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Messages - tommonius

#31
General Discussion / gaining/losing traits
December 17, 2014, 07:24:02 AM
question is in the title, will it ever be the case that doing an action enough times might gain you a trait whether positive or negative? Like a colonist hauling dead bodies so eventually he is no longer phased by it.

Or a colonist getting a brawler trait if she fights in melee quite often?
#32
Quote from: Col_Jessep on December 17, 2014, 06:36:50 AM
I save scum if I accidentally kill an enemy I wanted to capture. And before major surgery I always make a save. Didn't have to reload for surgery yet but just in case I made a bill for the wrong leg... xD

I am usually like this, yesterday their was a powerful raider with a lv17 in melee I figured he would be amazing, I had my own melee group surround and start beating on him, he knocked out one and began to abduct him, I routed and killed the rest of them and dismissed the rest of my army for fear of shooting him to death or to the point of him being useless.

My melee fighters hounded him and knocked him out just before he left the map with one of my original colonists and I was laughing... but then a single shot auto killed my chef I really need from the shooters I dismissed and was rushing back to save my colonist and on top of that loads were injured from the melee combat so I reloaded it.

and then I caught him with only minor injuries plus a moderately decent 2nd raider so lesson learned, save scum away if it is really important. Minor colonists and damage to bases I usually roll with the punches.
#33
General Discussion / Re: Alpha 8 Seeds
December 16, 2014, 09:38:27 AM
Quote from: Match on December 10, 2014, 08:43:55 PM
So I've been going through looking at various seeds and wanted to share some really good ones that I've found. Normally I would of posted this to the Awesome world seeds thread, but A8 has broken those seeds. Anywho here are some good seeds that I've found and I hope that you enjoy them.

Seed: 4rest
size: 200 x 150

10.13E 36.27N - This is an awesome Boreal forest map, one way in, surrounded by mountains. This will likely be my first playthrough.

40.00E 61.33N - Decent Tundra Map

84.27E 49.07N - Amazing Tundra Map, large open space with one way in, also surrounded by mountains. Unfortunately it is a tundra map that is too cold for growing. This one is really cool, but i'm a little intimidated by the lack of growing... maybe a cannibal playthrough?

49.07E 42.13N - Good Boreal forest map

quick question about maps that are to cold for growing could we use hydrophonics to grow in cold weather if we use heaters to keep the temperature just about right? I assume so bu I never played on an extreme temperature map and I am trying to make a game plan before starting.
#34
General Discussion / Re: injured neutral
December 15, 2014, 04:01:09 PM
Quote from: Cimanyd on December 15, 2014, 03:23:15 PM
Exactly! :P

Of course, I'm always nice enough to patch up the survivors with herbal medicine, and let them rest in my comfortable prison for a few days until they're healed.

I'd harvest a lung and kidney from them before letting them go, but my colonists complain about it. Oh well, it was fun while it lasted (A7).

Everyone who passes my medical bay and is non essential donates a few organs to my stoclpile for the "greater good". Those who get angsty over it take a trip to the jail until the warden feeds and coaxes them back to happiness and then I release them, as they are my colonists they do not need to be re-convinced to join my colony.

Also on topic the neutral I saved had a Pessimist trait and another one that also reduced insanity threshold, furthermore a female psychic drone wave happened no less than 3 times as of me making this thread last night so I finally swiped a few organs and sold her and replaced her with a chief with a whopping 13 in melee and shooting (my new enforcer)

I also sold an ex raider who attacked me, he had decent stats but in the attack he got headshotted and was moving around slowly and did everything crappy, he went also when the "harvested organs" debuff pushed him over the edge.

All I need is a good crafter to get these damn clothes ready for winter and I am sorted.
#35
General Discussion / Re: Smithing is SOOOO profitable
December 15, 2014, 06:41:08 AM
Quote from: Teovald on December 15, 2014, 04:44:16 AM
Hmmm, very interesting. A pop idol wandered in my colony and (social 15, art 15) and I have been able to buy a crafting neurotrainer in order to transform another colonist into a lvl 15 crafter. 
So far, I have been making them create steel sword, woodeen spears and random art, but it might be wiser to put that gold and silver to good use.

Quote from: Col_Jessep on December 15, 2014, 04:13:13 AM
I think we need a better way to assign certain workbenches or bills to their own colonist. I want to train up one crafter on stone blocks or wooden swords while my best crafter gets to make the statues and silver stuff. 

