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Messages - LouisTBR

#196
When i see a crashed ship part, I instantly build sandbags around 20-25 squares away from the ship in each direction. I make sure my colonists have weapons with a high rate of fire and high damage (LMG, Charge Rifle) and set them up evenly on each sandbag wall. I keep two or three of my worst colonists back and equip each of them with a PS, plus a melee weapon just in case. I rush them over to the ship part and spread them evenly about halfway between the sandbags and the ship. Then, I have one of the shooters fire at the ship, and then instantly undraft and redraft. Out come the mechanoids, and they instantly aim for the PS bait colonists while the gunners whittle down their HP. As i don't at all need to control the shooters, i micromanage the 2/3 PS colonists: Watching the mechanoid guns (Mainly Scythers) reload cones and move my PS guys accordingly. This way, my PS rarely get hit and whittle down their shields. If a sycther manages to take out a shield, I take the colonist behind the sandbag lines and readjust the 1/2 that are remaining, while the hit colonist's shield recharges. Eventually, the mechanoids get killed. If a Centipede is incapacitated, I keep one of the colonists back to finish him off with their weapon. If scyther is downed, I remove their two blades (Under Operations) so I can sell them off, and then use the same method as the previous time to kill the sycther. Once all mechanoids are dead, I create a stockpile out of the way and store them there until I research Machining, or instantly take them apart. I also quickly use a colonist to shoot the ship, as it leaves behind steel, components and a valuable AI core. If this is the first one, I create a 1x1 stockpile where it won't deteriorate and then delete it once the AI Core is in place and forbid it to be hauled by locking the door to the room it is in. This stops the colony wealth increasing 😊
#197
I agree. The boar is the best animal. The best way to use a boar effectively is to allow it to go everywhere but food stockpiles and haul, and when a raid comes just release them all and allow snipers to back them up from a safe distance.

Losses:
A couple of useful haulers

Gains:
Dead Raiders
Healthy Colonists
Boar and Human Meat
Lots of weapons and clothes
Easy kills
Downed raiders ready for capture
#198
Ideas / Re: Time/Season UI
August 27, 2016, 10:58:14 AM
Um, not being rude, but why do you need the game to tell you universal, 1st grade knowledge? Spring-Summer-Autumn-Winter
#199
Hello! I thought i would create a thread discussing colony types, and which one is best! It would be brilliant if you could vote for your favourite colony type... PART 2: https://ludeon.com/forums/index.php?topic=25101.0
It would be brilliant if you could all post your colony screenshot, and I will add a Part 2 with a new poll (once we get to 3 Colonies+) with a 'Best colony' poll, in which you can vote for your favourite colony.

Vote limit is 2.
#200
Ideas / Re: Suggestions for Bee hive
August 27, 2016, 10:30:56 AM
+1
#201
Um, no... My reply clearly states 'Hive of 5-6 bugs'. Please take the time to read my post before correcting me...
#202
Quote from: Pax_Empyrean on August 27, 2016, 03:54:44 AM
Quote from: Louisthebadassrimworlder on August 26, 2016, 04:31:58 PMMy point is, If it ain't broke, don't fix it...
Bugs appearing from nowhere, potentially killing colonists without any chance for the player to react, is broke, and needs fixing.
Yes... this is something we have come to learn from Rimworld. A huge tribal raid attacking immediately? Learning curve, deal with it they say... Hive of about 5 or 6 bugs that need to be destroyed within a day and a bit? Pretty simple in my mind...
#203
Ideas / Re: online mode
August 26, 2016, 05:05:50 PM
This is probably the most suggested idea on this forum. I know this is your first post, but in future consult The Frequent Suggestions Thread: https://ludeon.com/forums/index.php?topic=12024.0 before you post a suggestion.Basically, it will never happen...
#204
Wouldn't it be pointless? My reason for thinking this is that, if the early warning is to be effective and not just OP, then it would need to have just a message 'A hive is coming your way', in which case it is no more useful than the regular Infestation event signal. If you choose to give a location, then you could quite easily exploit it by either placing mines and traps right next to the area or just blocking it in to contain the threat. My point is, If it ain't broke, don't fix it...
#205
If you rescue a pawn, there should be a mood buff of around +15. Currently, there is no real, sensible way of incorporating another reason to rescue them that outweighs capturing and selling them to slavery. Maybe if the pawns dropped with valuables such as Silver, Gold, Jade etc and offered to give them to the colony in return for hospitality and medical treatment. This would need to be a rescue-only deal, as otherwise you could capture the pawn and take the goods regardless.
#206
Ideas / Re: Can we add Counseling?
August 26, 2016, 01:49:25 PM
The best way to go about counselling, in my opinion at least, is to attempt to reduce or even completely remove each debuff separately, and then replace them with good 'I had a chat with the counsellor' buffs.

