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Messages - akiceabear

#151
Is anyone else getting an unusual error where it isn't possible to select/pick up some dropped (and forbidden) items on the ground.

Example: there is a battle, and Pawn1 drops his pistol. Later when I try to select it to unforbid, instead clicking there selects something else (usually an animal) dozens of cells away. Very strange...

I have a few other mods running (EdB's, CCL, AutoSell, TargetPractise) so I'll try to play with just CR and CR Defense next game to see if they are fine on their own...
#152
Ideas / Re: Separate area for cleaning and firefighting
September 05, 2015, 12:31:02 AM
Strongly agree - I'd prefer to confine cleaning to key rooms most of the time, but firefighting most of the base.

Even better would be if I could define multiple cleaning zones and prioritize them, similar to the stockpile system.
#153
Video / Re: How to commit war crimes.
September 04, 2015, 09:26:08 PM
+1 nice trap!
#154
QuoteI'd be really curious how many copies of Rimworld have sold to date
There used to be a counter for this on the webpage, last I saw it was around 90k, although now its been taken down. You can take a guess at the costs of a fairly lean dev team versus that revenue...
#155
General Discussion / Re: Concerned about micromanagement
September 03, 2015, 08:25:26 AM
+1 to Mikhail's suggestion - may not be perfect, but it is quite straightforward and would seemingly solve the issue described.
#156
Good reminder NIA - I did a search and found this one by ItchyFlea, which is already updated for A12. I'll give it a try in my next game with CombatRealism!
#157
Thanks, great NIA! Again, one of my favorite mods that I really, really missed during A11.

A suggestion - shooting skill becomes incredibly important with this mod within a few seasons. It would be nice to have a shoot-range type of object to train on as part of the mod - Abrexus had a nice version previously as part of Superior Crafting which even allow auto-scheduling of practice for selected pawns. Balancing is critical, of course (perhaps it should take years to get a pawn from 1 to 20 just via the range), but I would like to see something like that eventually.
#158
Thanks for the list! A nice addition would be time to produce an egg/wool/milk.
#159
Mods / Re: What about a compare weapons mod?
September 03, 2015, 05:31:02 AM
I would love a feature to simply list the two most recent items stats side by side. including for clothing, too!
#160
General Discussion / Re: Low resources notifications
September 03, 2015, 05:26:32 AM
Also the Need Batteries notifications! They turn on whenever I cut the line to my turrets!
#161
Just put a few hours into it - for the most part a great experience. A few comments:
* It seems like pawns can't peek out and shoot around corners like they used to - is this deliberate?
* When hunting with a sniper rifle I've had a pawn go in for the kill (1 cell away) and shoot himself to death! That seems a bit silly to me.

Besides those two bugs enjoying it hugely!
#162
General Discussion / Re: Concerned about micromanagement
September 03, 2015, 01:16:31 AM
Construction jobs - I fully agree that construction split into furniture and all else would be a good move.

Zoning - currently the home zone is used to determine both cleaning and fire fighting (among others?). I'd rather these two were split, which would allow me to fight fires anywhere I build, but only prioritizing cleaning in hospitals, dining rooms, rec rooms, some bedrooms, etc. It would also be great if we could set the priority for multiple cleaning zones just like stock piles - that way hospitals as cleaned before nearly any other task, but hallways only after everything else is done, etc. I don't have priority issues with the work system except for when it comes to cleaning, where micro is needed.

Impressiveness - agreed these values could be tweaked to make it easier to get to a normal/slightly impressive room, although a really impressive one should still be a huge feat. Improvements to the cleaning system would already be a big help, given dirtiness and ugliness from dirty is a double whammy.

#163
Ideas / Re: Extreme Temperature Hazards and incidents
September 03, 2015, 12:36:51 AM
+1 to AHare's suggestions

I also like the idea of a water system, but agree it is unlikely for at least a few more alphas, if at all.
#164
General Discussion / Re: Concerned about micromanagement
September 03, 2015, 12:27:03 AM
Locklave - I actually feel nearly the opposite. I'm quite happy with the direction this alpha has gone, and one reason is that there seems to be much more balance. I don't feel like more micro is required than in the past - I generally set the work orders early on and then let them go with my general plans, only manipulating in special circumstances. The new balance means it is more difficult to steamroll up to an invincible colony, partly because your colonists can be so finicky, but not that more micro is required.

Furniture - it seems like OCD may be getting the best of you. Shoddy furniture is fine in the game, especially early-mid game. The reason I like this new mechanic is that it encourages specializing 1-2 pawns in construction, so that they are eventually 20s and can easily produce masterpieces. This both makes for a nice progression in the game and a stronger attachment to your construction worker. I believe these are Tynan's exact goals here. Expecting top-notch furniture on day three is like expecting masterwork art in the same time frame - totally unreasonable. What I do:
* Have only 1 builder
* Build my basic barracks early on, mostly poor/shoddy furniture
* Keep expanding the framework of the base - floors, rooms and facilities that are not skill dependent
* Once the builders skill exceeds 10 I start to populate more bedrooms. I don't constantly rebuild beds - I keep anything at normal or above and assign accordingly
* Everyone (5-10 pawns) has a decent bedroom by the first winter

Traits as they are - I like the traits, given they add flavor to each play. But I'm in the camp that never re-rolls pawns - I take what I get for both colonists and the location and see how the story develops. Use Prepare Carefully if that doesn't suit your style.

Trait balance - one change that I would be ok with that might also fix your concerns is to balance the negative traits with some specific positive bonus. For example, a greedy pawn gets a 1.5x multiplier to their social skill only when trading. A jealous one gets a 1.5x to social only when interacting with others if they already have the best room (i.e. the become effusive once satisfied). An abrasive pawn gets a manipulation multiplier if working alone in a room; or, an abrasive pawn gets a big manipulation multiplier if another pawn is in a poor mood :). Etc etc etc. These kind of balances to make traits have clear up/downsides would be great in my view, at the very least to make people think twice before pawn-roll-scumming. It's also much better than the alternative of removing any traits that have negative aspects to satisfy the roll-scummers.
#165
Ideas / Re: Psychopathic cannibals
September 02, 2015, 11:12:29 PM
JesterHell - I disagree - I think you're being too reductionist here. Also, this thread is turning into a silly debate/troll, so I'm ducking out. Just voicing one last time that I think separation of the traits makes sense and is good for gameplay.