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Messages - Rahjital

#436
Mortar shells can punch through constructed and thin rock roofs. If you want to be safe, dig until you hit overhead mountain, then the shells will just play a silly sound instead of doing damage (you can see the type of the roof in the bottom left corner when you hover your mouse over the tile you want to inspect)
#437
Help / Re: Global Time Variable
July 30, 2014, 10:39:09 AM
Find.TickManager.tickCount
#438
General Discussion / Re: RimWorld change log
July 30, 2014, 05:11:25 AM
From the information Tynan gave us here and on his Twitter, it seems there will be different animals in different biomes, seashore (possibly meaning raiders won't be able to come from that direction), different biomes having different fertility and commonality of both animals and plants, different weather etc. In deserts, there may be much less animals and plants, meaning you might have a problem getting enough food. In artic biomes, colonists may be drastically slowed down by snow (there is already snowfall weather implemented in Alpha 5, but it never triggers), etc. There's plenty of things that can still be done before A6 is released too.
#439
It won't drop. I'm not sure if it's a bug or if it's intended as a raider with a prosthetic gun instead of an arm, but I found it pretty cool :D
#440
Some traders (I think it's the industrial ones) accept logs but pay no silver for it. If it's a trader that should pay for wood (food trader I think), then yes, this is a bug.

#441
I would still like clothes to burn in a fire. Throwing a molotov and letting the fire take care of it is much more time efficient than using the crematorium =p
#442
Ideas / Re: Gas/Chemical Warfare
July 29, 2014, 03:35:33 PM
Ideas like this are why the Suggestions section exists ;)

Also, chemical and biological warfare doesn't really fit the space western theme Tynan is aiming for. It's also the reason mortars are so wildly inaccurate, it would be no fun if you could simply destroy a staging raid or a siege with a few mortar salvos, even if it would be more realistic.
#443
Clothes don't burn so molotovs are mostly useless against them. I think it's an oversight, along with live mechanoids being fire resistant while their bodies burn like all others, but it's very easy to fix by a mod and very useful for mass burning unwanted shirts and dusters.
#444
General Discussion / Re: RimWorld change log
July 29, 2014, 04:48:42 AM
Cheap? Storytellers are the equivalent of difficulty settings in Rimworld. You shouldn't have to edit the save file if you find Cassandra a bit too tough to handle.
#445
General Discussion / Re: Mechanoid raid of insanity
July 28, 2014, 05:23:51 PM
If there ever was a reason to leave the colony in a spaceship, this is it :D

I wonder how did you get so many raiders to spawn? I guess that the colony is really really rich and you are playing on Randy who can randomly give you a raid of 150% the size Cassandra would give you =p
#446
General Discussion / Re: Damn Mechanoids
July 28, 2014, 05:20:57 PM
It's hard to say without seeing screenshots of the map and because you are using Project Armoury (which IMHO did a rather strange job at assigning attributes to the guns) but it sounds like the terrain limits you in such a way that you cannot simply snipe the centipedes from afar. In that case, the best thing that can be done is keeping yourself in cover, which will protect you against the vast majority of the minigun and charge shots and kill the inferno cannons - those will set your colonists on fire and drive them out of cover, which is deadly. The rest can then be taken out rather easily, although you should always make sure your colonists stay in proper cover.
#447
Think Libya is hard? Try Mozambique. A black AK-47 over a a white book over a yellow star in a red field. I would love to see that done in the blocky glory of Rimworld!
#448
Quote from: Shinzy on July 28, 2014, 02:51:07 AM
There's no happy endings in RimWorld
only occasional badassery

Now that's something quote-worthy!
#449
Phoebe skips 80% of bad events, has a very small chance for big threats and a huge minimum time between them, so the chance to get the ship crash is abyssmal.
#450
Ideas / Re: Tone down centipedes?
July 28, 2014, 03:33:58 AM
Quote from: ApexPredator on July 27, 2014, 06:27:26 PMIf you do not use turrets are you getting attacked by 50+ size groups?

50+? I have more that 300 tribesmen coming, or 200+ in case of pirates. =p

It's survivable so far, but soon I'll reach the point where no matter how many enemies I kill, they just won't give up and force me to run away instead.

Quote from: Cyst on July 27, 2014, 09:44:30 PM
Yeah I am aware of that, though. Even without turrets, raid strength depends on wealth, is it not? That means everything you have in your stockpiles, every single building, the walls, everything. So even without turrets, if one has a base size of the moon then the raid will be as big accordingly, or am I mistaken?

Yes, raid strength depends on wealth as well as your strength. Each colonist generates 26 threat points and each 1000 points of wealth generates 29 threat points. That is rather significant, my colony has 21 colonists right now and 150k wealth... which means I get 546 threat points from colonists and roughly 4350(!) from wealth, adding up to 4896 threat points total. That alone makes for a strong raid.

The most important thing determining raid strength seems to be time, though. There are two variables, shortTermFactor and longTermFactor. Both of these begin at 1 and are multiplied together to determine raid strength force. shortTermFactor starts increasing after 50 days of play and doubles every 80 days, longTermFactor begins after 120 days and doubles every 150 days. This becomes very significant for older colonies. Using my own 330 day old colony as an example again, the shortTermFactor is 4.5 and longTermFactor is 2.4, making the raids coming at me more than 10 times stronger (ie using 48960+ threat points!)

If you want to live just a little while longer, keep your wealth down (this is where wood walls come useful I guess). It won't save you for long, though.

Quote from: ApexPredator on July 28, 2014, 12:19:29 AM
I have gotten lucky on my last 2 raids that some friendly groups of 100+ showed up at the same time to do 90% of the work.

I had no idea this is even possible. The best I got was a group of 5 villagers coming to help with a siege of 200 raiders and they waited in the centre of my village instead of actually trying to help.