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Messages - Xav

#1
General Discussion / Re: How large should bedrooms be?
January 11, 2018, 03:13:58 PM
Man, I spoil my colonists with 6x6 rooms and double beds :o
#2
General Discussion / Re: Dealing with Toxic Fallout
December 02, 2017, 04:00:37 PM
Create a "Toxic Fallout" zone that only contains the areas you want your colonists to go during the event.  Assign all your colonists to that zone.

Make sure the majority of the zone is covered with roof - even the paths for walking.  I usually add a wall every 5 or 6 spaces and add a roof zone.

Hope this helps you.  Good luck.  ~Xav
#3
Bugs / Re: Pirate Leader Recruitment
August 13, 2017, 11:31:30 AM
I just encountered the same event.

The notification event of the pirate faction's change of leadership shows the old leader's name followed by the new leader's name which is the same as the old leader.
#4
Perhaps they don't want to walk by all those ugly pieces of debris next to and on the road?
#5
Ideas / Re: News
May 10, 2017, 10:42:41 PM
Quote from: Hans Lemurson on May 09, 2017, 09:42:00 PM
More mysterious than that is the vitally important piece of news that "EVERYBODY WHO HAS EVER TRIED TO RAID THIS BASE HAS BEEN SLAUGHTERED" never seems to get passed on. 

Did the survivors seriously not tell their clans? 
QuoteOh yeah, bob got lost on the way over.  Stubbed his toe.  But we definitely won.  The raid was super-easy and is totally a thing I would recommend doing again. For the glory of our tribe and certainly not because I am too ashamed to admit defeat.

But yes, it is weird how word gets around so fast.  I also approve of any system which can trap you into "One of those plans.  You know, the kind where we kill everybody that notices we're killing people."

Aye.  From a story telling perspective, it makes sense to me.  This could also open up a game mechanic that, for example, would allow a faction to send a (late-game style) heavily armed search party to 'visit' your colony if the previous trade caravan never returned home.  The party spends a little time in your home zone...chats with some your colonists....gets the scoop.  If this party leaves the map, the offended faction learns about the event with 100% chance and immediately becomes hostile and will attack from that point on.  There could also be a 50% chance that, after the party learns of the fate of their comrades, that they immediately attack your colony.

Other game mechanics could spring from events such as these.  Random events such as a faction will send fewer trade caravans due to pirate's raiding them, and/or YOU killing them and the faction, for some reason, never hears the news, or even a faction becoming suspicious of YOU regardless of your actions.  Perhaps, a friendly faction enjoys a bumper crop, and/or hears NEWS about you having a excess of food/etc..., and an event occurs, that lasts a year, that increases the chances of a trade caravan stopping by.

I think it would interesting if in the late game, the pirate leaders began working together to take your down.  They could form separate, but coordinated attack groups consisting of mortar, assault, and sappers and attack all at once from random points on the map.  This could happen after you have repeatedly defeated each of their pirate attacks individually and this NEWS reaches the pirate factions over the course of years.  Any one of the pirate leaders could message you, demanding a bribe or they will attack your colony with their combined strength.

Lots of possibilities.
#6
Ideas / News
May 09, 2017, 08:05:00 PM
Sometimes I do wonder.......how would they know?

That is, how does the faction know what happens in your colony and knows that their entire trade caravan has been wiped out of existence?  The answer is, they don't, unless the word travels.

I can see how the current system can work during battles/raids/etc....witnesses return home to tell.  But, a prisoner confined to one room gets his left lung removed and instantly, his/her faction knows about it???  *HOW*

The 'word' has to travel and that takes time, if the 'word' gets out at all.

I think faction relations modifiers (whether + or -) should have a probability of becoming effective that changes over time.

Example A:  If only your colonists know about the event there would an 20% chance that the news reaches the other faction within 1 in-game day. 

Example B:  If there any visitors that come within talking distance of any of your colonists (except for perhaps the non-talkative ones) and the two AIs actually SPEAK to each other, the 20% becomes 80% that the faction will hear the news in 1 in-game day after the visitor leaves the map.

Example C:  If the event occurs while a visitor is in the home zone and the visitor leaves the map, 99% chance the faction will get the news in 1 in-game day.

For each example, after 1 in-game day, the percent chance would decay by 50%.  So, the 20% would become 10% on the 2nd day, and 5% on the 3rd.  There could be one random point in each day where this chance is applied and the faction has a chance to 'hear' the news.  This would continue while the percent chance decreases to and remains at 1%, for one full year at which point the news is given a 0% and has no chance to reaching the faction.

In effect, you could completely decimate a trade caravan and as long as there are no survivors you'd only need to worry about the 20% chance that the home faction would hear about it.  That is, until ANY visitor arrives.....if you don't want the word to get out that you exterminated a trade caravan, you'll have to plan the demise of any passer-byes and visitors, additional trade caravans, etc....or risk the 80% chance.

A lot of 'what-ifs', but just a quick idea that come to mind.
#7
Where do your pawns eat?  I see no table/dining room.

Adding an access door to the south wall of the freezer would allow your cook quicker access to raw meal ingredients.

Just a thought.  Good luck!
#8
I use double doors.

Like so:

[Interior BASE]

WWWDWWW
   W        W
   WWDWW

[exterior BASE]

If the manhunters take down the first door, they won't know to take down the second.  Just make sure if your pawn is through the 2nd door before the manhunters take out the first door.  Stone doors, although slow to open, but being high in hit points can help a lot with this.
#9
I always enjoyed reading the change log.  I was disappointed when Tynan stopped updating it.
#10
I tend to enjoy Random on rough difficulty setting.

Moderately sized raids (although they can come in quickly after one another) and no bonuses.

Plenty of events and (usually) plenty of time to recover from them and build/manage.  Sometimes it is too easy and sometimes too hard, but I think that is the point of 'Random'.  I find it to be a balanced way to play.
#11
+1 for experiencing the same event/result multiple times.

Activating the Rimworld window does force the colors to revert back to normal, though.
#12
Bugs / [A16] Unfinished clothing stockpile
February 17, 2017, 10:02:34 PM
It seems that pawns are not hauling unfinished clothing to stockpiles that are set to allow unfinished clothing.

I recall this functioning correctly in A15.

Perhaps I don't have the correct settings?

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#13
Bugs / [A16] hauling to stockpile bug
January 25, 2017, 08:57:23 PM
If two pawns are hauling two of same type of item to the same destination, after pawn 1 is assigned the task to haul item 1 to stockpile 1 (which is only 1 tile and is configured to accept the type of item), pawn 2 can not haul item 2 (of the same type as item 1) to the same stockpile 1 until after pawn 1's hauling task is complete or cancelled even though the stockpile can hold the total amount of item 1 and 2.
#14
General Discussion / Re: Mortars: Useful or not?
January 25, 2017, 07:09:04 PM
Only tried to use mortars when they were first introduced and haven't used them since.

1. Grossly inaccurate
2. Long load time
3. Long aiming time
4. Long shell travel time
5. Minimum distance makes no sense...fire a shell straight up and IT WILL come back down on top of you (barring wind direction).
6. Too expensive to build, given reasons 1 - 4.
7. Shells aren't infinite anymore, extension of reason 6.

Ultimately, I've found them unreliable.  A squad of 3 or 4 snipers = reliable, in comparison.
#15
Seems like a bug to me.

The grizzly was shot by the mechanoids, but some reason is choosing to take its revenge on me.

Fairly self explanatory.

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