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Messages - Panzer

#16
Best thing ever in my opinion, needs less ingredients per meal, instant food for your guys, no food poisoning, frees up a colonist who would otherwise have to cook. The tiny mood hit is manageable, the only real downside are solar flares, in my opinion, since you dont have meals in storage, but theres a micromanagement trick to pull more meals out of the dispenser to take care of that problem.
#17
General Discussion / Re: The balancing process
June 20, 2018, 02:54:21 AM
I really like that new armor system design idea, hope it turns out to be decent and not too heavy on the performance.

Whatever the outcome, conversion from sharp to blunt damage is a good idea and should be included in the final design, it always felt wierd to recieve bleeding wounds from a wood shiv despite wearing a state of the art piece of power armor ;D

The impact on the medical side of things is gonna be interesting though, I guess that blunt and sharp damage are equally painful? Else a good piece of armor would mean you go down faster to low damage weapons :D Or maybe I havent thought far enough, at this point Im just speculating.
#18
You could try to merge the corrupted caravan with an actual caravan, you get an option to do that when both caravans are standing in the same hex tile and both are selected.
#19
General Discussion / Re: Trading madness
November 28, 2017, 10:45:32 AM
I tried it with a go juice addict once, didnt go very well, even with just enough to not go into withdrawal he built up tolerance pretty quickly and then got braindamage once the tolerance was high enough.

Go juice is kind of a special case though, potent drugs always have strong drawbacks. It might just work out with yayo if you schedule his drug use instead of letting him snort when the game prompts him to, usually theres some time left before he goes into withdrawal.
#20
Strip them and instantly haul it, prisoners will only equip one chest piece and trousers. If that prisoner doesnt like your clothes, it is probably because of the duster, duster covers everything and pawns prefer those.
#21
You need the deep scanner in order to see where the resources are, but I guess you already know that. I think the largest patches have steel or chemfuel, middle size patches have silver or plasteel and small 2-3 tiles patches have gold, uranium or jade.
#22
Drugs are all about risk & reward, if you "fix" the risk, whats the point then?

Beer is already pretty powerful, +8 mood, 17% joy and 10% reduced pain for -2% manipulation and a 1%(!) addiction chance. The problem comes when your guys chug beer daily and uncontrolled, you ll end up with addictions, tolerance and liver cancer.
Drugs in rimworld should only be used when the need arises, so dont let beer fool you into thinking it is without risk, because when it hits, it hits hard, and I think thats pretty adequate for getting away basically scot-free 99% of the time.

For the "but in real life..." people, you cant really apply real world logic to a game, simulating that would need a crazy amount of resources, knowledge and time, and thats not gonna happen, you need to settle for tradeoffs and compromises, and thats how you end up with something like those game systems that are close to real world happenings and logic, but will at some point behave differently than you expected, because they apply game logic as a compromise and/or design reason.
#23
General Discussion / Re: Any big features coming in A18?
September 23, 2017, 05:07:48 AM
https://twitter.com/TynanSylvester/status/911386687099383808


"RimWorld Alpha 18 is in internal testing... moving along nicely! There are many still-unannounced new features, content, and improvements."

Looks like we get A18 in the next few months, my guess is some time in November, pretty sure before christmas though ;D
#24
General Discussion / Re: How do you go around the place?
September 11, 2017, 04:33:17 AM
Lightweight items with a high value (clothes, drugs, AI cores, scyther blades etc..) are usually preferred trade goods when I set up a caravan, and I never send out more than 2-3 people so I dont have to rely on pack animals or take tons of food with me.

Droppods make things way easier, you can do stuff like 1 man overweight caravans and launch them onto friendly outposts, sell and buy til you can move again or launch another colonist to help with carrying if calculated poorly.
As long as your caravan is within range of your droppods it is also pretty safe, if you get ambushed you can load up colonists and launch them to the ambush site in a matter of seconds, you even get to pick where exactly on the battlefield they should land. Same goes for supplies, if you run out of food you can always launch some food from home onto the caravan tile, it will be added to your caravan package.

So yeah, in my opinion caravans are viable under certain conditions, a low amount of people and within range of droppods. Caravan ambushes are also always manageable in my opinion, they match the size of your caravan.

What I would really like to see is cheaper food at the outposts, even a goddamn nutrient paste meal is expensive. It would also be nice if I could make a living by trading, buy stuff cheap at one outpost and sell for a profit at another, that would add a lot to caravaning.
I guess in time the economy will be fleshed out a bit more, stuff like supply and demand will probably also lead to more interesting playthroughs.
#25
General Discussion / Re: Are map missions ever worthwhile?
September 10, 2017, 04:06:21 AM
Item stashes in the early game (4-5 ppl) are really good, the most memorable games are those where I managed to take one of those stashes early. The fights can be tough, if you dont know whats guarding it bring at least one survival rifle/great bow in case you get turrets.
#26
General Discussion / Re: Infections in a17
September 07, 2017, 04:24:58 AM
Yeah efficiency is new in A17, it is a representation of body part HP. An infection past 87% applies -70% efficiency, in other words you could say it applied 28 damage to the torso (adult human torso has 40hp).

To survive infections it is important to have the patient stay in bed and keep him fed, to keep the immunity gain speed up. Treatments do nothing for the immunity gain speed, they only slow down the infection speed, so your goal is to slow down the infection enough for immunity to overtake it and reach 100% first.

If you re low on medicine you could treat with medicine until the immunity rate is higher than the infection rate and then treat without medicine, that depends on your doc skill though :P
#27
The increase in length of natural disasters is certainly something that I want to see in the scenario editor, a long solar flare or heat wave/cold snap can certainly be nasty.
#28
General Discussion / Re: Stupid Noob Questions
September 04, 2017, 06:25:05 PM
If you got the steel and components, but still cant build it, then the materials are probably outside of the allowed zone of the colonist you had selected, check to see if he has unrestricted access. The zone assignment is to the right of the work scheduler.
#29
Before A16/17 outlander factions and tribes could be enemies with each other, they would fight when they met on the map. Sadly that was removed for whatever reason, even though two factions rarely meet at all, and all you can get now is pirates hating each other.
#30
I dont think the game tracks inter-factions relationships, if the tribals manage to kill someone it will probably count as one of those mysterious deaths and you lose 5 reputation with that faction :P