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Messages - Mathenaut

#526
General Discussion / Re: Trading
March 11, 2015, 10:16:19 PM
Quote from: TheSilencedScream on March 11, 2015, 10:12:59 PM
Too late for any current save files, but I'd recommend the Miscellaneous mods. It turns some of your visitors into traders who will plop down a tent that you can trade at. You still need a beacon in order to trade, but trade is done directly through the tent instead of the Comm.

Notes:
1.) They tend to either plop them outside your base or in front of wind turbines, so just keep an eye out.
2.) If any of them are injured/killed while visiting you (even if it's by someone else), they hold you somewhat responsible and your relations will take a moderate hit.

I love this. Especially if it accounts for the present 'rescue' system.

If I was really worried, I'd just capture/release them for major raids.
#527
This doesn't really add anything aside from roofs over positions.

..Which I presume most have anyways to take advantage of miss chance.
#528
Quote from: b0rsuk on March 11, 2015, 04:22:32 PM
Let's not forget player is the raided side here. Unless you capture a visitor, those are people who either want you dead or want to sell you into slavery.

We could use some additional prisoner fate options:
- ransom him
- prisoner exchange

The first is "sell into slavery" in disguise. It could come with no mood penalty, but lower price, something like 1/3.
I think the second one is especially interesting. You may not want a criminal pirate among you, and you may have a very hard time recruiting one in any case. But I'm still bitter one of my 3 initial colonists was kidnapped. What if there was a good chance (40-60%) that I could get that colonist BACK by exchanging him for a pirate ? Maybe pirates wouldn't give a damn, they're too cynical and cash-focused. But what about a savage tribe member ? I don't see why not.

Ransom is something interesting. If only because it leads into the can of worms that is 'Trade with other local factions', and the currently not-really-working 'raise faction standing for helping/releasing prisoners'.
#529
General Discussion / Re: Trading
March 11, 2015, 06:39:13 PM
Quote from: TheSilencedScream on March 11, 2015, 01:31:38 PM
Quote from: joescoolpub on March 11, 2015, 12:58:27 PM
When i go to my comms console and select "Call So and so", it wont bring up the window.... I have an insane amount of resources, does that have anything to do with it? Please help me, I need more slaves!
Without mods, you can't call ships to trade at will. You have to wait until they arrive. Slavers are also the rarest form of traders, I believe, and won't visit if the game feels that you have too many colonists.

Which is awkward, because as someone that runs with a low number of colonists, I get slave ships when I need other types.

To make it worse, the  frequency of ships overall still decreases over time. Really need something interim.
#530
General Discussion / Re: Optimal hallway size?
March 11, 2015, 06:36:39 PM
Quote from: Mikhail Reign on March 11, 2015, 12:57:18 PM
If I was carrying 10 trays of food, the other guy - a pile of stones, we were both wearing body armour and carrying longarms and trying to do it as a decent pace - yeah I would have to slow down a bit.

Huh. I suppose that makes sense. I trend to have my structures optimized so that they aren't hauling around stuff indoors, though.
#531
I'd say yes. Just so long as we have context-sensitive commands when we right-click something.

As was mentioned before, I'd like to be able to force repair/construction when it's needed.

Or even better, you can implement the new skill lock system, so we don't have our best builders doing pleb work instead of building.
#532
Quote from: cultist on March 11, 2015, 11:16:30 AM
Mass psychotic squirrel attacks can be bloody scary. The sheer amount of them means the turrets can't kill them all before they start banging down the doors, and you really don't want to send any colonists out into the sea of angry fur. I'm actually a little bit frightened of what a boomrat attack on that scale would look like.

Depends. The explosions are be 'scary' but the actual damage is minimal.

Unless you have structures made of wood/metal, at least.
#533
General Discussion / Re: Optimal hallway size?
March 11, 2015, 12:16:44 PM
Well, the hallways of your house are pretty much 1 tile.

Do you have to slow down greatly to pass someone up?
#534
Quote from: Darkhymn on March 11, 2015, 11:09:39 AM
If, however, they're missing a leg, you can't operate on them, so they're just there forever unless you find an inventive way to euthanize them.

Ouch. Haven't had that yet. Unfortunate.

Figured you could pegleg them or something.
#535
Actually, in Alpha 9 you should have the option to 'rescue' people not in your colony. You basically just slap them on your medtable and heal them, then they wander off.

It's stated that this is supposed to increase faction relations, but I haven't seen that bit of it working yet.
#536
General Discussion / Re: Optimal hallway size?
March 11, 2015, 11:01:31 AM
Growing is a convenience at best, as the time saved is mostly proportional to how big your plots are (i.e. Good for big farms, worthless for small ones).

Mining's higher time investment/return makes a higher skill in that worthwhile (i.e. One colonist with higher mining can outpace two colonists with poor mining, and by nature just about all mining tasks are 'large scale')

On topic, though:
Minimum 2 tiles wide for mobility/utility sake. If you have a much larger base, 3 is good for allowing you to line the halls with stuff if you're the type to do that.
#537
Ideas / Re: Rework blight?
March 11, 2015, 09:58:10 AM
I'd support this. While it's not something that really nags me personally, I can see how this makes the idea of an agriworld (massive farm colony) completely impractical.
#538
General Discussion / Re: What is Rimworld?
March 11, 2015, 08:30:08 AM
..and boy is it glorious ;)
#539
But it's not updated D:

That's sort of exactly what I'm looking/hoping for. Especially with the recent changes that make more sense out of how insulation works.
#540
Quote from: b0rsuk on March 11, 2015, 07:57:26 AMYou could make the mood penalty inversely proportional to "recruitment difficulty". The higher the recruitment difficulty, the lower the penalty for selling people into slavery. You could have people with "Idealist" trait who would still be bothered.

This is interesting. Selling off an asshole vs selling off someone that could easily have joined.

Insofar what makes slavery easy to justify is the lack of alternatives. Letting them go doesn't really do much for you as there is all but no real point or benefit to good relations with other factions.