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Topics - Dr. Z

#21
General Discussion / Recruiting guests
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
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!
June 02, 2015, 12:09:11 PM
Watch the release trailer right here.
#24
Ideas / Note function
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"
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
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.
March 06, 2015, 09:21:02 AM
The forum stopped sending me E-Mails about new posts. Can any moderator help me?
#28
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
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
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.
#31
General Discussion / Inspiration for RimWorld music
February 08, 2015, 04:07:08 PM
You may want to search on Youtube for Ewan Dobson. He has amazing skills with the guitar and I think his style of music could fit perfectly in RimWorld.
#32
Ideas / Manually opened doors
February 07, 2015, 12:00:49 PM
I desprately need a funtion to open doors. I waste tonns of granit every time after an attack or an insane animal on my outer doors. I build them from granit so that I have time to prepare myself in an emergency, but when I'm prepared i would rather open them instead of letting the attackers destroy it.
#33
General Discussion / Few questions about Medicine
January 25, 2015, 09:37:27 AM
1.: What's the point using herbal medicine? I always get 0% chance for good quality treatment.

2.: Can you treat infections and diseases without medicine? Does it influence the immunisation speed?

3.: Whats the point of using medicine at wouds at all? I never had any issues with bad treated wounds. Wouldn't it be better to save medicine for infections or operations?

4.: Which skill level should a colonist have to be considered a "good doctor"?
#34
Ideas / Apparel stats
January 11, 2015, 02:40:58 PM
I think clothing should change maximum and minimum comfortable temperature in the same way. So that the difference between them is always the same.
#35
A few Alphas ago you added the function to upload some key statistics of the game. I'm curious if/how these statistcs are used/usefull.
#36
Bugs / [W|0.8.657] Empty prioritys window
December 15, 2014, 05:36:11 PM
It's now the second time this happened to me:



I don't know what causes this but the first time it was fixed by loading an autosave. This doesn't work any more, please tell me you have a fix.
#37
General Discussion / Basic lessons in corpsology
December 15, 2014, 05:28:43 PM
So the differece between colonist corpses and stranger corpses make sense, but why is there a third box saying human corpse? And what is the effect of ticking/not ticking the box "Allow buried corpses"?
#38
Bugs / [W|0.8.657] Colonist pathfinding
December 15, 2014, 05:03:45 PM
I actually went back to check when it was implemented, and I found out that Alpha 4 introduced the sections system, wich should improve the pathfinding of colonists, but I still run frequently in kinds of situations where pawns don't take the best way.

Example:
Guy wants to eat a meal, there are two simple meals availible on the map. One is in 15 tiles distance, but guy had to walk around a mountain to get it, so it's like 200 tiles away. The other one is 30 tiles away with a clear path. My people always take the first one in this situation.
#39
General Discussion / Raider logic
December 14, 2014, 09:27:30 AM
If your raiding party is so small that the turrets can take them out by themselfs: Attack
If your raiding party is so big that you can kill all colonists in a few seconds: Siege

Logic? Anyone?
#40
General Discussion / Prisoner releasing underpowered
December 14, 2014, 08:31:52 AM
I wanted to increase the goodwill of a faction by rescuing one of their incapped fighters. I captured him, which caused like -90 mood at this faction. I thought the gain of releasing him would be higher then the penalty for capturing him, but when I released him they only got like +10 and are still hostile :-\