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Messages - keylocke

#1171
hmm.. i always start a new colony whenever i feel like testing a new defense..

this one, i call "Maxwell's Demon".  ;D

https://www.youtube.com/watch?v=qa_8ZFYrD6c&feature=youtu.be

9 colonists vs 50+ (heavily armed) raiders on vanilla rimworld, tough cleopatra.

i'll post more when i try something new. hehe.

cheers!
#1172
General Discussion / Re: plants vs raiders?
April 18, 2014, 09:18:12 PM
Quote from: Plasmatic on April 18, 2014, 12:47:16 PM
There are already mods that add barbed wires slow and hurt pawns passing over them.

I just didn't like the rest of the mod content.. Loved the barbed wire though.. put it up around your growing fields and animals are never and issue, nor is meat :P Squirrels and boomrats wander over the wire and splat, free meat :) also they only rarely get to the food, leave one space with a door and your colonists will use it.

now that i think about it. sounds like a double edged blade if it damages animals, my colonists would be just as likely to die from it when they try to put out the fires from dead boomrats on a large barbed wire field. but a single line of barbed wire would be useful though.

Quote from: Sion on April 18, 2014, 11:09:30 AM
Actually I think plants add a 25% miss chance or something like that (read on RimworldWiki: http://rimworldwiki.com/Cover#Bushes ), but it won't stop a bullet.

thanks for the info!

i checked the link out about covers and i didn't see corpses and human meat providing cover bonus, so i guess i'm using meat and corpses as my meat shield from now on. mwahahaha.
https://www.youtube.com/watch?v=J_S3Lx7NuMg&feature=youtu.be

almost got wiped out from this one on tough cleopatra. i usually play randy random so taking 4 incapacitated on my 40+ colony isn't a big hit, but on tough cleopatra, it's like a death sentence. this colony is practically doomed when it takes another zerg swarm before my pawns heal.

haha.. fun times.  ;D

edit : removed excessive smilies.
#1173
General Discussion / Re: plants vs raiders?
April 18, 2014, 06:43:11 AM
yep, that's what i ended up doing. but since they seem to plant stuff irregularly. (ie : a large growing zone with only few farmers will have several patches of grown stuff, while some parts get harvested before the others patches get planted. so i had to plant the bushes row by row to keep things even.

the problem with this approach is that when fires get started or when a few bushes gets destroyed, i have to micromanage the planting process all over again..  :-\

too much hassle at the moment.

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Quote from: Tynan on April 18, 2014, 01:11:34 AM
Modding opportunity!

yea.  ;D

i was thinking i'd make some thorn bush mini mod for myself, but i seem to have a problem activating user-made mods on alpha 3. i might have to revert back to alpha 2 if i want to play with mods. 

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edit :

maybe instead of plants, i'll just use human corpses instead. lol.
much less hassle.. but my hippies are complaining... hahah.
#1174
Quote from: Tynan on April 17, 2014, 11:03:18 PM
We'd need to see the error messages.

I recommend you re-download to update to Alpha3f. Then, re-download the latest A3 versions of your mods. It should be fine.

thanks for the reply. i just downloaded alpha3f but user made mods still ain't working and i still didn't get any error message, so i thought i'd just include screenshots to show the problem.

pic 1: shows that the mods are all activated on the mod menu (means they're on the right folder and detected by the game)
pic 2 : shows that default mods like the royal bed is active and usable.
pic 3 : shows the other default mods like fertilizer pump and blasting charges are active for research, while research for user made mods (ie : industrial mod) is missing.
pic 4 : shows iron weed mod (user made mod) is also missing.

so even though i activated all of them on the mod menu, only the default mods that came with the update are working. i'm not sure what i'm doing wrong?  :-\

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-when i activate mods on alpha 2, a message usually scrolls up on the left side of the screen saying what mods have been activated. but i don't get that message on alpha 3.


