Quote from: Tynan on May 17, 2015, 06:41:29 PM
I probably wrote it in 5 seconds as a general idea, some time in late 2013, and then forgot about it
Sounds like something that could be another raiding tactic, along with sappers
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Show posts MenuQuote from: Tynan on May 17, 2015, 06:41:29 PM
I probably wrote it in 5 seconds as a general idea, some time in late 2013, and then forgot about it
Quote from: Panzer on May 18, 2015, 03:12:47 AM
Cryptosleep casket - never built one, never had a situation where I could ve used one (yet).
I always put a paste dispenser into my prison, the -4 for paste is no problem with the massive bonuses they get from friendly chat. Saves my wardens the trip to the prison and cuts down food expenses for prisoners by half
Quote from: TrashMan on May 18, 2015, 11:04:33 AMQuote from: amul on May 06, 2015, 02:15:59 AMQuoteReworked wolfpack event and applies it to all biomes. Wolves will arrive, stalk around looking for non-animal prey for several days (not passing doors), then leave.
This makes me ecstatic.
Don't like it.
Why are wolves always the evil man-eating monsters?
Just make RimWolves a normal predator.
Make up something fiercer and bigger that realistialy might go after humans ...like RimLions or chupacabras or something.
I hope I can edit this event out
Quote from: Ketzal on May 06, 2015, 10:06:48 AMQuote from: skullywag on May 06, 2015, 03:40:17 AM
RimWolves, accustomed to human meat so much they ignore animals in favour of finding a tasty human....me likes.
As long as they "finish" the job. Berserk animals maim till unconscious and then move on to next prey. Wolves should devour.
Quote from: Cassey on April 23, 2015, 12:04:37 PM
Random Randy, Challenge mode. 291 games days into the scenario, about 17 hours of play time.
10c took forever to recruit - I compensated by just selling every 99 difficulty person captured. But you knew that already.
10d-f: Rate of events is a LOT lower from previous releases, but feels much better. Its now a pleasure when a ship comes by, and any thoughts of earning a living via trading (such as buying medicine from combat ships and selling to virtually anyone else) have gone away. That is appropriate - we are suppose to be in survival mode!
Difficulty scaling is keeping it challenging. Not so much with raids, those are pretty ignorable since they are still mostly coming at me with primitive weapons, and my kill boxes take care of that. I have started to see some variation in that though - like one group maxed with shields and melee weapons. Evil ships are still my biggest challenge - trying the "wall in" approach now to see if I can force them into a special built kill box. Would be nice if Evil ships mechanoids could be defeated some other way.
My personal challenge in the game is to never lose a colonist. Have to admit I've allowed one who was never satisfied to die. About the 6th time he went berserk my classic approach of having 2 colonist melee him back into submissions resulted in his death - and I literally said "good riddances!" Why do I take this approach: Only makes sense to me if your going to spend 20-40 hours playing a set of people, improving their skills, giving them bionic parts to replace shot off ones, etc. that you do your utmost to keep them alive.
get over itQuote from: woolfoma on April 15, 2015, 07:56:18 PMQuote from: Wolfen Waffle on April 15, 2015, 07:53:45 PMuh, chronological age is how much time would have past on a watch they were wearing while biological age is how much their body has been in an aging state (as in, not frozen like a popsicle). so my brain still hurts.
Because some planets orbit their sun quicker than others, biological age and chronological age don't match that of Earth.
Biological age is what you should consider their 'normal' age
while chronological is the activity of their home planet since they've been on it
Quote from: akiceabear on February 23, 2015, 11:06:22 AM
I think this mod satisfies many of your requests...
[MOD] (Alpha 9) Combat Realism v.1.1 (23.02.15) A pilum to a mortar fight