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Topics - Dr. Z

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16
General Discussion / Can't finish Alpha 12 colony
« on: April 08, 2016, 04:25:18 AM »
So I installed A13 parallel to A12 and started it once to test it, didn't create world or game. When I now try to load my A12 savegame with the A12 version of the game, I just get a black screen. I would really like to finish my last colony so if anyone knows how to solve this I would be thankful.

17
Stories / I like it here. A tirbute to the RimWorld OST.
« on: January 26, 2016, 01:47:50 PM »
I like it here.

Yesterday was the 4th anniversary of Barnstar, our home. When seasons turn, we’re gathering in the main hall for a big banquet. It’s a tradition that we celebrate survival of the “Planetfall” or, as Maxwell liked to say it: „What gravity can do to a human in the most undesirable circumstances.” Back then, it was just some barracks build up from a lot of space junk, but we never stopped moving on, and though it was a rough trail, we’re finally here.

I miss Maxwell.

In Moon Harvest, we reap the crops from the field and after a year of saving we just blow everything left in the storage at a big party with the whole colony…it’s quite funny. Some say we have to save for bad times, but no matter how long you survive on these lands, every day can be your last. Max had to find it out the hard way.

When he followed the traces of a missing alpaca, he managed to run right into a tribal assembly, the holiest of all their traditions, were no outsiders are allowed. They claim Maxwell wanted to spy on their rituals and killed him without a warning. They didn’t even handed out his body, but declared war because “his ghost could tell us the secrets of their ancestors”. Damn savages, what do we want from their Muffalo shit eating fucking grandparents that they kill our people. It has be thirteen months, THIRTEEN, since we lost our last member! Jovi, poor girl, would’ve loved to see how big Starscape has grown. She even knows her grave. And now this all happens again, and again it’s because of this stupid cave stalkers or however the hell they’re calling themselves.

Ceta came back in the morning: „Close the Gates! The ice shaman is riding out!” The chaos bringer, he’s riding night and day to destroy everything and everyone his chief is pointing at and we have only so much to stop him. We will defend us like we always did. With the Jovian cycle, a tactic named after Jovi, its inventor. Our best snipers will climb the mountains flanking the entry to our colony, and once the enemy has reached the open fields, we fall in their back with our secret weapon: A herd of war elephants trained for mounted combat! I laughed when Jovi told me the idea. I stopped laughing when a group of heavy armored pirates was stomped to the ground in a matter of seconds. Sadly, Jovi’s elephant, Starscape’s mother, threw her off her bag and ran over her. When Starscape saw her, she nearly killed her guard and claimed Jovi’s body, guarding it for three days without sleep. Must be an elephant thing…

Here it comes. At sunset, as prophesied. I can see their torches in the distance, they’re holding on towards our entry screen, just as we want it. They heat up the air, it almost looks like a mirage, a mirage of death. “Don’t freeze up” they keep telling me. Idiots.

We only have to survive this one last fight, then we can seal the entry with this “Terraformer” Randy is working on…but for now, we’re waiting for the sun of a new day, listening to the RimWorld Trailer Music.

---

I recently bought the RimWorld original soundtrack and when I read through the titles, it almost felt like they were telling me a story, so I wrote one.

18
General Discussion / Why do corpses not have a priority any more?
« on: December 19, 2015, 07:25:24 PM »
I remember that haulers would haul dead humans before they haul anything else. I wonder why this was changed ans also if it would be possible to bring it back because it requires a lot of micro to clear the base of corpses.

19
General Discussion / Unfetilized eggs hatched
« on: November 24, 2015, 06:09:29 PM »
I have five hen in my colony, no rooster. One day I had chikens. Anyone knowing how?

20
General Discussion / Question about crafting
« on: July 12, 2015, 05:48:23 PM »
Does ingerdient health and quality influence the product made from them?

21
General Discussion / Recruiting guests
« on: June 12, 2015, 02:50:07 PM »
If someone falls down in an escape pod, is there any chance of recruiting him when saving and not capturing him?

22
General Discussion / The dumbest thing you ever did in RimWorld.
« on: June 10, 2015, 06:21:46 PM »
So we have threads about the funniest and the most evild things, now it's time for the dumbasses.

