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Messages - Barley

#136
Funny that Tynan talked so much about discouraging mountain cave bases, then made them so appealing by making smooth stone so powerful. After all, smooth-able stone can only be found in vast qualities inside caves.

My proposal:
Carpet>Stone Tiles>Metal Tiles>Wood>Smooth Stone>everything else.

This is not ordered according to aesthetics but according to the required investments for each floor type. Trading for resources is disregarded here because trade applies to everything. Carpet requires research and nonrenewable metal but is the most powerful, maybe it should cost a slight speed penalty or it takes longer to clean to prevent spamming. Stone Tiles also require research but stone blocks are more easily attained from old buildings and rock chunks than steel which must be mined, traded, slagged (high energy cost), or disassembled from mechiods. Metal tiles require no research but use a nonrenewable resource and thus are between stone tiles and wood. Finally, smooth stone which is free but gives no beauty and takes a while to cut. Everything else? I don't know.

I also think concrete needs to confer a bonus of some type because right now stone and metal tiles are SO superior in the "Nonflammable floors" category that I never even consider it.
#137
General Discussion / Re: Nine thoughts
February 25, 2015, 02:50:17 PM
This isn't a tactics game. It's a colony simulator. Of course 90% of your combat strategy is building and turret placement.

Try defense-in depth. This is the alternative to "Hard" defenses that focuses on wearing the enemy down rather than holding the line. A single, solid line of turrets is strong, but it's also brittle: If the line is breached your screwed. If the turrets are spaced out and organized into multiple lines, you'll slow down attackers and allow your colonists to focus down priority enemies who stop to fight the turrets. Ill try to build an example later.
#138
General Discussion / Re: Backpacks?
February 25, 2015, 02:21:34 PM
Do the same thing for Iron if you have the resources. And a few medical supplies. You never know...

Also: Yes please for an extra inventory slot.
#139
Ideas / Re: Scavenger Raider Event
February 25, 2015, 11:12:06 AM
I, too, enjoy this idea. In fact I like just about any idea that "Cleans Up" the map of old junk. My original idea was a Mechoid Queen that ate the junk to produce more mechoids, but this event seems much more tame and could be made much more common, plus it doesn't actively punish you for ignoring old trash.
#140
So I had one of my colonists suffer a "Soft" mental break and go wondering in a daze. Acting on instinct I arrested him and started re-recruiting him. Then I remembered that colonists who go binging will eventually recover.

Does the same happen to Dazed and Wondering colonists? How long does it normally take to recover if they do?
#141
Booted up a new Rimworld Colony. Chose to go with the first randomly generated colonists. Who did I get?

Two 56 year old men.
And a 38 year old, genetically engineered, female sex slave.
#142
General Discussion / Re: EEK what happened!
February 19, 2015, 03:41:49 AM
Personal Shields mean  they can't shoot anything other than the mortars. Start by using any sniper rifles you got to snipe the mortars. Then start kiting when they rush at you. Since they can't fire back, you can lead them on a merry chase around the map and past turret gunlines. If they engage turrets the explosions from the mortars will take down their shields and you can kill them with bullets.

At least that's the theory.
#143
General Discussion / Re: RimWorld change log
January 24, 2015, 02:20:00 PM
They would already congregate around tables when idle. I think your wondering colonists are actually trying to complete a hauling job with items near the edge of the map.
#144
Quote from: Tasty on January 03, 2015, 11:07:29 PM
Quote from: Barley on January 03, 2015, 07:45:55 PM
Observation 1: Mechaniods are weak to Melee
Turns out instead of trading shots you can run up to them and pummel them to death. Once they start aiming their weapons they don't want to switch to brawl mode, apparently, even when your attacks interrupt their aim!

About this; so if you wait until the mechs attack with their weapons, do they refuse to melee? After discovering that melee can overpower mechs like this I would send all my colonists charging forth to beat down any vile robots that opposed me. But one day the villainous robots came down upon my colony in a ship of theirs and I went with the good ol' beat down technique. Within a minute or so, every one of my colonists were pummeled to death with a single hit to each. Ever since that day I've never attempted to melee a mechanoid again.

What I'm curious about is can you manipulate the mech AI to prevent it from meleeing your colonists back? I found it strange that they only melee sometimes, and try to run and shoot other times.

I'll admit I don't know the exact cause of their reluctance to melee, but it appears you have to wait for them to fire their weapon first.

This came out of an act of desperation during a playthrough of my latest colony. The Mechaniods had destroyed my turret defences, destroyed everything and were bombarding my base entrance with inferno cannons. Not good, because it was underground and braced with wood walls. Desperate, I pulled everyone out of the Mechaniod line of sight and waited for them to enter. When they did, I threw all my colonists into melee and pummeled 2 centipedes and 2 Scythers to death with bear fists, without taking any further damage from the Mechs.
#145
Observation 1: Mechaniods are weak to Melee
Turns out instead of trading shots you can run up to them and pummel them to death. Once they start aiming their weapons they don't want to switch to brawl mode, apparently, even when your attacks interrupt their aim!

