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Messages - Panzer

#46
General Discussion / Re: A17 Caravans and Joy
July 20, 2017, 03:23:20 AM
Yeah you get no mood modifier for joy while travelling, thats always been like that, but as soon as you settle somewhere or arrive at your colony, the -20 for no joy is there, and thats the problem.
#47
General Discussion / Re: Mortars: any good?
July 05, 2017, 11:21:52 AM
From my experience mortars are good vs groups of 10 people upwards, any less and you might end up wasting shells and not get a single hit.

Before the rebalance I usually built around 6-8 mortars to get reliable hits with them, now I am usually content with 2-3 mortars, they are accurate enough to deal considerable damage to larger hordes like tribals. This was a raid of 60 tribals and I could considerably weaken them with 3 mortars before they attacked me ;D

https://images.discordapp.net/attachments/211583606232055809/325562492145106948/Mortarwork.jpg
#48
What a story ;D

As far as I know the breakup chance is low, but is more likely to happen if the opinion of the partner drops. If they dont get much opportunity to talk to each other (working in close proximity, parties, social relaxation etc...) all the talk bonuses in social tab will disappear and you re left with only the lover bonus, you can drop that down further by doing stuff that lowers opinion, slaughtering tamed animals, butchering humans, selling prisoners, getting disfigured or punching the partner ;D
#49
Yeah they do, not the one directly in the prison cell, but maybe the ones after it. One prisoner may decide to mine for reasons unknown to me, vents and ACs are among the things most likely to be mined, vents take 2 hits, not sure about ACs.
#50
General Discussion / Re: Plasteel Armor?
June 21, 2017, 05:32:23 AM
Yeah I would like to see some more medieval items in the game, making a no electricity playthrough viable. Theres already a medieval tech level that includes stone cutting and smithing, it could be expanded a bit more.
Stuff like leather armor or simple steel armor, crossbows etc.. would really be great.
#51
Bugs / Re: Abandoning your base/Life on the road
June 20, 2017, 06:13:07 PM
Yeah I experienced the same, late game colony with 20 colonists, traveled to friendly ship AI. After abandoning the base the game starts to lag horribly at 3x speed, 2x and 1x are fine though.
#52
I thought that as well for a long time, I guess it is just a template output, left as is for programmer's sake, cutting out the unnecessary bits needs a bit of extra code ;D
My gut feeling tells me im right though, and the aiming tip confirms it. These are the stats of a normal pistol:



If the stats are proportional to its own max range, it should have an accuracy of 32% at max range. Now lets give it to a Colonist and see what the tooltip says:



Barry has a 16% chance to hit Tamara at max weapon range, the factors are his mediocre shooting skill of 28% and 58% of the weapon. If you look at the stats table, 58% is between the 71% for short range and the 50% of medium range, making this gun way more accurate than if it were proportional.
#53
Ever wondered about weapon accuracy?

Touch range is considered 1-4 tiles away from your shooter (1 means in melee range)
Short range ends at 15 tiles away
Medium range ends at 29 tiles away
Long range is reached at 45 tiles

Weapon accuracy at touch range is always gonna be static and whats written in the weapon info, after that you get a linear increase/decrease until you reach the next value shown in the info.

The interesting part is, the only weapon to reach the long range multiplier is the sniper rifle, and the only weapons that reach the medium range multiplier are the assault rifle, the minigun, the great bow, the short bow and the bolt-action rifle (excluding special stuff like rocket launchers and mech weaponry you cant acquire).
Every other weapon has a range between mediumish to short, e.g. a poor heavy smg has a range of 18 tiles, thats a bit above the short range multiplier (60%) and that means that gun accuracy is pretty close to its short range multiplier at its max range (54%, if you wondered).

