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Messages - Col_Jessep

#16
General Discussion / Re: Is art worth it?
December 20, 2014, 04:04:35 AM
Quote from: Cimanyd on December 19, 2014, 09:52:25 PM
If you're in a forest, you have all the wood you'll ever need, so you can train art and crafting by making wood sculptures/weapons.
Yeah, but I'm on the ice shelf and there are no trees except for those that I planted in a heated and lit growing zone deep in the mountain myself. Even mining for stone is difficult outside of summer since temperatures drop to -80�C. That means either heating the mine or keeping mining areas really small to avoid hypothermia and frostbite.

Quote from: windruf on December 20, 2014, 03:59:28 AM
now, when my art colonist has lvl 99 art she produces shoddy sculptures... with 25 it was awful yea!! i'll try 999 next.
It would be nice if they wouldn't have to be lvl15 to produce decent stuff. Takes so friggin long to get there and it wastes so much time and material.
#17
General Discussion / Re: Is art worth it?
December 18, 2014, 01:35:15 PM
Quote from: christhekiller on December 18, 2014, 11:41:33 AM
Does she have injuries? Cataracts or missing hands may be impairing the quality of her work in a similar manner that injuries reduce the likelyhood of doctoring work being "Good quality"
Healthy as a horse.
Now, my craftress got two bionic eyes and arms and hopefully soon some legs as well but that is a good investment. She's a lvl 19 crater and producing steel swords now. (I'm not going to abuse gold, silver or wood.)
And not only that, a double-flame lvl 11 shooter. Although there are few enough enemies to shoot. They only survive the march to my base in summer anyway.

Quote from: giannikampa on December 18, 2014, 12:06:04 PM
i've succeeded int having a full time artist of 19 level (it gets to 20 then drops again to 19)
he made some legendary wood sculptures, 1530 beauty!
i don't know if all the time and materials (only woods) and even neurotrainers to become so good worth it, but my common rooms now have +15 morale just thank the sculptures.
Okay, that would be worth it! I installed two good sculptures but there was no visible impact on my colonists.

My artist and crafter both have the depressive trait and we have two abrasive people who lower morale atm. One of them already has a ticket on the next slave ship if I can find somebody to replace him as hauler.

Quote from: baronjutter on December 18, 2014, 01:15:39 PM
Is the way environment is rated changed?  I remember back in the day so long as you decorated with plants and smoothed the stone floors people would get a "nice environment" mood boost.  No matter how fancy I make my base and people's quarters no one ever is impressed.  Full carpets, tons of plant pots, fancy furniture.  I even filled my artist's quarters with her crappy art and still she was not impressed with the room.
That would be interesting to know.
#18
General Discussion / Re: Is art worth it?
December 18, 2014, 09:53:57 AM
I was wrong btw, a sculpture takes 100 units of material instead of 75 so the possible profit margin is actually even smaller.

I think maybe silver and gold are too valuable for a RimWolrd where you fight for survival? Food, steel, cloth and even wood are useful and ensure survival. Melee weapons seem rather expensive compared to guns as well.
#19
You forgot XCOM:
Assault, 3 tiles away, 99% chance to hit, 75% critical chance. "I got you now, you slimy alien bastard!" *miss*
"ZOMG, smoke grenade, suppression, do something!!!"
#20
General Discussion / Is art worth it?
December 18, 2014, 09:12:38 AM
I had a colonist with decent art skills (7 with a double-flame) and decided to build a sculpture workshop for her.
(This wasn't easy since you need wood and I embarked on the ice shelf - not a single tree! I first had to mine a space, build fertilizer pumps, a sun lamp, two heaters, a new windmill in -70�C weather to power the whole thing... All to build a single workshop. I <3 the ice shelf!)

So, she grabs 75 stone blocks and goes to work. The result is an awful sculpture which was worth less than the blocks I had used to create it! Stone blocks are worth roughly $2 and when the sculptures' value is sometimes significantly below the cost of the base material it's pretty disappointing. That awful statue actually has a negative beauty (-13) and a base worth of $80. Assuming the trader gives you roughly half of the base price that's a loss of $35 and a lot of time.

By now my artist is level 11, almost 12 and she's still producing shoddy or poor pieces of art that are not turning a profit. One statue was normal (+$25) and one good (+$50).


Now let's compare this to my craftress. Cloth sells for ~$1. Every Parka sells for ~$220 and takes 120 units of cloth to make. That's $100 profit for every parka you make. The time needed to make a parka is 367 compared to 1000 for a sculpture. And a parka keeps you warm. With -80�C outside you can't leave the base to take a piss haul a survival meal without a parka or you'll lose some extremities.  ;)

I haven't looked into smithing yet but I'll probably try that next. Got some wood and metal I don't need atm. But I don't think art is the way to go unless you have idle colonists and too much money. There will be no silver sculptures any time soon in my base, that's for sure!