Question 1: Power Claws Vs. a Nice Sword.
I got an Excellent-quality plasteel longswordsword, and a couple power claws. Which is superior? A Single Fist or a Longsword.

Question 2: Double Claws
Will having two claws increase attack speed? Damage? Or make two attacks at once?

Question 3: Claw + Longsword
If I were to let my colonist use both a Claw and a longsword, would he only use one, would the claw's manipulation penalty effect the Longsword attack?

Melee Agility
What does this effect? Attack Time? Dodge Chance? Chance to Hit? Need Tooltips!

Why do I ask?
I'm thinking of turning my Brawlers into anti-Mech troopers, but I want to know all the consequences going forward. My current disposition is a power claw + Longsword combo, so they can still work on farming and mining but will have maximum damage output.
#146
General Discussion / Re: Personal shields?
January 01, 2015, 02:28:15 AM
I actually find enemy melee fighters a pain to fight, as they tend to gun up into the middle of my gunline and start wailing on one guy. Then everyone else in the gunline tries to "help" with assault rifles. So now I have a guy trying to hold off a mace-wielding Berzerker with his bare hands, and I have to micro the gunline to prevent any accidents.

To that end I actually like brawlers and tend to deploy them just behind the gunline, ready for rapid response. If the enemy pushes up, Ill have a reliable defense for the squishy shooters. Said "Reliable Defense" is currently taking the form of a Brawler wearing full power armor and wielding an excellent-quality custom-made Plasteel Longsword (I call it Amoracchius).

On that note, can we get an option to name excellently-crafted sculptures and weapons? I'd love to give my blades names in future versions.
#147
General Discussion / Re: Brain Damage
January 01, 2015, 02:01:38 AM
I like the Brain Damage Mechanic. It basically forces me to design around the colonist in order to ensure s/he is happy and needs are met. Sometimes I even have to imprison the colonist just to prevent starvation. I like the drama that comes with the idea of a colonist permanently crippled by a firefight and forced to become a burden that others are too good or sentimental to "Rectify".

The mechanic is kinda weird when it comes to prisoners, though. One time, a tribesman was hit in the head with a lee and knocked out of the fight, and when he came to he had over 50% of his brain gone. I didn't want this guy: First Winter was less than a month away and we couldn't have hungry mouths that wouldn't contribute to hunting, harvesting, or mining. I also couldn't release him onto the map, because he moved so slowly that he would starve before reaching the edge of the map. Even if I was coldly practical about it, my colonists were too distressed post-battle and execution could be the tipping point I didn't need. And I really didn't want a dead, rotting corpse lying far outside the colony like an emotional landmine ready to screw over colonists returning from an ousted pirate siege.

Solution was to build a prison on the edge of the map, transfer the prisoner, feed, rest, then finally release him. Pain in the butt, but I felt better for it. But that brings up the question of how a tribesman incapable of getting to the edge of a map unassisted was supposed to make it all the way back to his tribe miles away.

Edit:
Quote from: durann31 on December 31, 2014, 07:24:49 PM
Quote from: Tynan on December 31, 2014, 03:38:01 PM
Probably not. If everything's fixable, nothing's tragic.
. Oh right speaking of tragic could there be operations that fail Ex. Heart transplant that fails for low medical skills or something ....

I second this. Surgery needs a fail/pass check similar to healing wounds, both for drama and balance for bionics. On that note, damage to the heart and lungs should probably have more severe consequences in the future. At the very least, I should not be able to look at a guy with a crushed lung, shredded arm, and burned eyes and instead prioritize the girl with a cut toe, knowing that the guy will stay alive for hours regardless, and the girl needs to be back in action (sans scarring or infection) ASAP.
#148
General Discussion / Re: Farming balance
December 26, 2014, 05:00:38 PM
A find a lot of these problems come from poor colony planning. Make sure:

Your freezer is connected directly to the kitchen.
The Kitchen and/or Freezer are connected directly to the growing areas
The Medbay, dining Hall, and Prisoner area are all VERY close to your kitchen
The Colonist's rooms are all very close to the dining hall.
Set the air conditioners to 30 Fahrenheit, -2 Celsius, or 271 Kelvin. The extra 2 degrees Celsius accounts for temperature variations over the day/night cycle. Have a second air conditioner on standby for heat waves.
Everything is paved for fast travel.
#149
Quote from: ZestyLemons on December 11, 2014, 10:03:35 PM
Yes! They do. I'm pretty sure they're equivalent to carpets, or slightly better.
Out of curiosity, how do you know?
Quote from: Drahkon on December 11, 2014, 11:42:44 PM
There are no layers to flooring last I knew, carpet does not go over stone flooring, in this game it replaces it.
If you hover your curser over a wall, it will say:
Rough Stone
Wood/Stone/Steel Wall
Thin/Constructed/Overhead Mountain Roof.

I'm wondering if the Rough Stone on the bottom of that stack can effect beauty if turned into another flooring type. I'd have to tear down the walls but it might be worth it.
#150
I can't tell with the "Smooth Floor" command stuck in the orders section.

As a corollary, do floors underneath walls add/subtract from the beauty value?