luxury is.