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#1175
General Discussion / plants vs raiders?
April 17, 2014, 10:21:20 PM
so i was goofing around with another hippie colony, trying to camouflage my turrets behind strawberry bushes and potatoes and stuff. then i noticed that raiders were moving slow when going through vegetation while they cannot use these plants as an effective cover (unlike debris fields).

is there a way to grow plants in a zone without harvesting them?
#1176
i've been playing vanilla alpha 3b for quite some time and finally decided to check out some of the new user made mods available but nothing seems to work.

i've played and tested several user made mods on alpha 2, and it works fine. but the only mods that currently work for me on alpha 3b are the ones that came with the update (ie : royal bed, blasting charge, etc..)

i did the same thing i did for alpha 2, i placed the mods in the mods folder of alpha 3b and then activated the mods in the game menu. but user made mods aren't loading.

am i doing something wrong? is there a change in the way user-made mods are loaded now? i am confused.  :-\
#1177
Ideas / deconstruct random generated ruins
April 17, 2014, 05:38:45 AM
yea. like the title said, it would be nice if players can deconstruct  the randomly generated ruins rather than waiting to get grenades to destroy them. ('coz it's ruining my feng-shui.. lol)

is there a valid reason why players can't deconstruct the ruins? i don't get it.

#1178
General Discussion / Re: Manually Throwing Molotovs?
April 17, 2014, 01:37:06 AM
Quote from: Phienyx on April 16, 2014, 10:53:31 PM
Ok so apparently holding "F" and clicking on where you want to throw the Molotov no longer works.  How do you do this now?

maybe check your mods? there seems to be some compatibility issues or something when using mods. maybe it's one of those things.
#1179
Quote from: Dr. Z on April 16, 2014, 10:00:49 AM
Just to clarify:
An eclipse is when the moon is between the planet and the sun.
A solar flare is when a particle storm from the sun hits the planet.
So how can a solar flare hit the planet during an eclipse?

haha lol. the most likely explanation is dev oversight, relying too much on suspension of disbelief? (or whatever.)

anywho.. i'm just gonna convert this metal into red carpet tiles using the powers of alchemy before the boomrats eat my potatoes. toodles.
#1180
General Discussion / Re: Alpha 3 WTF?
April 15, 2014, 04:21:13 AM
i think the edge restrictions was enforced to allow travelers from other colonies to drop by from their off-screen colonies, otherwise they get stuck on the edges.

edit : it might be good if they add color markings for the edge zones so that players know the buildable areas.

#1181
General Discussion / Re: MUSIC
April 15, 2014, 03:57:52 AM
yea, i kinda like the scifi western vibe too.
#1182
Ideas / Re: alternate idea to domestic animal.
April 15, 2014, 03:54:30 AM
my colony of boomrat hugging hippies approves of this.

is there a way to plant weed? er.. for the muffalos to graze on, i mean. hahaha.
#1183
Ideas / Re: Display Weapon Equipped
April 15, 2014, 03:50:50 AM
ah. thanks monkfish for clearing that up. i was so used to looking at the weapon icon that i didn't notice the text display for the weapon. my bad.  :P
#1184
how about adding ammunition crates?

first limit each weapon to only have a few clips (ie : 3-5), so after 3-5 reloads, the colonist would run towards the nearest ammo crate to get more clips. same thing happens for the raiders, so that long battles eventually devolves to melee. bayonets would be awesome.

ammo bills use slag debris or metal for production. and ammo crates would act like stockpiles which players can connect to conveyor belts. so that ammo crafters can keep funneling bullet clips to the ammo crates for the soldiers in the front line. (like a supply chain)

similar production lines can also be used to create first-aid kit to medics, tools for the workers, and other consumable items that are necessary for the colony.

(something similar to the system implemented in Banished. tools degrade over time and needs to be replaced. forcing a stable production line to become essential for large colonies)


#1185
Ideas / Re: Display Weapon Equipped
April 14, 2014, 07:13:59 PM
affirmative.

i don't get why they bothered removing the weapon equipped display in the first place.
removing it makes it harder to choose which colonist i want to send on an errand. forcing me to keep drafting and undrafting each of them until i find the right pawn equipped with the right tool.

it's kinda annoying especially when i'm in the process of slowly upgrading their gear making it hard to recall which pawn is currently equipped with what item..

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it would also be nice to mouse over colonist names in the overview and have a pop-up of their stats and gear next to the cursor, if i mouse-over for around 5 secs or something. it makes choosing the right colonist for the right job and making sure that they have the right gear, a lot easier.