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Messages - Mathenaut

#556
As most of my base structures are made out of stone (I have most structures outside and just mine a little hole for sleeping/storage), the mortar damage isn't extensive. Repairs are easily done before the next round.

What I usually do with sieges is send a couple of snipers out to either pick them off or blow up the mortars.

Never really built mortars of my own again after figuring it was just easier to attack.
#557
I love that mod so much.
#558
General Discussion / Re: Old people
March 09, 2015, 10:31:41 AM
If there is no way to cure them, then no. Slaved off or cut up for parts.

Having high skills is worthless if the penalties make them worse off than low skilled people.
Call it heartless but that's just what the game is rigged for right now.
#559
General Discussion / Re: Brain Damage
March 08, 2015, 10:33:12 PM
Maybe overshooting it a bit.

The question of whether RNG-induced incurable brain trauma is 'dramatic' or 'pointlessly cynical' is not a matter of how Rimworld compares to completely different genres of gaming.

It's a question of what constraints Tynan wants to place on the kinds of stories Rimworld can tell.
#560
General Discussion / Re: Issue with Hydroponics?
March 08, 2015, 10:27:58 PM
Hmm. I've been playing in tundra recently so I need the temp control. I'd wonder about efficiency/mobility with the more compact setups, but I noticed that you have alot of colonists. Heh.

Was never into the really long term myself.
#561
Unfortunately, if your power is out, then you really need to just fall back. Your turrets are done, but if you're lucky they'll blow up and force a retreat.

Otherwise, have everyone fall back inside one of your buildings and hold the chokepoint.
#562
General Discussion / Re: Issue with Hydroponics?
March 08, 2015, 09:11:09 PM
It was damn cold out during the winter and I didn't want to take chances.

My current setup has two connected greenhouses (enclosed) adjacent to my freezer. The heat output keeps both rooms warm enough. I went with greenhouses instead because I'm nowhere near any geovents and I'm not a fan of camping at the edges of the map.

http://imgur.com/JSgdGqq
#563
Mods / Mod Request: Astronomy
March 08, 2015, 08:59:36 PM
I made a topic in the suggestions forum based off modeling Solar Flares and Eclipses off of something that doesn't kill suspension of disbelief and added a bit of flavor to each world.

https://ludeon.com/forums/index.php?topic=11277.0

In hindsight, I'm wondering more about how viable this is and how it would be done.

- I'm imagining that we'd have a pool of X cycles ranging from [1](Frequent) to [X](Infrequent)
- Then each world created would have an RNG assign something from 1 to Y for the number of moons it would have.
- Each moon would have a cycle number associated with it.
- This will be meant to simulate the patterns in which these moons would block out the sun. Eclipses happening in a pattern, as they actually do.

The Astronomy table would just be an unpowered time sink that would give the player access to this information. Could even give it a quality/accuracy.

Thoughts?
#564
General Discussion / Re: Issue with Hydroponics?
March 08, 2015, 07:52:35 PM
Unfortunately, I can't get at my old save.

Though, the setup was just the usual 14 hydro bins around a sun lamp, encased in slate walls with a pair of heaters keeping the temp at 35 degrees.

What was happening is that I was losing singular plants periodically for a reason I couldn't determine. Not the entire bin, just a few here and there every so often.

The only reason I noticed was because the Devilstrand stood out vs the others.

Edit: For what it's worth, I haven't been able to repeat this in my following colony. So.. I guess it's a bit moot.
#565
General Discussion / Re: Brain Damage
March 08, 2015, 07:00:37 PM
Basically, Tynan is saying that the current implementation of brain trauma is meant to add an element of drama.

SSS is pointing out that people with different perspectives on the dramatic will not necessarily see it that way.

So the question becomes: Is Rimworld telling Tynan's story, or a story that the player should be building? There isn't a wrong answer to this, mind you, but it does make a difference in the approach and expectations of the game.
#566
That wouldn't solve anything.
#567
Ideas / Re: Autopsy Table
March 08, 2015, 02:03:38 PM
Target practice starts don't become great soldiers, they become great shooters. As the skill is a measure of your ability to shoot, it's quite relevant. Directly applicable.

Tactics isn't a measure of numbers on a sheet, it's in how you control your pawns in response to a threat.

People who practice perform better in their field than people who don't. That isn't a theory.
#568
General Discussion / Re: Hard mental breaks
March 08, 2015, 08:28:44 AM
The only problem I have with soft breaks is that they'll stop eating/sleeping and I have to arrest them to keep them alive. Then it's just a pain.
#569
Ideas / Re: Autopsy Table
March 08, 2015, 01:10:50 AM
Quote from: Gennadios on March 07, 2015, 11:25:00 PM
Frontiers didn't really have shepherds digging through corpses to increase medical skill.

Early medical practice was, quite literally, defiling the dead. This didn't begin with centers of learning or larger communities, they only managed/codified it because errant gravedigging for other reasons was bad enough.

The more you rely on RNGesus, the less you allow for player agency. If you're arguing in the context of roguelikes, understand that RNG primarily determines content generation, not the actions of the player.

Walking across the street isn't a matter of catastrophic risk. I don't know the polite way to say that this is a horrible way to design something.
#570
Quote from: cultist on March 07, 2015, 09:38:39 PM
I like the idea of research having a secondary function, but I don't think solar flares need to go. That would basically make a properly managed powergrid untouchable.

Shy of one specific event that cannot be addressed or mitigated in any way shape or form, they pretty much are.