It's more the idea that the prone bonus grants 80% hit reduction. combine that with cover, maybe a shield and say the colonist is a non violent jerk who's only good for soaking bullets. Put him in the front to get a super tank.
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.
#92
Bugs / Re: Caravans: Addicts won't take their drugs
March 08, 2017, 11:15:31 PM
I'm using this policy so they won't take the drugs too early. It's possible they don't obey the timer for some reason?
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#93
Bugs / Caravans: Addicts won't take their drugs
March 08, 2017, 08:44:11 PM
I have two colonists on a luciferium diet to take their pills every 6 days. They went out into a caravan with a full supply of pills, but they absolutely won't take them. Naturally they went into severe withdrawl as a result.
Edit: This can even happen when they have the drug in their inventory.
Edit: This can even happen when they have the drug in their inventory.
#94
Ideas / Re: Melee skill should be more meaningful
March 08, 2017, 08:13:43 PM
Well it's a good thing that 2 of 3 of the ideas are a damage decrease. And the 3rd one is a damage decrease if the 100% threshold is above your typical melee skill. The melee attack speed can also be an average decrease if the formula is like 80% + 2% per skill point, because most colonists have under 10 melee skill.
Please read posts before replying.
Please read posts before replying.
#95
Ideas / Re: Repairing. Degradation of the HP baseline. Requiring resource to repair
March 08, 2017, 10:42:27 AM
This doesn't actually solve the problem you think it solves. So it's pretty pointless.
It's pretty cool to have colonists sitting behind a door holding it up. It's certainly scary to have raiders beating on a door. Perhaps the only issue is that the repair rate is too fast, but that can be solved by raiders getting bored and setting fire to all your stuff.
It's pretty cool to have colonists sitting behind a door holding it up. It's certainly scary to have raiders beating on a door. Perhaps the only issue is that the repair rate is too fast, but that can be solved by raiders getting bored and setting fire to all your stuff.
#96
Bugs / [A16] Colonists form convoy on traps
March 08, 2017, 10:27:12 AM
The location they rally around is random (annoying in of itself) but they do love collecting around traps. When a trap inevitably springs the convoy gets broken.
Traders have been known to chill on traps, and blame me for getting delimbed.
Traders have been known to chill on traps, and blame me for getting delimbed.
#97
Ideas / Re: Pawns in Mental State should still satisfy their basic needs
March 08, 2017, 09:43:38 AM
Doctors have the advantage of medicine to sedate people on a mental break.
Actually it'd be really cool if your doctor skill could knock out a broken colonist. Obviously they would need to be non hostile to get needled or you'd just be beating them down like anyone else.
Actually it'd be really cool if your doctor skill could knock out a broken colonist. Obviously they would need to be non hostile to get needled or you'd just be beating them down like anyone else.
#98
Ideas / Re: Pawns viewing art in others' bedrooms
March 08, 2017, 09:37:52 AM
The worst part is when the colonist gets rebuffed, goes into his crush's bedroom to look at art, finds her lovin' her hubby, and just stands there appreciating it.
Or is that the best part?
Or is that the best part?
#99
Ideas / Melee skill should be more meaningful
March 08, 2017, 07:16:16 AM
Currently there isn't much benefit to the melee skill. Characters have decent chances to hit regardless of skill and most of the lethality is in their weapon instead.
Some ideas
- evade chance: high skill gets an extra chance to dodge. Probably 1-2% per skill point.
- damage boost: universal damage multiplier. Like 80% base damage plus 5% per skill point
- melee damage resist: just plain tougher in combat. .5-1.5% per point
Characters with 20 melee skill should be extremely dangerous and feared on the field.
Some ideas
- evade chance: high skill gets an extra chance to dodge. Probably 1-2% per skill point.
- damage boost: universal damage multiplier. Like 80% base damage plus 5% per skill point
- melee damage resist: just plain tougher in combat. .5-1.5% per point
Characters with 20 melee skill should be extremely dangerous and feared on the field.
#100
Bugs / "unloading inventory" unloads assigned drugs
March 07, 2017, 02:31:33 PM
Some colonists carry spare drugs as part of their drug policy. When they return from a caravan trip they unload these drugs even though they are told to carry them.
#101
Outdated / Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
February 27, 2017, 10:21:08 AMQuoteJust call caravans for red crystalsThen you have to wait 4 days for a caravan that might not have a red crystal, then wait 8 days for the cooldown to the next carvan. Tiberium can run rampant in less than a month! That's also assuming you have the Comm console, which is another step of research.