PS: In unrelated news: Please make the ice shelf a regular embark, Tynan. It is soooo much fun! And colder areas, - 150�C FTW!  :P
#21
General Discussion / Re: Good or Evil?
December 18, 2014, 06:39:44 AM
In my embark on the ice shelf I might have starved a visitor to get his parka for one of my colonists during the first winter...
But it's all rumors and hearsay, nothing was ever proven!
And the people who are say we turned that into a new source of income are dirty lying pirates! ;D

PS: Besides, there are enough visitors who just don't make it during winter. Temperatures fall to -86°C and people die of exposure despite parkas or tuques:



But I can't recover the bodies yet. Got to wait for summer when it's only -20°C...
#22
Bugs / White text on snow is REALLY hard to read... =D
December 17, 2014, 01:18:22 PM
Maybe you could put a slightly darker background behind it like in the communications tab, preferably even darker:



Oh, and I had 5 or 6 combat suppliers within a couple of days. I guess the game wants to tell me something? But it's -80°C outside and we don't expect any "visitors"...

...to make it to our doorstep alive! ;P
#23
General Discussion / Re: Defending From Attacks
December 17, 2014, 08:11:50 AM
I found my last embark with Phoebe 5% difficulty in an extremely cold area was way more fun than getting raided all the time. -40°C is brutal if you don't have parkas. The limited food means you have to get hydroponics going stat. With no raiders to plunder and no cloth for a while you can barely leave your little base before early summer.

A mad squirrel is a nice source of food that comes to your entrance. A solar flare becomes a life-threatening event because it will kill all your plants.

I only wish there were events like blizzards or being snowed in for weeks. A really harsh climate is much more enjoyable for me than all the raiders. Next game will be on the ice cap! =3
#24
I save scum if I accidentally kill an enemy I wanted to capture. And before major surgery I always make a save. Didn't have to reload for surgery yet but just in case I made a bill for the wrong leg... xD
#25
General Discussion / Re: So... stonecutting... why?
December 17, 2014, 06:28:52 AM
Quote from: stefanstr on December 17, 2014, 04:30:53 AM
Problem solved.
True enough. But we have now solved a problem with more micromanagement that we didn't have until now... ;P
#26
General Discussion / Re: Dying of old age?
December 17, 2014, 06:26:14 AM
Quote from: Tiolas on December 17, 2014, 02:55:27 AM
Long games ftw.
I'm so glad we can build ships now! It's like becoming the mountain home in Dwarf Fortress and having the king arrive: a satisfying end to the story after a lot of hardship. Building a ship for 16 colonist is rather expensive if you have to buy all the plasteel... 0_o

http://i.imgur.com/Jdq4KV9.jpg
#27
General Discussion / Re: Dying of old age?
December 16, 2014, 03:35:28 PM
Quote from: Tynan on December 16, 2014, 12:45:01 PM
They won't just keel over magically. What happens is that their immune system gets weaker and weaker. So when they get another illness, it's more and more likely to kill them, and you need better and better meds to prevent that.
Thanks! That gives you enough warning to put a colonist in stasis until you are ready to leave for a world with better meds, nice!
#28
I would love if you could build a small ship for 3 colonists and send them to build a new outpost. If we had some cargo pods for the ship we would even bring stuff for the new base! The old colony could just go into stasis and you could build a new base with your 3 favorite pawns and the equipment you want to bring.

The ability to assault pirate bases was originally planned IIRC? Would be so much fun to return the favor with a hand-picked crew of professional soldiers and maybe a couple of AI-brainwashed mechanoids?
#29
General Discussion / Re: Dying of old age?
December 16, 2014, 11:28:33 AM
Well, we are in year 3, everybody is healthy, we made peace with all our neighbors, disassembled a lot of mechanoids, the ship for 16+ colonists is ready... and we are leaving the -40°C winters behind for a beach on a glitter world where the sun shines every day! Good bye, Frosthold! =D

Markus is still trucking along like he was in his teens. With the bionic implants even faster than before. But I wonder, how many years he has ahead of him still. We could always arrange for a kidney, liver or heart transplant in Frosthold... ;P
#30
General Discussion / Dying of old age?
December 16, 2014, 04:41:14 AM
Is that a thing in RimWorld? I have a 68 year old vet:



He's not only one of the few good shots I have, he's a master crafter, our good ol' Markus!



IIRC, he came to us with a peg leg and a bad eye and I upgraded him to bionics. I already bought a bionic arm, too. Then I realized the old gunshot is only causing him very mild trouble and I'm saving the arm for an emergency. At least until I can afford a second one as backup. He is in remarkable health for his age.

As you can see Markus is a valuable member of the community, especially since he is not disturbed at all by recovering raider bodies and burning them.

But my question is: Can colonist actually die from old age in RW? Could Markus just pass peacefully to the great beyond? How old can people get in RW? Could they live longer with bionics and a fresh heart transplant?

PS: Yes, I'm one of those crazy people who have forts in Dwarf Fortress lasting for years and decades until FPS death finally claims them. Why do you ask? =D