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Messages - RemingtonRyder

#1801
Okay, new (working this time) version posted.
#1802
It's not working yet.  But I think I know what's wrong.  When I've got something, then maybe I'll get you a screenie.

(That's kind of why it says 'Testers Needed')
#1803
Here's my lastest idea:



So as you can see, I've got turrets in the killbox, but on the other side and in the bottleneck before the killbox, I've got embrasures, and there are stone walls behind those embrasures to hide behind.

The reason for this is that well, standing next to the embrasures to lean out and shoot is all very well, but the attackers can use it against you by attacking from a certain direction, or so it seems.  By shooting from behind the stone walls and through the embrasure, it seems to negate that trick.
#1804
Bear in mind that higher-point pawns won't appear unless your colony is worth quite a bit, but you can use the dev tools to try out bigger groups.

What this does is add new definitions for enemy pawns, and adds two tags to the existing weapons, namely the minigun and the R4 Charge Rifle.

Mercenary Heavy: Equipped with a Minigun and be decked out in power armour.  More silver when dropping loot.

Mercenary Assault: Equipped with an R4 and decked out in power armour.  More silver when dropping loot.

Pirate Thug: Equipped with the best non-power-armour protection.  Has more money to spend on guns, drops more silver when dropping loot.

Pirate Engineer: As with the thug, but smaller loot and comes equipped with an R4.

Because these pawn types have a higher point value, this may reduce the amount of pawn spam when you hit end game.  I don't know for sure yet. ;)

Changelog:

v1.1.0

  • Added missing FactionDefs entries, which allows the new pawns to be used in spawn groups.
  • Mercenary Heavies now actually have enough money to afford a Minigun.
  • Outlanders will get access to the Assault Mercenary, but not the other types.
  • Thug is not too common at the moment.  Adjusted their weapon spending money upwards to a max of 250.

v1.1.3

  • Altered TougherFactionDefs so that a Merc Heavy spawns in with a Sniper, an Assault and two regular Mercs.
  • Thugs will now spawn in pairs.
  • Defs are case sensitive - changed Mercenarysniper to MercenarySniper.

Screenshots:







You will note from the above screenies that if you use Aparello, the new pawns will choose from the new options available without you needing to do anything. :)


[attachment deleted by admin: too old]
#1805
General Discussion / Re: Your weirdest habits
September 21, 2014, 12:24:00 PM
I try not to build on top of trees or plants but clear them out first to make sure I get as much berries/wood as I can, even if I don't really need them.
#1806
General Discussion / Firefighting tips
September 17, 2014, 09:19:45 PM
So I discovered today that drafting colonists makes them fight fires in adjacent squares.

This is basically the best way to fight serious fires, because Rimworld by default assigns colonists with the Firefighting job to fight fires on an arbitrary basis, which is fine when there's a small fire that can be put out quickly, but potentially disastrous when a fire is left to blaze because someone half-way across the map has reserved it.
#1807
General Discussion / Re: Caveman Challange
September 17, 2014, 07:34:10 PM
Honestly, this sounds like a great mode for the released game, with a stone age version of the music tracks. :)
#1808
That being said, I'm going to adjust the base price of the lantern so that you don't get showered with them so much.  I mean, six stacks of 20 is a bit overkill. ;)
#1809
As subject line.  It can be an upgrade (research) to existing dispensers to improve their utility and allow more colonists to interact with it.

I guess this does mean that you would need a different texture def for an upgraded building, though.
#1810
I don't mind it, actually.  Adds a little bit more variety.
#1811
As I just found out today, sometimes you will get lantern kits when a cargo pod crashes.
#1812
Ideas / Re: Your Cheapest Ideas
September 17, 2014, 01:40:42 PM
Trees and wood structures leave ash behind when they burn down.  Is simple, no? :)
#1813
I think that's something you're going to have to post in the suggestion forum.  While it is possible to alter the interaction square (it's an offset from the centre of the object) I don't think you can specify more than one.

Tried to do a small dispenser but colonists don't use it - guessing because they're looking for a dispenser with a specific DefName, in other words the original dispenser.
#1814
General Discussion / Re: How to survive
September 17, 2014, 12:10:27 PM
I don't know.  But you can call in multiple groups so long as you have silver.
#1815
Um, paste is paste, unfortunately.

I'll do a release with paste at one pegging higher on the meal value and see what happens.

Aaaaand tested and done. See top post.