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Messages - Engager

#1
Build a bait room for them with the bed installed, place a strong walls and doors leading deeper into base, but give them entrance to that room with 1 tile thick wall. They come in and start bashing the door, you trigger refined sleeping gas charges placed in the room and sealfoam charge to block their exit (funny mod that allows that stuff is called Remote Tech). As they took the bait, arm the detonator and enjoy as they all fall down helplessly, you put the gas masks, capture as many as you can take, harvest all their organs, butcher them with the psychopath guy and make kibble from their meat, sell the loot and do nice confy armchair from their skins :)

Also do note positions raiders try to take when they are trying to siege you, saturate those areas with remote explosives, as they land and start building just arm the detonator and blow them up to hell. That will require some work to set up wireless detonator network with radio masts but you can effectively cover whole your map with remote explosive groups on different channels.

To make laugh of Tynan's drop pod clowns install shields mod and cover your whole base. If any psychic mechanoid or podding clowns will show up shields just destroys them on their landing impact as nothing had ever happened, just sit back and enjoy how Tynan's strategy to force you into missery gets ruined, and make yourself more wealthy in process :) 

To deal with massive late land raids, try to modify the terrain a bit to make some concave areas, place the mud moats in them to make them struggling to make any step further (25% walking speed). Wait when they cluster up in that blood moat you set up and bombard them with grouped devastator mortar salvos (more vanilla turrets mod, 8-12 of those can nullify anything that comes to you, escpecially if you man them quiclky before enemy gets scattered on arrival). You can do same thing with "punisher" railguns from the excellent Rimatomics mod.

Once you are ready, don't even mind to manage your wealth, more enemies come to you - more human leather and meat you get. More blood for the blood god! (@ Warhammer 40000). I've actually finished campaign of the planetary extermination not so long ago, where i killed every last one outlander and pirate on the plannet, sold the bulk of them to slavery and fed the animals with their meat to provide constant reliable food supply for the local tribals for free :)

https://imgur.com/a/DbGMZiO ; https://www.youtube.com/watch?v=VzqP1BqwvIw
#2
Hmm... That's interesting find. Thanks for pointing this out, maybe i really have something changed by mods (i have many installed). However i still want to see real priority for joy i can set up, to make sure it comes after all important work tasks regardless of schedule.
#3
That won't work since recreation is like job with infinite priority, it will still be enforced to task switching even if it's not on schedule. Like your starving pawn will go to eat regardless of schedule, deprived will do the same. Pawns ignore there schedule for urgent "needs".
#4
I really wish someone can make a mod to force deprive pawn a recreation. Personally i found recreation is simply nuisance waisting time of my good pawns! I don't care about them getting deprived/starved in the slightest. Is where any reason for me to get all them good beds, food, satisfactions in killing/art/drugs needs if i can't use that positive mood buffer to stop wasting their work time on pathetic recreation need? I really feel Tynan made recreation unswitchable for us to "care" about our pawns, this does not offer any diversity or difficulty, it's simply denying us control of our pawns shaping them way we like it. That's not a storytelling when i see my super biotech pawn waste 1/3 of the working day watching television, or when he is in the middle of construction of something important on the edge of the map just when he decides that he misses those stupid 5% of joy metter and need to go all way to base and back because of this "need". Give a recreation a priority as a job type or make a switch to force deprive! Sure i can force pawn to do something by hand until done, but technically recreation is currently is "need" so activity switching in favor of this "requirement" is impossible to avoid, so you can either spend million clicks per day forcing pawn to do a job and reclick every time he wants that tv shit, or just watch pawn's working time endlessly goes down the drain even if he doesn't really need that mood buff. So i'm really looking for something to allow me to force deprive him of this useless time waste. I don't really care about debuf, just allow me to stop switching tasks for this joy nuisance!
#5
Releases / Re: [1.0] Rimatomics | Rimefeller
November 24, 2018, 10:39:02 AM
Yep, i have same problem here. Screen: https://ibb.co/kizf0V . I've checked out mod xml files and found record in Buildings_E_Weapons.xml that range of the unupgraged beam is 40 tiles (serch for <defname>Obelisk_Laser</defname> to find the place). On the other hand upgrade must increase range by 15 tiles (Rimatomics_CUpgrades.xml, <defname>ResearchObelisk_LenseModule</defname>). I've loaded the game and checked those values, indeed, it fired exactly 40 tiles as without upgrade, but shown weapon range is exactly 55 tiles, so it's only visual range had increased while beam range remains the same so it tries to fire at long ranged as supposed to, but weapon mounted on the building still has that 40 so no fire...
#6
Actually where is no wall blocking at the south, screenshot just misses few tiles for that to be seen. So far i encountered 3 different manhunter cases, all ending in bashing exactly same door. To make a fun of it i even placed some uranium slug turrets to make fun of manhunters while whey are raging the door again and again, and placed more doors. In terms of game difficulty this adds nothing, just tons of free meat and skins, making me rich :) But in general, what i've seen on the screen was just insulting.

Check out some games like Far Cry 5, where enemies can path to you good enough almost anywhere in the complex 3d landscape with a lot of obstacles. Rimworld is planar game with extremely simple landscape. Almost every modern computer is powerful enough to handle way more complex tasks than 2d pathfinding like childs play, and yet it still fails in Rimworld case. Even if there are pathfinding issues, that does not deny the fact that animals don't even supposed to attack doors according to ingame help. Don't get me wrong, only issue here is poor game design.
#7
As i've already seen reported in this forum many times manhunter animals are just attacking doors for no reason. My base external area was not inclosed by the walls and offeres several clear paths around mountains to get to the area, but i've used special tunnels in mountains heavily defended by good doors to allow my muffalos wander outside to get some fresh grass. Today i've got a rhinoceros manhunter event with like 10 of them and that went extremely weird: They not even tried to get to my colonists via complete free path around mountains, but instead they all gone mad at the door in that short passage tunnel. I sent a colonist to repair the door but 10 rhino damage was way to much to hold up with repairs, so animals just standed and bashed the door until it broke.

It took a long time for them to broke in (like several minutes of real time), but they never turned away as intended by the game. Moreover help tip especially points new player that animals don't attack doors, while they indeed do so. Why for god's sake manhunting animals have nothing else to do than to bash doors while having completely free unrestricted path to the target?

Yes i've read another posts about this pathetic issue and no, animals haven't seen any of my colonists and they do have clear unblocked path to them since most of the pawn were in the field harvesting corn without any wall inclosure on the other side of the map from point where manhunters spawned. Yes i known from other threads in this forum that they just suppose to bash several times and walk away (as someone said to pervent some kind of exploits), but they persistently don't, they will just stand where forever like mindless insects and bash the door until it crack open. I'm simply asking this: Do the developer of this game will ever turn his attention to fixing this dumb animal behaviour issue (i've noted that it was reported many times before)?

Also that help tip at the corner of the screen informs player that animals do not attack doors.... This help tip is not only misleading to the new player and ruining intelligent game experience, but also makes them see and feel just how horrible internal game design is.

This is the one of the most reducilous gameplay issues i've ever seen gaming. Event should be named Doorhunting animals, just to be correct. This is an example how simple game mechanics should't be ever made, don't shame yourselves with such AI behaviours, ruining whole oppinion on your generally great game. At least remove help tip text about "animals and doors" if you won't fix the issue, or the better fix this issue once and for all!