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Messages - RemingtonRyder

#1786
Also, has no-one thought it strange that raiders, when they commence their assault, can dash half-way across the map without getting so much as a little bit winded?  In power armour, even.  As far as I've seen, there's no penalty for being fatigued apart from the mood dump.
#1787
It's the sheer number of hostiles.  You need to limit the ways they can attack because there are so many of them.

I've been playing with a mod of my own which introduces tougher pawns.  They soak up more points than a bunch of pistol drifters, so the enemies are fewer, but they're better armed.  Sieges are no longer stuffed with piles of snipers.

I actually noticed yesterday that if you wall off completely, grenadiers will attack your walls with frag grenades.  So you're not completely safe behind a set of walls.

Personally, I think the raiders give up too easily.  Instead of bashing at your walls until they do a set amount of damage, if they aren't dealt with they should set up a camp and move supplies in so that they can keep going for longer.

I think it would be more interesting then, if you could leave your base through a secret exit to harass the raiders into leaving.  When I play Minecraft I like to have a piston-operated door which blends in with its surroundings.  Or going back a ways, there was something similar in Battle for Middle Earth.  Maybe we can have something like that in Rimworld so that we're not constantly on the defensive.
#1788
General Discussion / Re: Show us your colony [Mega Thread]
September 27, 2014, 03:01:40 AM
So this is a colony that I just finished up with, because I'm going to try out some new mods. :)

#1789
I've been playing with the mod for a little while but I've noticed that after a few hours or so in game, Rimworld sucks up all available memory and hangs.  This hasn't happened before now so I wondered if maybe there's an issue that needs looking into.

Other than that, it is a great mod and I look forward to what you come up with in the future. :)
#1790
Ideas / Work areas
September 26, 2014, 12:22:18 AM
So I was thinking, in a similar fashion to how stockpiles can determine which goods are hauled where, we could have a work areas thing which allows you to divide tasks up a bit better?

So for example, if you want to haul both food and corpses, currently you have no way to tell your workforce to work on both rather than neglecting either.  If you have a work area for food hauling, and another one for corpse hauling, then you can assign colonists to each so that both things get done.
#1791
Crashed ship part which I couldn't destroy even with four mortars going.

Then a hostile tribe launches an attack and, well, on their way they run into some Centipedes and Scythers.  By the end of it, the mechanoids are all dead or incapacitated, and the ship part?  It's been destroyed by friendly fire from the Centipedes.

Just goes to show, sometimes negative events don't go the way the storyteller intended. ;)
#1792
1.1.3 seems fine, not as much minigunnage as before, but the Merc Heavies are popping up with groups now in my test game.
#1793
I noticed that the things that the colonist is incapable of doing doesn't update when you change or randomise them.
#1794
Stories / Re: Your Best Screenshots
September 22, 2014, 01:27:41 AM
Just landed on a rimworld with four totally not random survivors, courtesy of the Prepare Carefully mod by EdB. :)

[attachment deleted by admin: too old]
#1795
I was just about to report.  Thanks for the quick bugfix!
#1796
Some initial thoughts.  The heavy with the minigun tends to end up mowing down a lot of his own guys.  Tempted to leave this as is just for giggles, but no.

To make it a bit less likely, the heavy will spawn in with a larger group, so it's not three or four guys with miniguns riddling six guys in front with bullets.  Snicker.
#1797
Hey guys!  I've put together a new release!  See the top post for more info. :)
#1798
Stories / Best random event. Ever.
September 21, 2014, 09:03:06 PM
So, some siegers dropped in and started shelling my base.  I didn't have any mortars up to fire back and the enemies looked a bit tough to try a direct assault.

Then a psychic drone started making all the women on the map insane.  Needless to say, as about half the siegers were female, it wasn't long before they went nuts and started killing the men and each other.  I sent a single guy with an M-16 in to mop up the rest.

Admittedly, during this time, a couple of tribal prisoners also went nuts and had to be subdued, but that's a minor inconvenience. :)
#1799
Finally got around to using the new version and well, I love the changes.  Big thumbs up from me. :)
#1800
Awesome!  I will give it a try.