So, for example:

'My wife just died. -25' becomes 'My wife just died, but the counsellor helped me through' -20. Then, eventally, it becomes: 'My wife just died, but the counsellor helped me to understand and come to terms with it...' +/- 0.

Like taming animals and recruiting prisoners, there should be a limit to how many times a counseller can attempt to raise someone's spirits in one go.



#207
Ideas / Re: Prostitution
August 26, 2016, 11:03:41 AM
Prostitution is an interesting mechanic, but this would make Rimworld a mature game, and would give the game a darker, less innocent feel.
Of course, Rimworld could quite easily add more adult-themed features, since it already has drugs, alcohol and cannibals ☺

I do not know what Tynan wants Rimworld to become, but I would imagine this is a bit far-fetched and grizzly, even by Rimworld standards.
#208
Ideas / Mechanoid Owning and Utilising
August 26, 2016, 04:31:26 AM
Since mechanoids have extreme fighting ability and a human-engineered brain, it is possible they could be communicated with and eventually interacted with by colonists.

My idea: When mechanoids raid/drop in a ship, if they get incapacitated by your colonists then you should have the option (In some sort of 'Interaction' profile tab) to rewire them. You would need a 'Mechawire', which can only be obtained in either a crashed ship (Deconstructed) or by orbital trade. If the colony has this item in a stockpile, then you will be given the option to rewire the mechanoid. There is a 80% chance that the mechawire will be succesful in communicating with the mechanoid, and this is shown in a top-left message.

If the mechawire is succesful, you can communicate with the mechanoid in a new profile tab 'Mechawire'. The options:

  • No Interaction - Self Explanatory
  • Friendly Communication - Raises 'Trust' meter (Top of tab, like a Joy bar)
  • Attempt to form Alliance - Colonist Attempts to communicate with Mechanoid, trying to form an alliance. If the trust bar is high enough, (Each mechanoid has a different level, and the minimum level bar is invisible) then the mechanoid will pop up in your colonists tab and you can utilise it!

When you own the mechanoid:
Mechanoids do not need to be fed and will not sleep, but they are limited as to what they can do:
Scythers: Flick, Warden, Hunt, Mine, Haul, Research, Craft, Smith and Tailor.

Centipedes: Warden, Hunt, Haul

Obviously they can both be used to aid your colonists in combat, and can be drafted just like other colonists. Mechanoids' weapons will be hidden until drafted, and Centipedes can pick up different mechanoid weapons.

Mechanoids do not need to sleep as such, but require at least 3 hours of recharging per day at a Recharging Station.

New Objects:
Recharging Station - Costs 6 Components and 100 Steel. 2x2 object, rotatable. A futuristic-looking, 2x1 square electric pump station, with a 2x1 area in front of it where mechanoids stand to recharge.

New Mechanics:
Machining Table has a bill to craft Inferno Cannons, Sycther Cannon (Probably Wrong Name!) and Centipede Laser Turret (Probably Wrong Name!).

You can now take mechanoid weapons when either they are downed or killed. They can be hauled to your stockpiles and then equipped by a colony mechanoid.

Warden job becomes 'Negotiate', this colonist can warden and communicate with mechanoids.

Mechanoids have their own section within the Work Tab, Routine Tab and the Assign Tab, as well as their place in the colonist toolbar.

Mechanoids can be drafted and controlled just like regular colonists, and use cover at different effectiveness levels depending on how it covers them. Centipedes would find sandbags slightly less useful than colonists, whereas they would be at full effectiveness behind a rock wall as it is tall.

Mechanoids can be named, and their character tab has a skill chart of all the things the mechanoid is capable of and at what level.

You can access the health tab of the mechanoid and heal it. You can only heal the mechanoid with Glitterworld medicine.

Your mechanoids, like animals, can be sold off to a trader for a high price. You can also buy mechanoids from traders, but this is very rare and expensive.

I don't think I missed anything, but feel free to comment and add ideas. Good suggestions may be added to OP.
#209
Off-Topic / Re: Anybody Playing The Escapists?
August 16, 2016, 09:46:07 AM
Oh well, sorry to hear that! It is really grindy, but I made a guide to escaping every prison. You can find it here if you wish:

http://steamcommunity.com/sharedfiles/filedetails/?id=744660110
#210
Off-Topic / Anybody Playing The Escapists?
August 14, 2016, 02:37:55 PM
Just curious  :P

It's a great game, and it's pretty cheap too:

Buy Here (Steam): http://store.steampowered.com/app/298630/