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Messages - Apophis

#46
Ideas / Re: Automatically Remove Parts
January 27, 2015, 03:17:26 AM
I think in the new alpha it is not possible anymore to remove bionics from corpses.
The stripping is a great idea, I think.
#47
Ideas / Re: Your Cheapest Ideas
January 26, 2015, 04:31:53 AM
Smarter sieges; Snipers should patrol the edges of the group to prevent a lone colonist sniper to be able to take the entire siege out.
#48
Make the environment of your trade beacon so that your colonists can get cover quickly.
The reason pirates drop in your home region is to stop people from making one killbox, like most do.
#49
General Discussion / Re: Alpha 8 Screenshots
January 25, 2015, 10:08:29 AM

My colony in a flat tundra biome. Still very much work in progress, but it functions quite well.


I use a different defence system to what I see mostly on this forum. I built a couple of turrets to cover open places. When my colony is under attack, my colonists withdraw to the second layer of the buildings, forcing the enemies to march through the small openings. Below a battle scene. The pirate band dropped right on my trade beacon.



My guys, armed with short range and automatic weapons easily kill all those snipers. My brawlers wait in the buildings for a chance to get close to the enemies.
When a colonist is overrun, he can always enter a building, and even sneak out through the back if necessary. The doorways also are a great place to take cover.

The aftermath:


Score: 9 pirates dead, one wounded. One got away. 2 colonists slightly wounded.

My colony is a bit of a mess, but I thought this strategy does not get enough attention.
This is on rough (60%), Cassandra.
I have also battled mechanoids like this, 4 centipedes armed with charge blasters and a minigun. I don't know how it would hold up against scythers or inferno cannons, but I am optimistic.

P.S. I am taking screen shots with F10, but the UI still shows up. Is that supposed to happen?
#50
Bugs / Re: Medical Fail
January 25, 2015, 09:15:01 AM
What about his health? If he has poor sight or manipulation, it would explain the chance.
#51
I did not see that in the scythers I shot. Are you using a mod?
#52
Quote from: tklenke on January 16, 2015, 12:04:10 AM
I have had this issue as well.  I assumed it was some prioritization I had wrong.  But my colonists would make blocks all day and never smelt steel.  I had to manually prioritze for them.  I had the bill set to infinity and make until 10. 

Do you mean radius set to infinity and make until 10? Because that would mean make until you have 10 steel in stock, which I think you would have at almost any given time.
Would this also explain it for Kaelent?
#53
Quote from: Mikhail Reign on January 14, 2015, 12:09:59 AM
The fact that everyone commonly sees the names come around time and again means that if a name was scrubbed out whenever the owner died, it would only be 10 or so raids before the game just ran out of names entirely.

This ^

Also, there are multiple people with the same names in real life, why is it strange to see it happen in Rimworld?
#54
Ideas / Re: Mass Billing and Storage
November 18, 2014, 04:27:08 AM
The unchecking part is actually already done :)  It would be nice to add zones together, but I think that would be as much trouble as making the areas contain the same thing, if you only want it to contain one material.

Quote from: ChangelogOct 9
Added disallow-all button to storage settings panel.
Changelog
#55
Ideas / Re: Mannable walls
November 17, 2014, 10:40:55 AM
And maybe raiders also could bring ladders to cross unmanned walls! That would be great  :)
However, I don't think this will make it, Tynan said no Z-levels.
#56
I get this more often, but is usually is when the target has moved out of range or has taken cover (I am not sure which).
The pawn is retasked, will finish aiming, but not shoot, am I right?
#57
Ideas / Re: Your Cheapest Ideas
November 05, 2014, 05:27:05 AM
A (small) chance that a world spawns without some of the factions (e.g. no pirates), so that you might even be alone in a world.
Having tribals, outlanders and pirates on every world doesn't make much sense, especially not with the backstory.

(I hope the finished game will even be a challenge without the violent threats, but that is not a very cheap idea  :P )
#58
Bugs / Re: Meks trapped spawning at edge of map
October 13, 2014, 09:11:25 AM
What world seed and landing site did you choose? That would make the reproducability a bit easier, I think.
#59
I think hauling to a hopper is the job of a cook, so it does not fall under hauling. Is she perhaps also your cook?
#60
Bugs / Re: Self-starving and disappearing colonist
September 29, 2014, 08:46:43 AM
The meals can be dropped after saving and reloading. I think it was already reported.