Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - cultist

#1096
Just make them your front line soldiers with melee weapons. Let them die with glory instead of wandering helplessly or being euthanized.

Or save up a few and send off a spaceship filled with brain damaged people. I'm sure they'll be fine...
#1097
Off-Topic / Re: Warhammer favorite factions
August 12, 2015, 08:30:23 AM
Are there Skaven in 40K? If not, that is the biggest heresy of them all.
#1098
Translations / Danish translation
August 12, 2015, 08:23:02 AM
Hello.

I would like to contribute to the Danish translation, but nothing seems to have been updated for about 8 months. Are the project initiaters still active? If not, how do I go about getting involved?
#1099
Quote from: Mr.Cross on August 10, 2015, 04:13:10 PM
Quote from: cultist on August 10, 2015, 03:09:47 PM-Snippets of Cultists solution-
This is what I do until I have enough metal to do what needs to be done.

Also, I figure I should point out. your picture is of Ka-Chu-Chu (reference to a pair of youtubers.) also known as Chathulu right (and yes i don't know if I spelled it correctly.)?
Don't worry about it, our feeble human tongues are incapable of pronouncing the glory that is the name of the Great Lord Cthulhu. :-X
#1100
General Discussion / Re: Balancing talk: Floors
August 10, 2015, 03:15:29 PM
About the time involved in smoothing, isn't this because smoothing got bugged and linked to mining instead of construction? Or was that fixed?
#1101
Even if you are binging like crazy, it would take years to actually damage your liver to the point where it would harm you significantly. I don't think it makes a whole lot of sense in the scope of the game. But it's a fun idea.
#1102
If you're not prepared for it when the cold snap/heat wave comes, a quick solution is to just force pawns into one room that has a desirable temperature (your food storage for heat waves for instance). Keep them there until they lose the negative effect, then you can send them back out for a while. It's a bit of micromanagement and the colonists waste time doing it, but you should be able to keep everyone alive while you think of a better solution.
#1103
Great poster muffins. Reminds me a bit of the original Star Wars one? But lots of movies from that era has the whole cast centered with stuff happening around them. Oh, and I cropped the chibi-centipede. The world needs it as a separate file.


#1104
General Discussion / Re: how to capture
June 15, 2015, 09:25:27 AM
If you have enough colonists, you can equip a few of them with clubs and have them act as a pacification squad. It's a dangerous job, so give it to the old and useless. Clubs are less likely to cause permanent injury to raiders, so they are the best weapon if you want to avoid damaging the goods.
In the early game, I find it is best to just shoot raiders with small arms and pick up whatever survives. The last two alphas seem to have been pretty generous with wanderers, so you shouldn't be lacking colonists even if you can't capture any in the first couple of raids.
#1105
Ideas / Re: Make televisions n' stuff
May 31, 2015, 11:52:19 PM
Quote from: Quasarrgames on May 31, 2015, 06:32:08 PM
comms consoles that can communicate with spaceships in orbit
It's a placeholder for more realistic trading.

Also Alpha. Chocolate and tellies are both new features, it's probably easier to just toss them in as trade goods rather than incorporate them into the cycle of production (less chance of bugs I imagine).
#1106
I'm pretty sure that background is a backer one... so someone paid to have it in the game. Now I could be wrong about this of course, but I don't think someone would do that (or Tynan would allow it in) just to make fun of people with Asperger's.
I think it's more likely that the backer actually has Asperger's or knows someone who has it, and their views on how it translates into the game are just different from yours.

Also, within the frame of the game, "incapable of caring" translates to "unable to do the doctor job". It's not meant to be taken literally, though I see why you'd think so.
#1107
Off-Topic / Re: Suggest-a-game
May 17, 2015, 11:32:33 PM
It's not really anything like Rimworld, but I was pleasantly surprised by Thief (the new one), which I picked up cheaply some time ago.
The story and voice acting are both kind of hammy, but there is a LOT of free-roaming and exploring you can do at your own pace - great for completionists, voyeurs and kleptomaniacs alike. It even has some decent horror bits.
#1108
Ideas / Re: Bones
May 17, 2015, 10:55:23 PM
Unless it has some specific/unique purpose I don't think it's a great idea - I can see the map getting cluttered with bone pretty quickly if they pop out every time you butcher something. Might be good for maps with low wood, but wouldn't that be sort of defeating the extra challenge of those maps?
#1109
Ideas / Re: Human Leather
May 17, 2015, 10:46:47 PM
Quote from: BetaSpectre on May 17, 2015, 07:43:07 PM
IMO the penalties are realistic
People normally don't know what their own clothes or items are made up of specifically.
Leather is leather no matter where it comes from. Most people will think so at least unless told otherwise.

Also people didn't go insane running Aushwitze People can take alot of ethically questionable things before breaking.

It's not really a question of realism or morals but of game balance - the AI throws the materials for human leather clothing right on your doorstep with regular intervals. The only real penalty for making and selling these items at a great price (better than other leather items) is a short mood debuff to the butcher, which can be avoided by having a psycho butcher. Thus, making and selling cloth or other leather items becomes counter-productive. I think there should be something (more) to balance out the high value of human leather.
#1110
Ideas / Human Leather
May 17, 2015, 01:30:38 PM
Butchering humans and making clothing from the leather is a quick and simple way of making cash. It's kind of balanced out by the butcher getting a mood penalty, but I think the system could do with a bit more complexity, so here's a few suggestions concerning murdering fellow humans and turning them into jackets:

- wearing human leather clothing causes a mood penalty unless the colonist is a psychopath (maybe bloodlust too).
- only slave traders will buy human leather clothing and human meat - reputable traders won't deal in these rather shady items.
- larger beauty penalty for human meat and leather (need to store it somewhere colonists don't see it too often).

There's room for some positive additions too, but I'm not really sure how they could be worked into the current game - for example, fighting a colony all wearing human skin oufits should break raider's morale pretty quickly in real life, but I'm not sure if it's possible to work into the current mechanics of the game - something for future updates perhaps.