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Messages - Andy_Dandy

#121
General Discussion / Re: Tips For Cave Bases?
October 17, 2016, 04:41:24 AM
Quote from: Alenerel on October 17, 2016, 03:40:07 AM
How can you differentiate thick roof from thin?

Hover over the tile, and a tool tip tells you (another place on the screen).

I always have my whole base under full overhead mountain roof cover, so it's siege proof, that includes my defense area. Keep in mind though, that deeper into the mountain the bugs like to be.
#122
General Discussion / Re: Tribes Vs. Colonies.
October 10, 2016, 05:43:21 AM
Quote from: Britnoth on October 10, 2016, 04:09:46 AM
QuoteI hope the tech level progression will be a vanilla feature going forward. As it is, tribal tech is SO crippled that it's hard to imagine it working out most the time.

Tech level being raised would be a terrible idea. It would make the tribals actually tech faster than others once they have grabbed the first half dozen techs needed to raise them upto industrial, due to starting with more people and having easier recruits often.

For those of us that play without turrets the addition of the magic cooling wood evaporator protecting against heatwaves now leaves tribals as the easier game.  ;)

Agree, never understood those arguing it should be raised later on. I love playing tribes mostly because it gives me a game with alot longer research times, making good researcher skills and more research benchs actually being something to concider.

When it comes to fighting mechs, I have no trouble getting firearms for my pawns from pirate raiders and traders before mechs arrives.
#123
You just have to research hydroponics asap. In the meantime use all your money on food when given a chance, and live of the food brought by raiders + human flesh if needed. You also should hunt all the animals on the map at game start, and kill your starting animal the second u start the game. Another important thing is to haul all your starting Food to a safe shelter, so not eaten by other animals, you need every ration.

This is how I've always played, and I've seldom gone for that early gravel farm anyways, but straight for hydroponics. Turrets can wait, make a trap defense system walled in in the meantime.
#124
Quote from: jtekh on August 29, 2016, 06:59:07 AM
For some reason I thought this change meant that other colonists don't get hit by stray bullets because they are retarded to walk in the firing line. But no, my hunter just shot another colonist in the gut while hunting... sigh. This was in alpha 15.

It's just a reduced chance now, not a non-risk. Hopefully it will never be changed to no risk.
#125
General Discussion / Re: I don't even...
August 27, 2016, 05:25:01 AM
Start as tribe, Be 1 person, start with nothing at all, a cold boreal forest with temp. average -8 to -10 celsius. Extreme difficulty Cassandra (or RR). I love it!
#126
General Discussion / Re: Visitors eating my food
August 26, 2016, 01:23:08 PM
New bed category: Hotel bed.
#127
General Discussion / Re: AI Cores where art thou
August 24, 2016, 09:23:24 AM
I'd love to see some uses for these AI-cores (others then for the spaceship), like it being an ingredient for making a later game robot or something like that.
#128
General Discussion / Re: New to the Game - Almost
August 24, 2016, 07:52:34 AM
Quote from: BeastNips on August 24, 2016, 04:36:05 AM
These are all great guys, thank you very much!

Congrats with both buying this excellent game and the weekend with spare time from the wife.
#129
General Discussion / Re: small volume items concern
August 23, 2016, 08:28:18 AM
Rare and valuable means exactly that; rare and valuable. You can buy what you need from traders though.

Guess you found some silver at least, and steel of course, with all that mining? And yes, it is abit unlucky not finding eighter plasteel, gold, jade or uranium after so much mining. Most of the time you'll find at least one of those with so much mining.
#130
General Discussion / Re: Infestation again
August 19, 2016, 09:33:33 AM
Quote from: CannibarRechter on August 19, 2016, 09:24:58 AM
Candidly, if infestation is a game mechanic you don't like, there are various easy ways to nerf it to the ground. Enough folks find it annoying enough that I'm surprised someone hasn't published a "weaker insects" mod at this point. Perhaps I'll add that to my mod collection.

I think such a mod excists. For me it's a no go installing it, since it won't improve gameplay quality in any way or fashion for me, but rather the opposite. Making the game generally easier isn't what I'm aiming for. A mod doing what I suggested in a few posts up I'd definatly like to try out.
#131
General Discussion / Re: Infestation again
August 19, 2016, 09:31:22 AM
Quote from: Rafe009 on August 19, 2016, 09:13:53 AM
Quote from: eadras on August 19, 2016, 09:00:14 AM
2 of which spawned in the prison area. 

Of all places that cannot be rapidly evacuated the prison is the one place that cannot be. You should never have built you prison under heavy rock. Tynaan specifically made it so you have to make choices and those choices have trade-offs. The choice you made came with a consequence. There is nothing that really forces you to have to dig into the mountain IMMEDIATELY upon the shipcrash.

When Tynaan first put bugs into the game a few versions back I went well over a year before i started digging into the mountain.

This is very true, and I think my proposals has a potential of improving on these gameplay choices even more. But in any case, the things you mention are real additions to the hard choices the player has to deal with, indirectly brought to you by the infestations, and something you can't ignore without being prepared for there to be consequences.
#132
General Discussion / Re: Infestation again
August 19, 2016, 08:25:17 AM
I agree insect hive attacks could have been implemeted abit more interestingly. I'm not interested in removing them in my settings, or using mods making them less powerfull or frequent. What I'd like to see is for them to be implemented with abit more sophistication in a future alpha.

I suggest, as so many before me, that they should just be able to break out in spots with a raw montain wall. That way you won't see them in the more established parts of the mountain base with quality walls being built (perhaps also add the prerequisite of flooring in the room).

This way you'll acchieve some valuable and worthy gameplay design goals.

1) You encourage the player more to prioritise making real walls in his mountain base (with more then just the small beauty bonus)
2) Because of this you slow down the mountain base builder abit, and equals/balances out some of the benefits there compared to a base in open terrain that need "real" walls in the first place.
3) This way the player has the tools to prevent infestations in critical areas like rooms for Food Storage or Sleeping Rooms, at the cost of a bigger early Investment in these rooms. This will make for more interesting choices and priorities when building a base in the Mountains, and it's indirectly thanks to the infestation threath.
4) You can keep up the frequency of infestations, as long as the player continues to dig out new ground in the mountains.
5) It will feel more immersive.
6) It opens up for new techs allowing you to build expensive/power hungry devices that protect a certain radius from potential infestations as long as they are powered and are running.
#133
General Discussion / Re: This game is so fun!
August 19, 2016, 06:51:49 AM
Quote from: Tynan on August 18, 2016, 05:06:53 PM
I'm glad you're stoked about it :)

If you're on Steam it's be great if you left a Steam review. Every one helps and I want that 97% rating!

I should really write a Steam review as well soon. Been playing PC-games since the 80's, and no game has totally filled me with enthusiasm and swallowed me whole like Rimworld since I played the first Civilization game back in 1991. That I'm now soon 40 years old makes this acchievement even more impressive, Tynan. I'm not so easely carried away any longer. 100% from me.
#134
I guess you can still draft a pawn to melee attack an animal, and in that case some kind of melee hunting is still possible.
#135
Ideas / Re: Some ideas on improving coastal maps.
August 16, 2016, 04:12:08 AM
Quote from: Peng Qi on August 16, 2016, 04:11:01 AM
You forgot "fishing."  ;D

Yeah, the sharks need something to eat when there are no colonists arround. ;)