Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - RemingtonRyder

#1861
Ideas / Re: For the forums: tagging Mod releases
September 04, 2014, 02:48:54 PM
Yeah, that's what I was getting at.  It would still be in or after the subject line, but in tag form.  So for example, you could click on the [A6] tag and see all mod posts tagged with Alpha 6.  Pretty neat, huh? :)
#1862
Ideas / Too many corpses...
September 04, 2014, 02:46:24 PM
Seigers just seem to have the worst luck in my games.  This time they picked a narrow tunnel through a mountain to use as their camp, eventually deciding to set up their mortars on the north side of that tunnel, not far away from my... well, crematorium.

XD

Anyway, because they're jam-packed into the space available, a few lucky hits with mortars and a lot of seigers are dead and the rest start going berserk or wandering off.

I eventually send in snipers to pick off the stragglers safely, but... seriously, one crematorium just isn't cutting it any more.  And the distance my colonists have to walk to reach the dead bodies and then pile them up to be burned means that harvested taters are piling up on the ground instead of being moved to storage to be made into meals.

It's like I'm being punished for doing a good job of defending my colony. :P
#1863
General Discussion / Re: A6 Prisoner Conversion
September 01, 2014, 07:51:32 AM
The thing to bear in mind is that even if you're not converting prisoners, the wardens will improve their Social skill when they have a chat with them.  So keeping one around is useful.
#1864
The high yield power gen is nice and all, but overloads seem to happen way too often for it to be worthwhile.  I now prefer to have isolated power grids which means that if one turret or part of a base loses its power supply, there will still be others that work.
#1865
General Discussion / Re: Generals, I need your advice!
September 01, 2014, 07:36:21 AM
When the enemy has snipers, you definitely need to find better cover than they have, and even then it's a dicey proposition to start taking shots.  Whether it's a raiding party or a siege, use the range circle to pick off targets which have good close-quarters weapons, or thrown weapons, without getting into range of a sniper.

With a siege, you can be considerably more patient, only moving your sniper into position when enemy snipers have ambled out of range.  With a raid, a pre-emptive strike can trigger the beginning of the base assault, so you will get maybe one or two shots off before you need to run.

Either way you look at it, creating an ambush for the low-fire-rate snipers to run into is one way to deal with them.  Preferably, you want your ambush party to be in cover behind some stone walls, ready to peek out and blast the raiders with automatic fire.

If you've picked off the guys with Uzis, M-16s, LMGs and shottys then you've evened the odds in your favour a bit.

Turrets are useful for attracting enemy fire, and as the posters above have said, if you tuck them away behind walls then the assaulting forces will take some serious damage before they start taking out turrets.

Remember that power will conduct up to five squares away from a conduit or a metal wall attached to a powered conduit, even if there is a wall in the way.  You can use this to shield your power supply, and the wall won't take damage from a turret explosion if there's a three tile gap - which is just enough to allow power to reach the turret.

Remember that in a siege, your objective is simply to outlast the enemy.

Now, you can fire mortars back at the enemy - in fact, if they're located in fairly open territory away from mountains I encourage you to do so, because it will inflict area damage from afar, despite how inaccurate mortars can be.  However your main job is to do quick repairs and beat out fires, and let your colonists go back to activities which boost their mood - like eating and sleeping in comfortable conditions.

The seigers by comparison have no comfort at all.  They're in an ugly location, sleeping on the ground, eating packaged meals off the floor, and watching their allies die horrifically when you score a hit, whether it's with a mortar or a shot from a sniper.

You don't even need to one-shot the enemy to death, they will bleed from their wounds long after they are wounded because the siegers don't do any medical care for their wounded.  At the moment, anyway.

When the seige party runs out of food, and they will eventually, mental breaks will occur.  This means that while your colonists stay alive in shelter, the odds are tipping increasingly in their favour.  Broken seigers will wander around or leave the map completely, and won't join in a base assault, so you can pick them off at your leisure.  This will allow you to focus on taking out enemies which haven't broken yet, or even killing the mortar operators.

While you can simply snipe the mortars to make them pop, I think you probably get more metal if you deconstruct them, so try to get a clean shot at the operator.

