Pff Amateur. I walled off 20 visitors to prevent them from returning. They all went crazy and killed eachother inside the walls. Enough clothes and weapons to last me a lifetime
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#32
General Discussion / Re: Rimdown Challenge - can you save this colony from the Ancient Ship Crash?
August 21, 2014, 06:18:39 PM
Whoa whoa whoa whoa. Cassandra allows over 50 colonists now? When did this happen? I thought the limit was like 20 colonists.
#33
Ideas / Re: Mechanoid colonists
August 21, 2014, 06:13:10 PM
I'm assuming bionics will come along with prosthetics to be used as eye replacements and such if nothing else.
Bots on the other hand is another topic entirely. They have been discussed extensively on this forum and personally, I am for them. One of the character childhood background personalities state that Glitterworld Nerds had mechanoid pets as kids. Though I may be remembering wrong.
Bots on the other hand is another topic entirely. They have been discussed extensively on this forum and personally, I am for them. One of the character childhood background personalities state that Glitterworld Nerds had mechanoid pets as kids. Though I may be remembering wrong.
#34
Ideas / Re: Do something about injuries like lost leg, arm etc!
August 20, 2014, 07:06:48 PMQuote from: Lazarus on August 20, 2014, 04:08:28 AM
Crutches?!?!
I want to give him tank tracks so he can run over his enemies!
This. I like this.
#35
General Discussion / Re: Why I love the new injury system
August 19, 2014, 07:21:15 PM
Speaking of prostethics, we will be getting bionics as well, right? Namely, bionic eyes perhaps? So I can find a Commisar who had his eye shot off, replace it with a bionic one and call him Commisar Yarrick. Yes. My new Rimworld-related dream has been realized!
#36
General Discussion / Re: Randy Random=Phoebe Friendly?
August 19, 2014, 07:13:17 PM
Once Randy decided to drop a centipede down on my colony. It wouldn't have been so bad but I only had 5 colonists with pistols and a Lee-Enfield. Thankfully I was able to bait it towards turrets and then flank it.
#37
General Discussion / Re: Mechanoids
August 15, 2014, 05:16:27 PM
Man, EMP weapons have saved the lives of my colonists more than once. Their stun is brutal. Always keep EMP grenades on hand.
#38
General Discussion / Re: Ty can we get a picture explanation of Biomes + Creatures?
July 18, 2014, 12:04:47 AMQuote from: StorymasterQ on July 17, 2014, 09:22:31 PMQuote from: Tynan on July 17, 2014, 08:52:30 PM
Well, real scarabs are the size of a pack or cards or smaller, and these are the size of a football, so I think they're still mega... this isn't a 50's horror movie
Of course not. Just a Stargate SG-1 episode.
Or the carnivorous scarabs from "The Mummy".
Personally, I thought Tynan was going to turn the mechanoid centipedes into grubs, and have these beetles as the creatures the grubs gestate into. It'd be really cool to see grubs form protective cocoons right after they land and come out as an even stronger being.
But, if that's not going to happen, can we have a "Beetle Launcher"? I mean, come on. The football-sized beetles were made for this. Or maybe just use them as Mortar ammunition. The enemy won't be laughing when they realize we're throwing giant beetles at them instead of the usual rounds.
#39
General Discussion / Re: Mechanoid
June 03, 2014, 02:21:04 PMQuote from: Jotun on June 03, 2014, 11:42:17 AMThat's... A significant vulnerability. PUNCH THE MECHANICAL CENTIPEDE IN THE FACE! PUNCH IT TO DEATH!Quote from: Coenmcj on June 03, 2014, 04:25:37 AMYou can also instruct a colonist to punch it to death. I did that and the thing just kept trying to run away while the colonist repeatedly kicked it in the face.
When fighting mechanoids I've found if you sit in one spot then you're gonna get someone killed, you need to use tactics and move around frequently to minimize your colonist deaths, especially when fighting the inferno cannons
They don't appear to have a melee attack.
#40
General Discussion / Re: Mechanoid
June 02, 2014, 10:06:57 PM
IT'S A GIANT MONSTROUS CREATURE ARMED WITH A GODDAMN MINIGUN! IT HAS LIKE 800 HEALTH!!! RUN!! RUN AND NEVER LOOK BACK! ABANDON ALL HOPE!
Edit- Well, after watching the Alpha four video, they are far scarier than I thought. I am kind of glad that mine came with a minigun instead of something... More dangerous.
Edit- Well, after watching the Alpha four video, they are far scarier than I thought. I am kind of glad that mine came with a minigun instead of something... More dangerous.
#41
General Discussion / Re: Reproduce
May 25, 2014, 11:19:10 AMQuote from: mrofa on May 25, 2014, 07:58:16 AMWhat is this, Age of Empires 2?
Craft new colonists from potatos
#42
General Discussion / Re: Reproduce
May 20, 2014, 02:16:01 PM
Guys, guys, the answer is simple.. Grow 'em in a lab and then put them in maturation pods. Of course, instead of assassins and soldiers, these guys will become colonists. Lab-grown colonists.
#43
Ideas / Re: SCHYTHERS!
March 17, 2014, 03:16:46 AM
Let us capture them. LET US CAPTURE THEM!!!!!!!!
#44
General Discussion / Re: Is losing colonists common, or do I just suck at the game?
February 23, 2014, 09:59:37 PMQuote from: nnescio on February 23, 2014, 09:14:32 PM
Of course, you have far better things to do with your geysers than turning them into tourist attractions.
Weeeeeeell... The Silver gain and dozens of people coming to your base doesn't sound too bad. Of course, a few might... Occasionally disappear and join the colony completely willingly a few days later.
Turning your colony into a tourist
#45
General Discussion / Re: Is losing colonists common, or do I just suck at the game?
February 22, 2014, 10:22:32 PM
To hell with happiness. Fear is the way to run a proper colony. Gibbet cages and Prisoner executions will keep your colonists doing their work even if they are starving . MWHAHAHAHAHAHA!