Now, if I had to guess, most killbox fights probably take place at a range of 20 tiles or closer, and non-killbox fights probably at even shorter range, which means when choosing weapons for your pawns take a close look at the short to medium range accuracy, most of your fights will probably take place somewhere in between and low numbers at high ranges might be misleading, because that weapon probably cant even shoot that far.
#54
If you leave the map via the green zone, your animals should follow you shortly, unless they re incapacitated. If you move your caravan before they can join, you ll abandon the animals and they ll be gone, but a pop-up should tell you all that and ask if you re sure about that?

#55
It doesnt really shine anywhere :P the base accuracy is so low you might even miss all 3 shots point blank, only the upper 3 quality tiers are really useful in my experience.
It is pretty good vs huge critters though, centipedes, muffs, megaspiders, everything with a body size above 100%. Might be worth using against infestations, a few guys that only target the megaspiders while everyone else deals with the small ones, could work out.
#56
General Discussion / Re: Help with Mental Break
June 17, 2017, 04:18:26 AM
The actual mood of your colonist is the teal bar, the little arrow shows where your mood eventually will end up, mood rises or declines slowly. Your colonist is super happy, what kind of mental breaks does he get?

There are several traits and medical conditions that can force mental breaks, like already mentioned pyromaniac, but I dont think your cottage would still be standing then, chemical interest/fascination, can force your colonist to go on drug binges, if there are no drugs on the map, they cant go on a binge though.
Dementia can cause your pawn to randomly get into a daze, does he have dementia by any chance?
#57
Bugs / Re: [A17b] Can't store weapons in shelfes
June 16, 2017, 05:06:44 PM
Shelves work fine for me. Be sure to tick the asterisk options, some categories have those to specify what type you want to have in your stockpile.



[attachment deleted by admin due to age]
#58
Ideas / Re: A18
June 16, 2017, 03:54:27 PM
I dont really want to see countries and stuff, that wont fit rimworld, more like a sphere of influence, say, this here is the outlander town, around it you re less likely to get ambushed, more likely to meet friendles etc...

Since trade is a big part of rimworld, I would like to see some depth there, and relations as well, e.g. we re the League of Hisin, we produce drugs, you get drugs cheap here but that means drugs dont sell for much as well, but potatoes are contraband here, they sell at a high price but maybe you get caught selling and get thrown into prison, your colony then has to pay a fine or free the people by force, but then relations take a dive etc... stuff like that.

And please bring back the factions hating each other at times, it is kinda boring to see outlanders and tribes and then the pirates that are the stereotypical bad guys. Maybe have something like a pirate run black market, you get rare stuff more frequently there at a higher price, but dealing with pirates decreases relations with everyone else etc...
#59
I dont know about cass, but randy has been fairly nice to me and my caravans. I never had an ambush that I couldnt beat (randy intense), in fact the ambushes were rather easy, like a single fox or 2 pirates max. Then again, I dont send out giant caravans, the things I buy are usually not heavy, bionics, drugs, neutroamine dont weigh much, medicine and components is the heaviest thing I buy.

My caravans are usually comprised of 1-2 people, and maybe a prisoner or two if I want to sell a lot, including the prisoners. Clutter in the stockpiles usually has to wait til I get deep drilling and scanner, then I can drill for chemfuel and steel, and go crazy with drop pods. Caravan ambushes are sometimes even wanted, because I get to spend some time at the ambush site and can maybe mine some resources, components are always good to mine, if I get lucky maybe some rare resources like jade or gold.

Drop pods have new features by the way, you can visit a base via drop pod (formerly only attack) and launch resources onto a tile with a caravan, the resources will be added to their wares. Pods are also nice to have when you get a bad ambush to launch support to the battlefield.
#60
General Discussion / Re: Randy is bit broken?
June 13, 2017, 04:24:42 PM
I dont mind getting annihilated, most of the time I replay the fights to see if I could ve done something different before starting over, and it is so rewarding if you beat fights that are clearly not in your favor, like I won a 27 tribals vs 4 colonists raid, that was pretty memorable.