I don't think incendiary mortars are worth using unless you have three or four manned at a time, which means that there will be more chance of setting siegers on fire, rather than simply setting a nearby patch of ground on fire, which the siegers can easily deal with.  Also, if there's rain, you might as well stick with explosive mortars.

I think also that when the siegers decide to assault your base, it is key to be able to do the most damage to the seigers that you can before they reach your ambush point.  So, behind your sniper have one or two shooters to cover his retreat, and then when they need to fall back, the sniper can cover them with a shot or two, and so on.

You're looking to use that blind rush against them, and maybe inflict some further wounds or casualties, to further reduce their mood and increase the chance of them abandoning the charge.  You don't need to kill them all, just give them despair.  From there on, after your ambush (if it is successful) the rest is mop-up.

It doesn't always work out as perfectly as that.  The way I see it, if you can gain prisoners which will be useful to the colony then, even if you don't recruit them right away, they will make good replacements when one of your colonists is forced into early retirement.  And that's a sane outcome.
#1866
Ideas / For the forums: tagging Mod releases
August 30, 2014, 01:09:44 PM
Basically, instead of cluttering up the subject lines in the Mod forums, how about some cool tags (for game versions and so on) that mod creators can add to their post?
#1867
Ideas / Re: Construction stockpiles
August 29, 2014, 05:22:15 PM
That's true,  It might also be handy if the AI would consider how much room is in a nearby 'result' stockpile and what the total path distance is when deciding to use a production structure - like for example, a cook stove - when there's more than one of those structures on the map.

Basically, let's say that you have two bases on the map with a fair distance between them.  If you have a bill to cook X meals on each of them then everything is fine so long as there is storage available.  But if you have a bill to cook until you have X on each oven, then you can end up with a lot of meals at Base 1 and just one or none at Base 2.  Yes, even if you have two cooks.
#1868
Ideas / Construction stockpiles
August 29, 2014, 10:23:31 AM
So, it bugs me that colonists going out to construct things will grab the nearest resources to them - even if that's quite a ways in the wrong direction - and then head over to build something.  Even if there are resources close to the build site.

Basically I'd like the ability to tick 'For Construction' in a stockpile's config and from then on, colonists will prioritise using up those resources for building near to that stockpile, especially if they're close to the place where they're going to be building.  And haulers, as usual, will haul to those stockpiles but not take from them until the 'For Construction' check is removed.

Does this sound reasonable?
#1869
Quote from: milon on August 27, 2014, 01:09:01 PM
Quote from: Tynan on August 27, 2014, 12:49:58 PM
(though I honestly don't know much about the strength properties of silver)

http://www.webelements.com/silver/physics.html
Reflectivity: 97% (Shiny!!)
Electrical Resistivity: 1.63  10-8  (Lower resistivity than Iron, Gold, Aluminum, etc >> Really Good Conductor?)
Hardness seems to be fairly low, compared to other metals like Iron.

Useful if you want to defend against lasers, I guess. :)
#1870
Mods / Re: New programmer here
August 27, 2014, 08:50:44 AM
I've been using the Omni-gel mod as an alternative way of gaining metal.  It's worth a look!
#1871
General Discussion / Re: Free stuff from visitors!
August 25, 2014, 02:18:58 PM
Alternatively, you could keep them alive if you seal them in using a door from the Colonist Only Door mod, and set a one-square zone to drop meals on.

Why keep them alive?  Easy, so that when raiders break down the door they get facefuls of free bullets. :D
#1872
Ideas / Re: Suggest A Personality Trait!
August 25, 2014, 11:29:08 AM
Hypochondriac - sometimes this colonist will go lie on a medical bed to get treated even though there's nothing wrong with them.
#1873
Ideas / More ambient sounds
August 25, 2014, 11:08:34 AM
So, long story short, I have tinnitus, and I find that Rimworld is a little bit too quiet at times - usually when the weather is clear.

If someone can write a sound mod to take care of that, that's cool too. :)
#1874
Pretty much as the title says.  I toggle power off on generators to try and avoid having full-battery explosions when the power conduit overload event strikes.  However, after saving and later reloading, the generators are all on, even if they're showing that they're turned off.#

This can be worked around by toggling the power on then off again.
#1875
I've kind of just learned to roll with the random.  Well, up to a certain point.  It's annoying having the childhood bonuses clash with the adulthood.