Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Goo Poni

#16
Quote from: adelexi on January 21, 2017, 03:18:26 PM
How do you survive some of the events...?

For example the one where a terminator joins your colony and then a few second later 2-4 terminators attack. Im nowhere equipped enough to handle those things.

And even worse, the Zeon mech boss event, how on earth do you handle that one?

Pretty sure some of the events are made to dick you over. Zeon, the Terminators, nuclear fallout, darkness, invasions spawned by skywrath, invasions spawned by skywrath being damaged and more. Terminatrixes have a hilarious 1200hp on their torso. They're not threatening by the time you see them as you should have kevlar and lv20 crafters so they are just extreme ammo sinks.
#17
Wait, they can? I almost never bother with harvesting because wildfire will exterminate all foliage in a matter of weeks. Only algae seems to be of any use. Always in water, long lasting, spreads like crazy until ponds are clogged and it counts for veg so I can actually produce something other than jerky/roast for years until I get hydro built and actually have seeds from traders to put in the hydro.
#18
I don't quite buy the Dwarf Fortress mentality of losing is fun. I do in Dark Souls, or in Super Meat Boy, but the downtime is momentary and the progress often readily recovered. But not so in Rimworld. Replacing colonists is slow. Never mind the weeks-long downturn in mood, finding a suitably capable replacement can take a great amount of time and its not like the raids slow down or lessen. The raiders have an infinite number of bodies to throw at me, the tribes should be extinct within a few terran months (couple rimyears) with the volume of people thrown at me. I enjoy starting from nothing and working up to a small prosperous self sustaining colony. That doesn't happen without extensive modding though. HCSK scratches that itch partially but suffers from bloating the colony wealth massively that without actively researching all the time, you're going to get rolled by the arbitrary bullshit it adds in. And some of that bull is just so much bull that you might as well call it game or reload when you see the message appear.

#19
Mods can help with that. But I do tend towards agreeing with the OP, I love keeping tame wolves around but they're fragile in combat and breed like rabbits. Like come on, boys, she just had a litter of cubs a couple days ago, do you really all need to go three on one with her? Only war beasts worth training seem to be bears as they're still somewhat common, do decent damage and don't die to a stern look.

I think the only way to make animals useful would be to force yourself to live and breathe muffalo or some similar creature. Clothes all fashioned from their leather and wool, food all from their meat and milk, skulls hung over everyone's beds, so on, so forth.
#20
Quote from: Iridescent on January 21, 2017, 09:55:34 AM
How do u make compound paste? I cantant find the recipe
Tailor's Loom, if I remember correctly. Scrapped clothes yield so much of it over time that by the time I get to using it to make my own super armour from ferrotitanium and kevlar, I have enough for outfitting the colony.
#21
General Discussion / Re: Curious performance
January 21, 2017, 01:02:31 PM
Your framerates team issues could simply be tired the large number of colonists and animals doing their thing. The more pathfinding and the more jobs being done, the harder it'll hit you.
#22
General Discussion / Re: Fires... Oh The Fires.
January 21, 2017, 12:59:11 PM
Need to be able to fight fires, have it in the home area, have it in an allowed area and not be drafted. If drafted, they only put out fires immediately adjacent to them.
#23
Use a loadout to define how many arrows that should carry. And add some item of food to the loadout as well. As for the taming, they need enough carrying capacity to hold 6 generic units of meat or similar. Most if not all clothes provide more carrying capacity in terms of bulk than they use.

