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Messages - Panzer

#31
Go Juice is like a painstopper though, the only way to down someone on go juice is killing him or bringing his mobility low enough so he topples over, i.e. cutting both his legs off (pawns with wimp trait excluded).
#32
Stuff made from psychoid plant will certainly help, flake, yayo and go juice, theres a big risk of addiction though. If you need them to get up better use yayo since it has the lowest addiciton chance of those 3, if they re bleeding heavily they might collapse again because of blood loss.
Interesting idea of drug use though ;D
#33
5-6 days if I recall correctly, 12 pills get you through one year, it is really doable. I usually end up with like 2-3 luci addicts, those guys were the unlucky ones to receive the drama headshot but survived it. The luci helps them to at least get on their feet while they re almost vegetables, they can do stuff like cleaning duty til the drug heals their brain scar.
#34
I think alcohol addiciton is one of those cases where I let them be addicted, if you make a custom drug schedule and stretch the time til the next fix, he shouldnt build up resistance afaik.
I tried it for the hard drugs, sadly doesnt work with those, even with custom schedules they eventually build up resistance and get kidney or brain damage.
#35
Every animal that eats live plants also eats hay, that doesnt mean they dont prefer other kinds of food though. Take the kibble away and they ll eat the hay.
#36
Nice, more clarity for commands is always appreciated :)
#37
I do hope "& more" means a new notification sound, adding the death sound to minor stuff and fails just wasnt a good idea.
#38
The new biome and the caves sound exiciting, more biomes are always good. I hope theres a bit more to the caves other than them just being a hole in the wall with overhead mountain above.
The named places feature is gonna be fun as well, love me some random whacky names ;D

Im really looking forward to those additional incidents he mentioned in an older tweet, theres barely enough incidents now to make a playthrough unique. In a long game you can be sure to see every incident at least once and thats kinda boring.
#39
We discussed such cases pretty much in detail a while ago, heres the link to that topic: https://ludeon.com/forums/index.php?topic=33166.0
#40
Yeah something like a food policy would be really nice, to keep the idiots from eating my raw ingredients when they starve for a few seconds, that would save a lot of player nerves and micro ;D
#41
I think an easy to do change would be to list the movement speed of each pawn in the caravan formation tab, that way we wouldnt need to double check all the time if we picked the healthy animals or colonists.

Playing on randy intense, I usually send out 1-2 people caravans, with a pack animal maybe, the ambushes and manhunters I got were never unbeatable, most of the time 2 raiders or manhunters that I could deal with easily, and that was during a 4 years game.
I think most of you got screwed in A16 when the ambushes were meaner and havent really tried since, but caravans are pretty good in my opinion.
Packing could be better though, I still dont understand why only one colonist can be assigned as a packer to one drop pod, if I try to load it with a high amount of pemmican for example, it takes ages til it is finished.
Same for the pack animals, takes ages since they need to carry stuff to the animal. What I learned from that is use more colonists instead since they can pack themselves and low weight items with a high stack count are perfect for trading (-> drugs) or low weight high value stuff like thrumbo horns or scyther blades. Id rather run 2 small caravans than one big one.

Ordering traders doesnt really pay off unless you re looking for something specific like bionics or neutroamine in high amounts, traders have low money since A17, cost 700 silver when ordered and only buy specific stuff, faction bases though buy everything, you get a trade bonus because its a faction base, and they have way more money and stock than your average trader and you can save the 700 bucks and spend it on something else.
#42
General Discussion / Re: Toxic Fallout
August 01, 2017, 02:48:16 PM
I usually have several zones for my colonists, one for the main complex in case of manhunters, one for main complex and bedrooms in case of fallout and the usual home zone of course.
If one colonist gets too much buildup he gets restricted to the manhunter zone, that way I could manage fallouts pretty well. Still dont like the fallouts though, just because they empty the map of vegetation and it never really grows back to its former state, and a fallout is kind of guaranteed in a game of like 3-4 years.
#43
Yeah, relations are a bit on the ridiculous side, my lone explorer from a glitterworld was visited by her husband and her mother was on the run from tribals and begged to join (she still is, btw). Later on I found her uncle in a cryptosleep shrine.

I mean yeah relations are a nice thing to have in the game, but we re on a rimworld god knows where and meet family all the time, it makes sense for outlanders and for tribals, but it is really unlikely for spacers. In my opinion some distinction would be nice, tribals should have lots of family because they re basically human zerglings ;D , outlanders not so much and spacer family should be rare.

Some kind of interaction with visiting family would be nice as well, like a joy activity that gives a mood bonus, e.g. +5 mood for 3 days, "had a good talk with my niece/brother etc...".
Right now its like oh hey you re there and I ll be sad when you die, but I cant do much else with you.
#44
As the others have said, manual rationing can help in the beginning. You should also plant an abnormal amount of potatoes, with heatwaves and whatnot they can take forever to grow, that should be your first action after you landed, even before hauling your stuff.
Nutrient paste dispenser is kinda mandatory until you can set up hydroponics, even then I would keep it around because you never know when the blight is going to happen.
If you can spare the colonist, a early caravan with the starting silver to buy food is a good idea, helped my runs to get through that though phase in the beginning where you barely have any food.
#45
I guess the low value of medicine is to keep it affordable for the player in early stages of the game, the modifier for weapons is probably to keep your wealth from skyrocketing when raiders die at your doorstep, and as encouragement to earn money someway else than just selling raider stuff.
Kinda makes sense seeing how every faction is armed to the teeth, would be cool if there was no modifier for quality weapons though (excellent and above), those should be pretty rare.

I got burned during a quest that way, I got offered a golden spear for 1100 rice or something, the base value of the spear covered the cost, but the 80% modifier made it almost worthless :P