First Alpha 11 colony, second day on the ice sheet biome, after my usual 3 hours of colonist picking.
I ordered my people to deconstruct a small stone room to build up my main room and storage because of lack of wood. Nicky stood inside the room when deconstructing the last piece of wall and the falling ceiling clean decapitated her.

Today I invented the shamequit.

23
Off-Topic / X-COM 2 announced! Release in November!
« on: June 02, 2015, 12:09:11 PM »
Watch the release trailer right here.

24
Ideas / Note function
« on: March 28, 2015, 10:45:31 AM »
Simple idea. Give us the ability to make notes. Both general notes and specific notes tied to a certain place in the map. It's sometimes hard to remember what you were doing and planning to do with a colony you haven't played for a while. Of course the planning tool can help but having actual notes would be great imo.

25
Support / Yet another "Game not loading with mods"
« on: March 21, 2015, 01:23:55 PM »
All of the sudden the game refuses to load the main menu when using my mods, which are quite many, but there hasn't been any problems before. Deleted the config files but when I activate my mods ingame I just have the starting screen without menu. Anyone knows what can cause this? Playing with 9c and already reinstalled once.

26
General Discussion / Calculation of needed medicine
« on: March 10, 2015, 11:45:45 AM »
I wonder how the game calculates the amount of medicine needed to treat a injured person. I tried to figure it out by observation, but it neither depends on the amount of different wounds nor the number of bodyparts injured and I'm running out of ideas. Someone who knows this?

27
Support / No notification E-Mails anymore.
« on: March 06, 2015, 09:21:02 AM »
The forum stopped sending me E-Mails about new posts. Can any moderator help me?

28
General Discussion / What about a "include mod content"-Alpha?
« on: February 21, 2015, 08:35:51 AM »
I just rediscovered the mod section after I've played a few Alphas without and there are so many so good features wich really make the game more comfortable that I wonder if it wouldn't be a bad idea to let Alpha 10 focus on including the best and most beneficial mods in the vanilla game. There are things that are requested by players since the beginning of RimWorld, like better prisons and more defenses, so why not just implement them?

29
Bugs / [W|0.9.722] Error message regarding tales (it seems)
« on: February 20, 2015, 11:36:16 AM »
I keep getting this error message, first only on start menu, but now even when trying to create a new world.



What does it mean?

30
Stories / Kesa
« on: February 19, 2015, 12:28:04 PM »
I'm currently finishing my last Alpha 8 colony, and this colony definitely learned me the value of a good support colonist which can't fight. Let me tell you why.

I really don't remember how Kesa joined us, but she was the first (and only) new character to join my initial three colonists. She was a coma child and became a glitterworld empath which mean she's not able to do anything violent. Originally I just recruited her to do hauling and cleaning jobs and planned to sell her into slavery once my colonists could handle the situatuion better and we might have found someone usefull.

But in the very first fight she proved her true value for the colony. I think it was tribals which incapacitated all my three fighters after taking down the first line of turrets. If she would've been part of the fight we would've been probably dead, but because she had to stay back, she was able to carry all three colonists under turret cover back into the main building and heal them up, because she's also a passable doctor. With her in the back we managed to recover (except for all my fighters now having a peg leg) and survived what seemed like dozends of raids and sieges till now (I have a AI core and a ton of gold in my stockpile, as I said, I'm finishing the colony).

Another time I send my at this point only availible fighter to the sandbags (1.12 c/s movement speed) just to recognize that I didn't gave him his gun back after his latest hospital visit. So I created a critical weapons stockpile next to him and ordered Kesa to bring him a weapon from the armory to hold the line once again.

A few fights ago (it's the only possible calculation of times i've got left) one of my guys even got kidnapped, but we managed to stay alive till today with uncountable rescues from Kesa (but also some unbelievable sniper shots and a scyther-melee-kill!).

In future colonys I will always aim to have at least one supporter who is forced to stay out of the fight. Maybe even as a starting colonist with sprinter, but I'm not sure about that. I imagine this also as a use for the personell shields in Alpha 9 and am exited to see how they work.

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