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Messages - Listy

#16
Ideas / Zone storage suggestions
March 12, 2018, 09:49:17 AM
Please please please for the love of god can we have the following improvements to the storage zone check box menus.

1: "Allow Dead-mans apparel":
The way its currently set up is a right pain in the butt to filter out the deadmans and non-deadmans clothing and setting stock piles up. I want to create a stock pile for colony use, and export. The export is all the worn and D stuff. To my tiny mind it seems to be painfully difficult to get it sorted. Its the one time the game tends to sit there beating me over the head.
There is a precedent for it, under weapons you have both smeltable and non-smeltable options.

2:Make some zones ignorable for bills totals:
I just had an outbreak of unwelcome nudity because I have a large stock of trousers, so the bills set to "Do until you have X" halted their work. However all of the trousers were tattered or D, and thus not for colonist use.
Could we either have a check box that discounts a zone from bill total count?
Or a more elegant solution would be to make dumping zones not count. I mention the last one because for the life of me, I can't see what a dumping zone is for? There appears to be no difference between it and a normal storage zone. This change would give it a role.
If the latter is chosen it might also be an idea to give the orbital beacons the ability to create dump zone as well as create storage zone.

These would bring big quality of life improvements to the players.

Thanks.
#17
General Discussion / Re: Feedback on this base?
February 27, 2018, 04:07:32 AM
Quote from: Corn von Holio on February 27, 2018, 03:21:14 AM
The layout seems alrightish, tough I'm a bit worried about infestations. Note that you might want to cover entire rooms with floors.

Wait... Covering the floor prevents infestations?
#18
Quote from: Shurp on February 21, 2018, 06:58:51 AM
Listy, the problem you describe is the problem of low lethality of Rimworld weapons.  Attackers have a fantastic ability to soak up damage and keep coming, and there's not a large DPS difference between weapons.  So standing your ground and fighting only works if you have a swarm of turrets or similar advantage, ie, "killbox".

Yeah, I had just come to that same conclusion, and was hurrying along to write this insight here, when I see you've beaten me too it...
#19
Quote from: Tynan on February 21, 2018, 02:31:11 AM
I'm pretty sure we solve killboxes for late-game v1.0. Let me know what you think when it comes out.

Of course for some raids, killboxes will still work. They're a reasonable thing to build, so if you're facing a frontal attack they'll be helpful (though less so due to some changes in shooting accuracy code).

But we've also added some new raid strategies (e.g. sapper, siege) which should help against killboxes, and balanced the usage of the ones that were already there.

Hoping to see a lot more varied battles in 1.0.

This fills me with trepidation, without some details...

For a long time all we've seen is threats getting more and more deadly. Improvements to AI's, counters being binned, new attacks etc etc.
Yet the tools to answer those threats have remained the same, or in some cases have gotten worse (remember turret ROF buff?)
As I've said before, I play big and long games. When you have 200+ manhunters or tribal raids, and raiders who appear in big numbers, then a killbox is mandatory.

Earlier this dev cycle I tried a tribal colony. So no electricity, that meant a lot of killbox strategies were not available. I went with the Great bows firing over Pilum chuckers heads idea. With the enemy attacking through a swamp that had almost every inch covered with traps. It worked but only just as we approached the first decade I had to develop electricity to cope.

Edit:
I wonder, is the problem numbers of enemies involved here?
Unless you have a killbox to cut down the incoming numbers, then the enemy will always overrun your lines.
There is nothing you can do to stop them from reaching you. Back in the day you had the option of the palsteel Equipment rack, and then the solar panel to limit the ability of the enemy to just zerg you. Now they'll get you, every damn time.
#20
General Discussion / Re: Cassandra's War On Drugs
February 19, 2018, 04:53:28 AM
Listy: You Ok Cassandra?
Cassandra: I'm Fine!
#21
General Discussion / Re: Someone's organs harvested
January 04, 2018, 07:36:30 AM
Quote from: Yoshida Keiji on January 04, 2018, 07:00:27 AM
Removing an organ from a prisoner penalizes the player with 7.5 in-game days (45 real life days). Why?

Wait until you get the 'Prisoner died' debuff for shooting a prisoner in the face as he conducts a jailbreak, and runs screaming at one of your colonists with a massive knife.
#22
Quote from: Dashthechinchilla on January 01, 2018, 01:23:22 AM
Wouldn't it be easy enough to chop all the trees down and put wood floors and flower pots in?

Now that is evil!
Stone flower pots and an incendiary launcher on a trigger happy colonist.
#23
Quote from: mrm on December 30, 2017, 10:07:10 AM
Quote from: Shurp on December 30, 2017, 09:35:38 AM

A perimeter wall is my preferred solution.  Lay out all your defenses, then put another wall 20-25 squares out with openings for them to enter through.

I also considered this option. But i have to gather much more stone material to even think about it.

Its ridiculously easy to do this solution. And if you don't, while open colonies are doable (so I've been told) you will need to leave the planet, lest the huge wave attacks kill you.
#24
Quote from: mrm on December 30, 2017, 06:21:07 AM
What I want to avoid are enemies hiding out of reach of my turrets with guns with better range. AR's, bolt-action rifles, greatbows, snipers.

Reverse slope defence.

If you decide what range you want your engagement to be at, just make sure htere's no LOS to your positions outside of that range.
#25
Quote from: mrm on December 29, 2017, 06:39:54 PM
I am trying to burn down the whole area around my base, at least for 40 tiles around. Ya know, so my enemies won't have a single bush as a cover - only flat open field.

It is actually a good idea to leave the attackers with a bit of cover. Stuff like tree's and bushes dosen't actually give much protection (especially if you're hiding behind walls). It prevents the AI from just bumrushing you.
Also if you want to be really evil, stick some landmines/deadfall traps behind the attackers cover.
#26
Quote from: Yoshida Keiji on December 28, 2017, 03:35:44 AM
I was just about to post the exact same observation. It's been three games playing the latest version and not one relative anymore. Looks like Tynan pushed the changed all over.

Its my fault!

https://ludeon.com/forums/index.php?topic=34562.msg353740#msg353740

As you can see the chance was turned down as it seemed to be just four families constantly feuding over Rimworld. I suspect the chance has dropped a lot. Which is nice.
#27
I play one colony, and tend to play it until the new build comes out. That's a good 20 odd years in game time.
At that stage you're seeing 200+ manhunter events. That sort of means that a closed colony is the only option.
#28
Quote from: ruddthree on December 09, 2017, 12:56:28 PM
How much gold did it take to build the pedestal?

A lot less than a legendary golden large sculpture. Which I've only managed to achieve once.
#29
Quote from: Rexstriker on December 03, 2017, 02:58:24 PM
**Error 463** Movement restricted, unable to exterminate humans
*Day 4* Humans have built a structure around me, possibly a prison
*Day 6* Humans are leaving organic compounds and items of minor value near me
*Day 9* Humans are performing a ceremony in front of me. Still unable to move, opportunity lost. The humans are mocking me
*Day 15* Humans are acting odd gestures in front of me.
*Day 358* WillToLive.exe has stopped working
*Day 486* Selfdestruct command could not be executed

And it makes me warm and happy inside that the bugger's suffering like that.
#30
Quote from: PSS on December 03, 2017, 10:53:40 AM
Is it dead? Or incapacitated and you built the church around him? :)

Incapacitated, and I built the church around it.