Red and blue crystals can spread, but they aren't really dangerous. They have their value but the big challenge is in controlling Green tiberum. The sonic emitter could only shatter green tiberium and that's all a player would really need.
Some ideas that might help control Tiberium
- "Call tiberium harvesters"
Summon a faction to come and harvest Tiberium. They'll naturally seek out the primo goods first but will try to clear cut what they can. This might also be a random event when the map starts getting crowded.
- "making crystals grow on resources"
Tiberium is a resource harvesting alien plague. It doesn't make sense to grow crystals in areas without resources, as even red zones are covered in rocks and dirt. Take advantage of the subterran layer to include "tiberium veins" that may dramatically boost or hinder tiberium growth. This would drastically change the mod so that players can have safe spots and risky spots on their maps.
- "Manage tiberium" Job
Tiberium is dangerous so it deserves its own job. Otherwise your growers will be falling like flies.
- "Tiberium biomes" on globe
If possible, incorporate tiberium biomes into planet generation. Features can include dirty soil that rapidly spreads tiberium, toxic fallout to make travel risky, slow travel times, hostile wildlife, lots of initial tiberium spawns, etc. If biomes are too difficult, see if you can have a "tiberium infestation %" and/or "resource richness" to include on terrain information. Players can use these as difficulty settings whether they want to be close or far away from danger.
#102
Outdated / Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
February 23, 2017, 08:18:07 AM
I don't see why the player can't do research with just green tiberium. It's pretty dumb to wait on RNGesus to get any hope of a red crystal.
That seems like the obvious first thing to change.
That seems like the obvious first thing to change.
#103
General Discussion / Re: Haulage Priorties
September 11, 2014, 02:19:19 PM
Citizens seem to look for the closest job to their position. Priorities seem to happen in perfect order. In other words:
Fill all critical, then
Fill all important, then
Fill all preferred, then
Fill all normal, then
Fill all low.
This can lead to some fairly questionable behavior. For example citizens will go BERSERK trying to keep hoppers topped off, even if they run down by one unit. They will also enjoy spending half their lives picking up 2-3 potatoes for the food stockpile rather than doing something useful like hauling anything else. When using mods like conveyors they can go full retard moving goods from storage straight to the start of the conveyor system. Thus a good portion of their potential gets completely wasted.
There isn't much you can do about it beside forbidding all goods that you don't want them to play stupid with or running stockpiles at the same priority if you don't want to create an endless hauling loop.
Fill all critical, then
Fill all important, then
Fill all preferred, then
Fill all normal, then
Fill all low.
This can lead to some fairly questionable behavior. For example citizens will go BERSERK trying to keep hoppers topped off, even if they run down by one unit. They will also enjoy spending half their lives picking up 2-3 potatoes for the food stockpile rather than doing something useful like hauling anything else. When using mods like conveyors they can go full retard moving goods from storage straight to the start of the conveyor system. Thus a good portion of their potential gets completely wasted.
There isn't much you can do about it beside forbidding all goods that you don't want them to play stupid with or running stockpiles at the same priority if you don't want to create an endless hauling loop.
#104
Ideas / Re: Suggestion for constructing. build in teams
September 09, 2014, 08:45:43 PMQuoteBut, in StarCraft, only one SCV can build at a time...But in Starcraft the resources are plopped instantly. In Rimworld the goods have to be hauled over one stack at a time, and some jobs can take a LOT of hauls to finish!
When it comes to construction there are very few objects where a second welder will make things happen any faster. Most welding happens in less than 2 hours game time, taking little more than a day at the worst. A second worker can't even arrive to assist before the welding is finished. However when projects take 200 metal, 400 metal or more, it can take all day or worse to get the materials on site! I sure as heck would like the big jobs to get extra haulers so they can start building. Maybe even include it as part of hauling duty, since that's a nice brainless task which doesn't require construction skill.
#105
Ideas / Re: Suggestion for constructing. build in teams
September 07, 2014, 09:04:38 PM
The only kind of construction teamwork I care to see is for haulers to focus on hauling goods to the work site.
There is a bit of an oddity where colonists with forbidden hauling can technically move goods to build with, and vice versa.
There is a bit of an oddity where colonists with forbidden hauling can technically move goods to build with, and vice versa.