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Messages - Thunder Rahja

#31
Ideas / Re: Your Cheapest Ideas
August 27, 2016, 11:27:33 PM
For all bills, you have the option to select "Drop on floor" or "Take to best stockpile". What I'd really like to see is the option to "Take to nearest stockpile" so that completed items can be dropped in a nearby lower-priority, eligible stockpile to be later moved to a higher priority stockpile. This provides the quick turnaround of dropping the item onto the floor without stuff piling up and blocking doors from closing.
#32
This happens often when I have multiple hunters and multiple hunting targets.
#33
Off-Topic / Re: PC for gaming!
October 19, 2014, 07:53:01 PM
Good hardware. Downgrade to Windows 7 if you get the chance.
#34
Ideas / Re: defibrillator
October 15, 2014, 10:27:56 PM
Tell that to Valve with Left 4 Dead 2.
#35
General Discussion / Re: How are the animals spawned?
October 12, 2014, 06:28:39 PM
Animals spawn depending on the overall ecology score. If the ecology score is low enough, a new animal will spawn. A muffalo adds more to the ecology score than any other animal, and also has the least chance to spawn. If you want more muffalos to spawn, keep hunting other animals and you will eventually get a new herd.
#36
General Discussion / Re: Challenge NO TURRET Colony
October 12, 2014, 05:57:38 PM
I play most games without building turrets and usually play on relatively flat maps without building in the rock. Now mortars, on the other hand...

If you want some pointers, I'll lend a few.

  • If you're building out in the open, build individual buildings. This provides extra corner cover, which is great for bringing snipers into range.
  • Lots of doors. I recommend you have 2-3 exits per room so you have plenty of potential escape routes for rescue attempts. Doors also provide an excellent place to shoot from, as colonists need only move one tile to get to safety.
  • If you want to counter sieges quickly, build 4-5 mortars and wall them in without a roof. I usually make one of them incendiary and the rest explosive. This way you can discourage raiders from blowing up your colony from afar, as well as take out quite a few of them before they can close in on you.
  • You don't need long walls or a "kill box". It's often easier if you can single out one or two raiders while the rest of the raiders are taking cover from a colonist shooting at them.
  • Like the above tip, you can stall raiders by taking a shot at them with a low-delay gun, retreating to cover for a few seconds, then taking another shot. Some weapons such as snipers won't have time to shoot at you and will stay where they are as long as you move back into their sights before long.
  • Take out grenadiers and melee attackers first, as they will forfeit their personal safety to make your colonists miserable.
#37
General Discussion / Re: Do you ever use melee?
October 12, 2014, 05:52:54 PM
If you've got a bunch of colonists hiding in a room during an assault and a single raider is trying to break through a door, swarm with melee attacks. Odds are the single raider will be incapacitated, but if you take a casualty, odds are your colonist will be incapacitated instead of killed.
#38
I don't even build underground. Individual structures and clever micromanagement during assaults makes my colonies last. I don't build sandbags either.
#39
Off-Topic / Re: So Microsoft has bought Mojang...
October 11, 2014, 07:41:11 PM
There is only one reason why Microsoft would buy out Mojang and Minecraft: return of investment. They expect to be able to make back their 2.5 bil and then some, and will take measures to ensure it happens, whether it means they somehow make the game even more popular, or send Minecraft to subscription or DLC hell.

Quote from: null on October 02, 2014, 05:11:54 PM
Freelancer was an awesome Microsoft game, still playing that today with Wine.
Freelancer's game designer, Chris Roberts, went on to found his own company and is developing Star Citizen independent of any publisher or investor.
#40
Off-Topic / Live organ transplants in Rimworld...
October 09, 2014, 07:28:02 PM
Does Monty Python come to mind for anyone else? Someone here has to be old enough to remember The Meaning of Life.
#41
Ideas / Re: How to make children work in game
October 09, 2014, 07:19:01 PM
Games typically last 50-100 days (try Cassandra at Challenging and keep the first colonists that are rolled for you), which is too short for any meaningful impact. Pregnancies take 270+ days. Adding a system for children would probably be a waste.
#42
Ideas / Re: Raid size/difficulty Algorithm
October 09, 2014, 07:08:08 PM
You're supposed to die past day 50+.

The points system is already in place. It's just scaled depending on how long you've been playing and what difficulty you've set.
#43
Ideas / Propagation of thoughts
October 09, 2014, 06:40:34 PM
I don't know if this has been suggested yet, but I think it's a good change that would benefit Rimworld and add more depth.

How it is now: Steve just executed a prisoner, and his mood instantly dropped. But the rest of the colony knows, instantly, and their moods change too. How did Frank, who is mining deep into the mountain, hear about it as quickly as Joe, who was just outside the prison?

Steve would obviously be the first to know about the execution, so he'd have a negative mood impact. But as soon as he steps outside the prison, he and Joe talk, and Joe learns about what happened, and has a similar, but slightly lessened mood impact from hearing about it instead of seeing it first. Joe moves in to haul the body to the incinerator, but he passes by Frank on the way, who recognizes the prisoner from last week's attack and figures out that he was executed. All three of them talk about it while having lovely dinner, telling more colonists about what happened. However, the more down the line it spreads from Steve (the originator), the less impact (and/or duration) it has on other colonists, to a point. Think of how news changes depending on how many people have passed it along by word of mouth, while the witness gets the full effect of actually seeing it happen.

In order for this system to work, people should not react to hearing the same event twice. Each original thought will need to be assigned a unique ID of sorts to help with tracking who's already heard what. Thoughts should pass freely whenever two colonists talk, perhaps one one-way thought transfer per "chat", with the strongest discussed first.

This leads to the possibility of certain colonists avoiding mood changes from thoughts. If you have a segregated colony (i.e. beds and food for miners in the mountain, and houses next to crops in an open field), that would be a good way to demonstrate how this would work.

Additionally, depending on the personality of the person, it may affect him or her more or less than others.
#44
Bugs / Re: "No Roof Zone" not functioning properly
August 18, 2014, 11:44:10 PM
No roof zones apply for constructed roofs only. Mouse over the area that you expect the roof to be removed from and make sure it's not a rock roof.
#45
Cremate them.