I know, you can micro it already but that will become tiresome soon. If you could assign a bill to a colonist, that would be awesome!

I feel the same way. Actually, I fear that some of the game systems are starting to stop scaling with the game complexity ( crafting and hauling in particular) and that it might be time to go back to the drawing board and redesign some of these systems from the grounds up.

Yea I get what you mean, a former raider took a wound to the head and is slow and somewhat braindamaged but decent at crafting but he always seems to teeter on mental breakdowns probably because it takes so long for him to walk to food or his bed.

But every time I try to start burning bodies he goes to operate the Crematorium he abandons making those Parkas I need crafting for winter and I have to micromanage the ever loving crap out of him to avoid him going insane.

on the gold and silver topic I had no idea silver was worth more than gold, I think I need to get a few people crafting some melee weapons and then abuse selling high quality items and buy out all the traders stock then flog it back to another seller if I need to.
#36
General Discussion / Re: injured neutral
December 15, 2014, 06:35:52 AM
Quote from: Cimanyd on December 14, 2014, 09:40:47 PM
Don't forget, with releasing prisoners, factions aren't permanently hostile anymore. Releasing her won't make them friendly again, but releasing the few survivors of their future foolish attacks will.

I see so if she was to have say decent stats it would be totally fine to imprison her, heal her and brainwas- convert her to my side and kill all her friends who selfishly left her to die but attacked me when I tried to help her and I magnanimously let a few severely wounded and useless bullet riddled cripples go and I an then back to neutral?

Bloody sweet!  ;D
#37
General Discussion / injured neutral
December 14, 2014, 09:04:26 PM
I found an injured tribeswomen from another village face down and dying, was thinking of saving her but my options seem to be only to capture and this will turn them against me.

Are their any other options for me? if I released her afterwards would I still be at war? Should I just spray her full of bullets instead of just letting her bleed out slowly???
#38
Ideas / Re: Force colonists to do self care
December 14, 2014, 07:38:45 PM
I love this as an option, it should be default and an option to make colonists work come what may if you are in a pinch. Hope this gets implemented.
#39
Thanks for this thread, seen this and immediately voted. Rim world deserves to be well known and get the respect it deserves as frankly this is one of the best games I have ever played!
#40
General Discussion / Re: Prisoner releasing underpowered
December 14, 2014, 07:33:22 PM
I do think that maybe if we release prisoners we should be able to get to a neutral status so they are no longer attacking, using them as hostages to bargain peace would be nice.

After that I suppose using the comms console to bribe them into liking us more and not attacking us like clockwork work would be great.

i really wished that we could recruit friendly towns people or rent them without forcing them to go hostile as I noticed a few had brilliant stats.
#41
I never knew this thanks for the idea, people about to have a mental break I can capture and talk to with a warden then release them and tell them to stop being such babies and get back to hauling rocks around.

cheers  ;D
#42
General Discussion / Re: Smithing is SOOOO profitable
December 14, 2014, 07:26:36 PM
ah interesting, I just mined out a nice chunk of gold and sold it for silver, was contemplating on what to do with it but you have a great idea their. Quick problem though who do you sell it to? I have found most vendors do not carry that much money. How much silver does your vendors tend to have?
#43
General Discussion / Re: Raiders as a source of income
November 25, 2014, 11:11:17 AM
Quote from: skullywag on November 22, 2014, 09:29:35 AM
You need to check out Shinzys Abra macabre mod. Bone furniture everywhere.

Thank-you my good sir, I will be sure to look into it.
#44
General Discussion / Re: Raiders as a source of income
November 22, 2014, 06:19:29 AM
raiders are a great source of weapons, clothing and of course food and sometimes prisoners to be brainwas... converted *ahem*

In fact I often like to view my colony as evil and the raiders are trying to defeat us, as soon as we can use bones as a crafting resource I am making a royal room for my lord-ling leader out of raider bones!
#45
Ideas / Re: Slavery and Population Growth
October 09, 2014, 07:01:27 AM
Great ideas on the thread, I am liking them. I was thinking about the friendly factions we can talk to on the com's, we pay them money as a gift and they can come to help us in a fight but what about other options when they like us enough such as renting colonists from them and pay them either upfront or a small amount of wages periodically.

Or if the other towns like us enough perhaps a few colonists will be more likely to come and join us so instead of just name and what profession they are comes to join us we get a "xxx from XXXXX town wishes to make a new life at your colony."

and perhaps a tick or deny box on whether we actually want them.