Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - dd0029

#16
General Discussion / Re: RimWorld change log
August 27, 2014, 09:23:42 AM
Could we get this particular change reverted?

Quote from: Changelog
June 17
Removed loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).

Since this change, crazy people have been much more of a challenge, positive thoughts are much harder to generate.
#17
I'm having the same problem with MAI not recharging, just working to explosion. I have two recharging stations. Do they need to be in enclosed rooms? They don't look to need to be powered.

Second, a request/variation on the life scanner. Could you make some sort of sounding tool? Something that finds buried metal or more handily, buried steam vents?
#18
General Discussion / Re: RimWorld change log
June 18, 2014, 10:39:46 AM
Quote from: Dr. Z on June 18, 2014, 09:03:01 AM
After wood planks now another oversymplifying measure? Although I love the game I don't hope this is going to be a trend. Does "for now" means this will stay for the next Alpha?

I wouldn't call this simplifying. Loyalty and fear aren't complex mechanics as is. I haven't seen many people playing the fear loyalty side anymore. Loyalty and fear are easily modified. Mood could be much more random.
#19
General Discussion / Re: Eclipse Colony Integration
June 16, 2014, 06:00:15 PM
Quote from: Tynan on June 16, 2014, 11:53:57 AM
Fascinating wall of text.

And this right here is part of why it's fun to be part of this process. Thanks for that.
#20
Insane muffalo herds are just food coming towards you. The minute you see the alert, draft everyone, run outside the base in the default block formation and gun them down. If there are too many to kill before they get to you, kite them a bit - ie move out to long gun range and then form up again. Your guys move faster mostly. You should have to move only once. Maybe twice if your guys are bad shots.

Insane boomrats, now those are dangerous. They are fast.
#21
Late game, raids rarely come at a time when you have a full stockpile of meals. I find the first thing my guys do after a raid is a big group meal, wiping out my stock. The paste dispenser, while still giving a negative is, I believe, a lesser negative than the raw food. That's what I've started using them for.
#22
General Discussion / Re: Alpha4f difficulty
June 12, 2014, 04:07:54 PM
I think I've gotten a handle on this now. Finally lost my first colonist on day 150+. Ironically, not directly to a raid, but to the rescuer walking through fire and my little man bouncing over the wall when he got dropped. Poor Hengvorst.

Those Mechanoids, they are rough. Melee'ing them down works sometimes if you can catch them in the open. Then they try to back away to firing range. But if you catch them like that in a place where they can't back away, your little men get trampled something quick. I was disappointed they didn't drop their guns. The time I had 6 of them drop on my trade beacon was a Game over man! I'm at a complete loss how to handle that one.

Outside of the mechanoid base drops, I'd rate things as fair.
#23
One thing to think about is not waiting for them to come to you. Being mobile. Take advantage of setup times.  Kiting. You can build empty structures to block LoS so the raiders have to come to you. While you are already setup. You get off one volley then you move to another prepared spot. Moving in a large circle. You can string out the raiders so they rarely get to concentrate their fire. I'm not terribly fond of this method because it seems really "fiddly" but it has worked when I was late getting my killbox built or when I decided to go for an outside base.
#24
General Discussion / Re: POLL: Alpha4e difficulty
June 05, 2014, 11:04:57 AM
Quote from: Abadayos on June 05, 2014, 10:56:20 AM
looking into why Slaver ships seem to be sooooo rare.

My guess here is that there is a single or very limited event pool set and the slaver "competes" with the groups visiting and the single guy wandering. I've noticed since the factions got added, it's much harder to grow your colony without angering people.
#25
General Discussion / Re: POLL: Alpha4e difficulty
June 05, 2014, 10:32:01 AM
Quote from: Utterbob on June 05, 2014, 09:24:19 AM
Also, stone is still very accessible early and the AI's tendency to path around stone walls, over making any attempt to breach them, makes it a little too easy to control fights much to soon in the game. Not sure how that's fixable though! Maybe a little later (tech unlock wise) and a mob type that has the means to breach it within a reasonable time-frame in the late-game.

That's interesting. I'd been noticing that the attackers weren't taking my planned path. They seemed much more willing to try blasting/bashing in the sides of my kill box instead of coming through the "conveniently" open door. And with the reduced strength of stone walls, it's much more successful.

I think that I'd like to see some alternate events, challenges beyond getting attacked. Expand the blight to a plague. Make it be something that has to be researched in a certain time frame or most everyone dies. Better Power has that annoying mysterious object dropping. It could use something more than just being disassembled or waiting out the mostly harmless plasma storm, I'm not sure what though. Maybe some sort of invasive plant event where it overwhelms your base if you don't keep up with cutting it back or could require actually setting fires to burn it out. Something like that could be a real challenge if you get a particularly rainy period.

I'm okay with the pirates dropping down and attacking and even the mechanoids, but I think the on planet groups need to be neutral to begin with. Have some more robust interactions with them. We need to be able to influence them to join us, but they need to be able to influence us to join them. Say when a group comes to visit, we have a sweet place and one wants to stay and join. Or when they come, they bring some sweet company and one of our people decides the grass is greener over there and bails on us.
#26
General Discussion / Re: Alpha4d difficulty
June 04, 2014, 08:06:36 PM
Quote from: RandyIsAwesome on June 04, 2014, 05:13:17 PM
Strength of Stone walls set back to 1000 instead of the 400

I missed that. That explains why they seem much easier to get through. They are.
#27
General Discussion / Re: What is a Pila?
June 04, 2014, 05:57:52 PM
Quote from: mrblonde1990 on June 04, 2014, 05:50:28 PM
It's a melee weapon, im sure of it.

They are ranged weapons in game. Nasty ones too. They hit like a truck.
#28
General Discussion / Re: What is a Pila?
June 04, 2014, 05:30:16 PM
I believe it's the plural form of pilum, throwing spears most commonly associated with the Romans. If that's what they are, they are a bit odd to pair with rock throwers and bow guys because they are comparatively high tech weapons.
#29
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 05:25:44 PM
Is there a way to check which storyteller you have? I am at day 47 and I have had 3 attacks. The first was the gimme guy. Second was 1 grenade guy. Third was 6 tribals, two died, two captured and 3 run off. I think I might not have picked Cassandra.
#30
General Discussion / Re: Alpha 4 observations
June 04, 2014, 04:17:41 PM
Good to know. Thanks.