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Messages - Bodog999

#151
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 12:30:23 PM
Quote from: fishirboy on September 01, 2014, 12:23:39 PM
And that is why the days should be about 2 times longer. It's so much more of a hindrances.
By making the days 2 times longer people are gonna suffer from the darkness debuff for a longer time and you would need to reduce the sleeping and food drain (in the health tab)
#152
General Discussion / Re: Ship mechanoids
September 01, 2014, 12:28:07 PM
Quote from: Lokai on September 01, 2014, 12:22:49 AM
I've been wanting to also make a thread about this very thing. Dealing with large groups of bandits is manage-able, yet still very dangerous, at the late stages of the game, but the mechanoid stuff is absolutely ridiculous. I have about 10 colonists armed with laser rifles, emp grenades, miniguns and sniper rifles, and I cannot even take out half of the mechanoid group that comes out fallen ship part. Most of my people have power armor, but it doesn't seem to matter. I have emp mortars hitting the, but they adapt quickly, I have sandbags, but they still manage to get headshots or 1-shot kills on most of my guys.

The mechanoids feel very very imbalanced to me. And to the people saying you have build an array of turrets around them, well that doesn't sound like a "balanced" solution, but more like something excessive you can do to survive. I've done 2-3 turrets on top of all of that and it absolutely doesn't matter. The scythers are amazing shots with their laser sniper rifles that seem to hit 70% of the time at long range and 1-hit kill most of the time too. If you try to get into a sniper match with the scythers you are going to lose. I had been loving the game up until I got to this stage of the game and I think the only way I can proceed is to just to build a ship and completely ignore the capsule. I read on the wiki that most mechanoid units used to be weaker, especially scythers, but the weapons were changed (and the way they take dmg due to the new medical system) and now they are just uber. It seems like you have to 3 to 1 for every fight and that just isn't plausible.

It doesn't help the late game/mid game has no new tech or weapons, so fighting these enemies isn't much easier. Like, what is the purpose of rockets and cannon ammo when nothing uses them? Is that just something in the game early that you can use to sell? I wish there defenses and such you could build to actually help you mid/late game, or produce weapons or armor that would help as well. I'm sure those will come eventually though.
I've have a lot of close combat fights with mechs 6 energy turrets 2 sniper turrets 3 humans with miniguns and 6 MAI's with miniguns is barely enough the kill the mechs attacking my base. I'm happy at this moment that the groups arent gonna be MUCH larger than they are right now. My biggest fear isnt the raiders or the mechs. But the tribe people O.0 they come with 200 at the same time equipped with LOTS of bows and Pila's.
#153
General Discussion / Re: Mortar & Shooting Mechanic?
September 01, 2014, 12:16:12 PM
Yes the higher the shooting skill the better the aim is. A guy with 1 shooting skill will eventually hit the enemy but a guy with 20 shooting skill will hit a lot more than the guy with 1 shooting skill.
#154
Quote from: Tynan on August 31, 2014, 02:37:35 PM
I voted "unsure" :D

I actually would need to think about and write a lot more backstory on the mechanoids for this to be answerable.

Really, "mechanoid" is just a class of thing, like "animal" or "android", so you'd really have to come up with a specific backstory for these mechanoids.
Mechanoids are very advanced, so they probably have technology of the Glitterworlds (The most advanced "humans" know in the Rimworld universe) but Glitterworlds are very peacefull. So could traitors be in the Glitterworlds? Or were they raided so other people made them to raid even more? Who will know?
#155
I use batteries rarely I dont like them too much. I build my base out of metal walls and stone walls so when a short circuit appears a big indoor space usually burns up in flames
#156
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 11:41:19 AM
Your not the only one having a massive dead body pile just outside your base. A thing you can do it place 5 cremators and assing 5 crafters and suspend every other crafting recipe. That should do the job. Or if you want it easier use the def console and destroy the corpses with the destroy tool.
#157
:O that slag armor man :O could you give some stats?
#158
Yay AI cores dupe :D now I can build my MAI's :P
#159
OMG! Finally I can play with this mod again :D stupid door keys getting lost :P THANKS!
#160
Mods / Re: mod request: call to arms
August 31, 2014, 01:53:09 PM
For me it seems impractical. Having a weapon on you all the time is safer then when you have to run all the way to the equipment rack to get the gun and then run back to defence line.
#161
Finally a duplicator now I can dupe my silver for my shields :P also does this dupe AI cores?
#162
Love the mod too been waiting to get the Alpha 6 version of this since Alpha 6 came out. Sadly still waiting :(
#163
Help / Re: Sprite Opinion/Help
August 31, 2014, 06:24:53 AM
I prefer the ingame texture of it but this one looks damn good
#164
Help / Re: Look at these! Tell me what you think
August 31, 2014, 06:24:02 AM
Textures look fine for me some colour dimming would be appreciated those extra pixels to stop flickering I dont know anything about that. But over all its decent not bad nor very good just keep working on it and rather soon or later you'll be a pro texture creator
#165
An other problem could be a space which isnt supposed to be there I had that problem a lot when editing save files 1 space or 1 missing or wrong tag/letter can break the mod make sure to double, triple and quadripple check everything on mistakes.