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Messages - Lost Cause

#16
General Discussion / Re: Uranium crafting/art broken?
December 12, 2014, 05:28:38 PM
I think what he means is that you will have a lot more silver than you will gold/uranium.
both gold and uranium cost more than silver and are only carried by some traders. silver on the other hand is used as currency and is carried by everyone so you end up with tens of thousands of units of it.
So yes. way easier to get a silver weapon than a gold one despite needing the same number of units.
#17
General Discussion / Re: Uranium crafting/art broken?
December 12, 2014, 05:03:37 PM
Aww my brawler loves their solid gold knife :p
At least they did until they were shot to death with a minigun when they tried to stab a centipede.
The fact that I am willing to give them gold weapons and maintain their humanity by not installing mechanical parts just proves ho much I value my brawlers.

Ohh and I call the gold knife the sacrificial dagger.... never said who was being sacrificed.
#18
General Discussion / Re: So Ancient Cryosleep pods
December 12, 2014, 04:50:44 PM
Heh, I had s raiding party land on a group of 6 and they popped them releasing a load of soldiers, many with power Armour and heavy weapons. The raiders won but took heavy casualties.
On the same map I activated a group of 3 of them and out popped 2 super soldiers both of which were hostile to me and had immediately started shooting. Fortunately, the pod my person was standing at also belched out a swarm of angry megascarabs, so they were shooting at the bugs while my guy ran as fast as his two bionic legs could carry him.
One mega scarab survived the event and was dealt with by a charge rifle ^.^.
#19
I build my colonies with the kill box built around my trade stockpile and this is the only open area in my base. When pirates or mechanisms drop on me it is great fun and a lot of easy kills :p
I think there would need to be a few behavioral variants on the raiders to really shake things up. I did have quite a weird raid not long ago where the attackers just seemed to spontaneously forget where they were going and turn to attack the nearest wall...
That was really, really annoying. It took ages to fix it all again.
#20
Wow... Weaponized uranium in RimWorld

[attachment deleted due to age]
#21
General Discussion / Re: Rescue Allies
December 11, 2014, 07:15:51 PM
Quote from: Cimanyd on December 11, 2014, 07:00:57 PM
You still can only capture them, making the faction hostile, but it's not permanent anymore since you can release prisoners to improve relations. Releasing the rescued/"captured" prisoner won't be enough to make them friendly again, but releasing enough of the survivors of their future foolish attacks will.

I didn't know this!
So we can be friends again...
I'd rather see them all burn.
#22
I never put turrets into my prisoners rooms but I can tell you turrets wont target berserk allies or colonists either.
This is a good thing in the case of colonists and might be a good thing depending on your point of view with regard to your 'allies'.
Since they have a habit of standing about in my kill boxes, one of them having a mental break could result in up to 38 turrets opening fire straight through anyone else in the room. So if you don't want war, turrets ignoring berserkers is probably a good thing ^.^;
Personaly I want to see all my allies roasting slowly over and open fire... so I love alpha 8 <3
#23
Yay for allies!
five friendly chaps showed up in my base. They decided it was a good idea to stand in that open topped room at the front of my base. You know the one. Three out of Four walls covered in turrets, the forth wall having a lot gaps in it all of which are plugged with sandbags and the floor perpetually stained red despite your best efforts to keep it clean.
It was about then that a load of raiders began squeezing through the choke point leading in.
I have to say I laughed my ass off as all five were obliterated when 28 turrets and 8 miniguns all opened up on the intruders at the same time, killing all 5 friendlies and ending my alliance before the raiders fired a single shot.

The best way to avoid ticking off your allies is to not have any ^.^
You'll be better off for it too.
#24
A group of 4 vising allies encountered 4 resident centipedes. the centipedes obviously unloaded hell upon the visitors, killing off 3 of them quite quickly, but at the cost of 1 centipedes. That left the soul survivor against 3 centipedes...
She suffered a mental break, flew into a rage and rushed the closest centipedes engaging it in close combat and killed it almost instantly! She then runs to the next and kills it too all the while the last one is firing away, missing horribly with its hell cannon. She rushes at it and before I knew what was happening she was coming for me!
Fortunately, I had 8 people with miniguns and 29 turrets which proved to be a little bit too much for her
#25
General Discussion / Re: Shattered Pelvis
November 10, 2014, 09:54:27 AM
It is one of my original three colonists and the only one I have that knows how to cook X.x
Dang it all ;.;
#26
General Discussion / Shattered Pelvis
November 10, 2014, 01:56:48 AM
So one of my original 3 colonists now has a shattered pelvis... and a shattered rib and he appears to be staying in bed... he's been like that now for quite some time and doesn't appear to be healing.
Will he actually recover movement eventually or should I just harvest the two bionic arms and bionic eyes and surrender the hope of getting back my social 15, medicine 13, cooking 12 colonist?
#27
General Discussion / Re: Full list of bionics
October 22, 2014, 05:23:11 PM
Quote from: Shinzy on October 22, 2014, 04:19:05 PMScyther protrusion knife - efficiency 87%, melee damage amount 16 (cut) cooldown 70 ticks

I thought this had an efficiency of 85% but I keep selling them as soon as I get them so I can't check off hand.
Just so I (and anyone else that reads this thread)  knows, the Scyther protrusion knife can only be obtained from disabled Mechanoid Sythers right? Coming in right and left pairs assuming the Syther didn't get one of both shot off.
I would just like someone to confirm this for me.
#28
General Discussion / Re: Full list of bionics
October 22, 2014, 04:24:46 PM
Thank you. that is perfect!
#29
General Discussion / Full list of bionics
October 22, 2014, 04:02:31 PM
Is there a full list of all standard bionics not added by mods and their relative effects available anywhere?
I can't find it on the wiki and doing a search of the forums keeps turning up mod posts.
#30
Quote from: DaveStrider on October 19, 2014, 09:40:53 AM
You should try equipping your hunter with a melee weapon instead, if he's good enough and has enough armour he won't get hurt too badly, and he won't be taking potshots from across the map

Quote from: Lost Cause on October 16, 2014, 11:19:10 AMI gave the guy the full power armour, hyperwave clothing under that, two bionic claws, two bionic legs and he had 11 points of melee skill yet he lost and was killed outright in a one on one fight with a raging monkey.

Don't Use Melee XD