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Messages - Hieronymous Alloy

#76
General Discussion / Re: Turrets don't make sense
December 25, 2016, 01:34:01 PM
I haven't really needed traps to handle tribals, just door peeking. You have to build your base for it though -- not trying to flog my guide but it describes a method that has worked for me.
#77
General Discussion / Re: Turrets don't make sense
December 25, 2016, 12:49:03 PM
The easy way to deal with tribals is to put rear doors in your bunkers and defensive positions. Door peeking, basically. I love tribal raiders because they're a good source large numbers of healthy recruits willing to do grunt labor.

Turrets are slightly overpowered but only in how early you reach them. I agree that they should probably require machining, but that's really all they need IMHO.
#78
A decent skill doctor in a clean hospital using glitterworld medicine has a virtually guaranteed chance of success installing bionics now.

Basically glitterworld is the new normal, medicine is the new herbal, herbal is about as effective as you'd think it would be from rubbing plants on people. Save glitterworld for surgeries.
#79
Ideas / Re: Your Cheapest Ideas
December 25, 2016, 12:26:44 PM
A "strip cables" button to click drag to deconstruct power conduits  in walls.
#80
General Discussion / Re: Using ludeonicrous?
December 24, 2016, 11:43:17 AM
There are real advantages to playing a large map though -- more minerals, more wildlife, more time to react to invaders, etc.

I have a fairly beefy cpu and I find largest map size perfectly playable. It does chug if I have a lot of animals though so I do periodic culling.
#81
General Discussion / Re: Infestations
December 23, 2016, 12:27:42 AM
Infestations would be manageable if the insects were either much more brittle OR didn't do as much melee damage as quickly OR gave you more time to react.

As it is, it's like facing a 100-raider pod-drop every time.
#82


https://drive.google.com/file/d/0B0YcQofFDRHhUGlPRXVHX001ZUk/view?usp=sharing

Should be a link to a savefile from a little bit before the bug happens. There is a remnant of a prior seige on the north part of the map that has the same bug.
#83
Quote from: Serenity on December 22, 2016, 10:49:08 AM
Quote from: taha on December 22, 2016, 06:41:58 AM
I don't know about you, but for me is kinda important to keep rat meat away from my plate :) (IRL)
And if the game implemented a debuff for a few meats that would be fine. But it doesn't.

I'd much prefer increased variations in "meat quality" or something similar for different types of meat, rather than taking the detail out.

If you read interviews with Toady, the designer of Dwarf Fortress, he's spoken at length about how what seems like extraneous detail is actually the core driver of the game. It may seem crazy to implement fifty different kinds of leather, or twenty kinds of stone, etc., but as he implements each new game system, that gives him "hooks" for each new system to interact with all the old systems,and that's what gives DF it's fractal storytelling.
#84
Same bug here. I can even send my own people to operate the mortars, just can't deconstruct them.
#85
Most leather in the game is interchangeable statwise but not ALL leather, just most.

Rhinohide is tougher against cutting and bludgeoning, for example, while Pigskin is much more resistant to burning damage.

So it isn't just a cosmetic difference. There are some significant stat differences as well for a small number of leather types.

Quote from: Boston on December 21, 2016, 08:35:53 PM

If you remove the hair from a hide, there is very little difference between pig leather, deer leather,  reptile leather and bird leather. Once it gets stretched, scraped and tanned, it will almost literally "behave" the same, whether in regards to clothing-making, insulation, etc.

IRL, there are significant differences -- ostrich leather is very high-priced and used in high end fashion belts, for example, which could be reflected in value/beauty stats.


Personally, I like the variation and would like to see more game-numbers, stat variation between leather types. Make ostrich and lizard leather more valuable, for example.
#86
Mods / Re: Nominate a mod to be included in RimWorld!
December 21, 2016, 09:38:15 PM
"I Can Fix It". Automatically orders colonists to rebuild destroyed things.
#87
I still want track lighting.
#88
Yes, there is an updated version of Prepare Carefully that was working with the unstable branch at least. You may need to download it separately.

edit: now that i'm home it looks like the unstable branch version hasn't been updated for the final release. I imagine it'll be fixed up soon.
#89
General Discussion / Re: Alpha 16! Discuss.
December 20, 2016, 02:45:36 PM
In terms of core gameplay, the biggest changes are  imho

1)that spaciousness bonus only requires 42 tiles, allowing 7x7 bedrooms; coupled with the other rebalancing its a lot easier to get bedroom and other room bonuses

2) bionics installation and surgery are far more dangerous now; medicine now functions like herbal used to, so you need gliterworld meds and / or a souped up surgeon for guaranteed safe install of bionics.

Haven't played with the travel mechanics yet.

I would really like someone to update the gun dps calculator for the new gun values.
#90
Quote from: GiantSpaceHamster on December 19, 2016, 08:09:57 PM
Huh...I wrote off corn as useless a long time ago. I can't seem to get to a harvest. Maybe it's just bad luck on my part whenever I try, but corn takes so damn long to grow that something always destroys the crop before it's ready. Then when it is ready it doesn't seem to be nearly enough to make up for the time it took over potatoes or rice. Do other people really find corn useful?

In arid scrubland animals may not have enough other vegetation to eat, so you need to have hay and/ or make sure your animals are zoned out of crop zones. For wild animals you'll need to fence in the crops with walls, or kill them.

In other climates you might be running into too short growing seasons that never give the corn time to mature.