EDIT: Wrote a long rant about underwhelming Mass Effect weapons and useless mech ammo. Instead of that rant, can I suggest getting rid of "plasma" and "blaster" ammo, making a plasma variant of ammo for the 6mm cartridge which otherwise doesn't see use outside of the charge rifle, splicing together the code to make the idea of a battery pack/capacitor a thing, changing Mass Effect weapons to use these new battery packs (in universe, their only limit is how many heatsinks a user can carry) and giving a use to inferno cannons shells so they're more than just legal tender like basically all mech/plasma/laser ammunition is given the ridiculous quantities dropped by mechs.
#24
General Discussion / Re: Curious performance
January 21, 2017, 05:46:46 AM
Is this worth a low priority bug report? Implement a cleaner that runs periodically to purge the list of the dead and alive if they have no relevant relations? I'm personally fine with entirely new pawns in visits and raids all the time. The turnover rate on those tribal raiders is insane anyway.
#25
General Discussion / Re: Mortars: Useful or not?
January 19, 2017, 07:43:07 PM
Quote from: Cimm0 on January 19, 2017, 07:40:52 AM-snip-

Maybe CR, Combat Realism, has what you're looking for? Most explosives have fragmentation and their effective range extends beyond that of the initial blast. It can be stuttery when fragmentation spawns though  due to how much of it there is.
#26
My bad, I had even gone and paid a visit to the wiki cos I vaguely remembered Tiberium having different mouse over tool tips back in TibSun and I couldn't remember the names. Literally tabbed from the wiki to my post and in that time, got the name of the blue stuff wrong. :l

Had just remembered that green eventually turns blue and then reforms into the huge blue crystals which act like blossom trees so I thought I'd ask on it.
#27
Out of curiosity, is it planned for all  tiberium to start off as the green Tiberium Riparius and then slowly over time mature into Tiberium Aboreus  (blue type) and then to the final unnamed red crystals?
#28
As a rule, going from alpha to alpha is a no. Not without major save file surgery. I believe there is a guide for going from A15 to A16 either here or on the subreddit. Tynan's general policy is no save file compatability between alphas. Sweeping changes like the world generation in A16 are easier without trying to ensure backwards compatability.

Now, an issue of my own. I'm playing the final A14 version while the A16 version is brought up to a playable state. Bought foxes early on in my colony, found out they're not big enough to rescue people. After several litters of kits, I traded them in for arctic wolves and kept the bonded foxes and kits. Discovered that wolves can't be sicced on people. Have about 30 wolves trained but only the foxes go hunting with their bondmate.  Throwing 30 dogs at tribals was basically the point of getting them and they can't be told to do it, despite advanced intelligence and many now able to haul and rescue, let alone be let off the leash.
#29
You can probably just go into the recipe defs to change the Vintorez ammo to the appropriate variant. While at it, you can probably change the name to 9x39 SP-6 instead of "standart". The problem with picking up and dropping items is to do with CR. CR allows you to add food to people's loadouts. Unfortunately they still attempt to pick up food whether they have it in a load out or not and anyone with a defined loadout that doesn't contain food will get stuck in that loop. You can find food items if you search under the extra laggy infinity option to search for just about anything. The bionic tail is mostly likely for Orassans. Not particularly useful unless you have one of those wookies in the colony. For large animals, you need a generic sleeping spot, animal bed and maybe a pillow. The three interim sleeping spots you can build are only for things that are fox sized or smaller.
#30
General Discussion / Re: How do Raids work?
January 14, 2017, 04:06:09 AM
Nothing to be sorry for, you're under no obligation to play by anyone's rules but your own. If you feel savescumming ruins the experience, try to resist the urge to do it, or enable permadeath.

Raids occur randomly and a few things go into consideration for when they might appear. Have you had other bad events recently? Those would delay it, give you time to recuperate. Lots of good or neutral events? Probably getting ripe for an attack. Playing on Randy Random greatly reduces these soft buffers and events, good or bad, will become arbitrary.

The size of raids is determined by a number of things. For example, "babby's first raid" is pretty much guaranteed to be just one guy. After that, it looks at how many raids you've survived, how much the colony is worth, how many colonists you have (doesn't matter if they're all 90, senile and barely know muzzle from trigger) and how many turrets you have to determine how big a raid should be. This provides points that are spent outfitting a band of raiders and when out of points, the raid appears. After a certain threshold, which I believe is based on wealth, sappers, siegers and the all-melee-all-shield styles of raid start to crop up.