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Messages - MissFox

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16
General Discussion / Re: body parts questions
« on: September 21, 2021, 12:58:19 PM »
There are no storage requirements, they can get hot or cold with no penalty.

As for mystery degradation, being left outside or in water will damage them, as will all things that can generally damgage items such as falling rubble from roof collapse and pawns attacking them while in a break state (or setting fire to them). I belive they can also be hit by stray shots if combat occurs in the same room as they are stockpiled in but someone will need to correct me if thats wrong.

As for damage and surgery I've not seen any issues with using damaged organs or implants,  implanting them seems to magically repair them.

I've seen 100% health implants be destroyed by botched surgery, it was my understanding that a failure destroys the part regardless of its integrity. But i may be wrong on that too.

17
General Discussion / Re: Problem with outlander/pirate breach raid
« on: September 19, 2021, 10:04:56 AM »
IEDs are fun but set each other off if they're too close, IED traps mixed in with lots of cheap snare traps helps thin numbers.

Also if you're late game lots of mortars help thin numbers, especially in dense raids. The only limitations with both methods are inconsistent hits.

18
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 19, 2021, 04:32:39 AM »
Also... Here's the character this is based off of.

19
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 19, 2021, 04:31:06 AM »
Best way would be to use the Reply button, and not the quick reply box.
Then you see file attachment options and the buttons that help you for image links.

Thank you Canute, I wasn't sure was I was missing but turns out the original image was over the file limit and that's what was stopping the image uploading. :)

20
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 19, 2021, 04:29:35 AM »
I tried to keep as close as possible to the in game assets but the cataphract armor and charge rifle both have odd geometry.

Had to just guess for the parts the assets don't represent.

21
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 18, 2021, 05:54:27 PM »
Hey All!

How do you post an image here?

22
General Discussion / Re: Raiders why?!
« on: September 14, 2021, 03:36:37 PM »
They stole in installed one, uninstalled it and ran off with it. it was pretty funny to be totally honest.

23
General Discussion / Re: Raiders why?!
« on: September 08, 2021, 04:38:18 PM »
I do feel like it may be.

24
General Discussion / Raiders why?!
« on: September 08, 2021, 01:30:48 PM »
Raiders stole my nature shrine... why?! What are you even going to do with it!

25
General Discussion / Re: Male and Female supremacy meme. What the point?
« on: August 26, 2021, 03:50:18 AM »
As far as I've seen they're mainly for roles within the settlement, they dont seem to affect much compared to other ideo memes but can create some interesting challenges and situations such as having a coloist who's extremly qualified for a social role denied because of their gender.

26
General Discussion / Re: Are there any options besides running away?
« on: August 25, 2021, 06:39:21 PM »
Another option, if the attack is imminent but not yet started on the save, place IEDs, spike traps and as many turrets as you can on the side where the attackers spawn in, it may not kill them all but may help break the bulk of the attack and give you advantage.

27
General Discussion / Machines
« on: August 25, 2021, 05:48:48 PM »
I was wondering... in the lore of Rimworld is there a particular reason why some things are low tech while others are high tech?

I would imagine a computerised machining bench to be less technologically advanced than human bionics and making simple land vehicles like cars are significantly easier than space ships.

I'm conscious that in terms of gameplay, not having autonomous things gives pawns "jobs" to do and the exclusion of vehicles makes for more of a challenge when travelling across the map. but i wondered if there was canonical justification for why this sort of tech isn't used anymore?

28
Stories / The return of Cohen...
« on: August 22, 2021, 09:47:33 AM »
The return of Cohen...

It's been 6.4 years since a small group of survivors fled the Blood Machines. In awe of their power these tribal settlers became tech-worshipers and vowed to leave behind their weak flesh and ascend beyond the confines of limited humanity.

As the years pass their learning grows, they discover electricity, machining and finally the ability to create bionic and prosthetic augments. The societal leaders have a regime of implants but all colonists get at least one, the most common being venom fangs.

Colony discovers the Archonexus, and works towards this goal. Eventually the core societal and spiritual leaders leave to found a new colony in search of this prize.

A year later a raider attack comes... Cohen, wife of Bren, senior builder and colony member since the beginning arrives in the attack group, they try to take her alive. She dies fighting but not before giving many colonists of the new settlement toxic bites from the very prosthetics that they, themselves installed.

TLDR: former colonists can use your own enhancements against you!

29
If you know which side the caravan plan to exit on, build a 1 x 2 room near the maps boarder, place a sleeping spot and designate for prisoner, then place a caravan parking spot next to it. That may help you get them off the map quicker.

I've had to do something when attempting to release / save prisoners / visitors with effects like brain damage or severe addictions.

Hope this works!

30
General Discussion / Re: Ideology worth it?
« on: August 15, 2021, 04:24:50 PM »
"Alright im confused. Do you mean that body purist and transhumanist arent individual traits anymore and theyre replaced with the respective ideology now? Or that individual traits are overwritten in favour of the ideology if it happens to have them?"

As far as I've seen some have been reworked and some are still the same, it IS possible to have a pawn with conflicting traits such as a transhumanist : Body Modification ideological meme VS Body Purist.

Personally I'm ok with this though it did create an interesting choice in the case of one pawn...

Going with the needs of the individual would mean the rest of the colony disliking them (-10 social for No Artificial Part)
Going with the community there is no social bonus for having a mod except (aesthetic nose, aesthetic shaper for +40 social Physically stunning) but the colonist is more likely to break with a perm -35 "I have become what I hate" negative thought for multiple implants.

I feel things like this add a new dimension to the game.

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