Quote from: Dive on March 15, 2015, 07:10:59 PMMaybe the person was resurrected by necromancy after having frozen to death in Siberia.
The game takes place in 5500 AD. 5500-3892 = 1608. I doubt there were cryocapsules at the time, so something is wrong here
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#61
Stories / Re: The Ancient Empath
March 15, 2015, 11:18:45 PM #62
Ideas / Re: Some thoughts on how to improve raider AI and pathing
March 15, 2015, 11:15:49 PMQuote from: kingtyris on March 15, 2015, 09:50:10 PMRaiders already know how to batter down doors, or how to fire a rocket at a colonist, but what about firing a rocket at a stone wall to create a breech?heh, I know how to counter that one: Build bollards out from the wall that obstruct lines of fire against the wall. If the raider attempts to fire a rocket at the wall, he will strike one of the bollards and fail to breach the wall, and if he gets close enough that he can hit the wall, he will destroy himself with the blast.
#63
Ideas / Re: New tactics for the baddies
March 15, 2015, 11:12:28 PMQuote from: Tynan on March 14, 2015, 03:22:18 AMIdeally this will mean they'll attack exposed assets as you've described. I was also thinking of trying to write an AI that would have them seek weak points in your defenses - even if it means blasting through a side wall.I think this sounds more like even more pressure to move even deeper into a mountain, since the alternative is the logistically infeasible requirement to defend in 360 degrees. We would need a larger selection of turrets and more capable power generators if we were going to go this route.
#64
General Discussion / Re: Bows: The Antichrist?
March 15, 2015, 11:04:53 PM
Well, if the turret example isn't working for you, they can also shoot and destroy granite mountainsides.
#65
General Discussion / Re: Mechanoids
March 15, 2015, 11:01:45 PM
The more enemies you have, the less likely any attacking enemy is a given specific enemy. If you make peace with the human factions, you will only get mechanoid attacks for all your attacks.
#66
General Discussion / Re: Gold is so cheap to sell
March 14, 2015, 04:34:37 AMQuote from: nuschler22 on March 14, 2015, 12:43:38 AMWell, you have to keep in mind "gold" is a "small" item, which means it takes up less space. Using a "stack of" things as a comparison, a whole STACK of gold is worth a shitpile more than a stack of shirts.
My example was that a shoddy 51% regular t shirt sold for more than gold.
Quote from: nuschler22 on March 14, 2015, 12:43:38 AMI think this qualifies as a self-inflicted injury and cannot be blamed on the game balance.
And since I'm using the combat realism mod and raiders usually don't survive I've been stuck at three colonists my whole game.
#67
General Discussion / Re: How do you remove constructed floors?
March 14, 2015, 04:32:19 AMQuote from: _alphaBeta_ on March 13, 2015, 07:43:51 AMThe game would need to track what the natural terrain was before the man-made terrain came along. This may include ancient structures as well and how they're generated.Since the map is generated from a deterministic seed, this shouldn't actually be hard to determine, since the game already knows how the map is "supposed" to be, as it can deterministically regenerate the flooring.
#68
General Discussion / Re: Screenshots of your base/fort
March 14, 2015, 04:29:50 AMQuote from: b0rsuk on March 14, 2015, 01:24:10 AMCan we use these emissions to generate power, or create a constant flamethrower to immolate raiders, thus ruining the fun?
This game needs something fun, like methane emissions underground.
#69
General Discussion / Re: I need clothes!
March 14, 2015, 04:27:40 AM
The FREEZER is too cold? Say what? What madness is this?
#70
General Discussion / Re: Dem feels when...
March 14, 2015, 04:26:46 AM
We'd need coatracks for colonists to hang their coats on when going in and out of places.
#71
General Discussion / Re: Rimworld not responding
March 14, 2015, 03:32:31 AM
If it happens while you're loading the game, or booting up, this is normal, just ignore it and let it chug away.
#72
General Discussion / Re: Arctic Colonies, Temperature, and Parkas
March 14, 2015, 03:08:24 AMQuote from: Cazakatari on March 13, 2015, 05:57:13 PMYeah, you basically need massed batteries if you want to actually hit anything. I would not recommend using them against infantry groups even if you can hit them, though. If you use them to bombard infantry-only groups, any injured that you can potentially recruit will almost certainly bleed out before you can retrieve them, and basically, you're preventing them from bringing the loot to you.
Personally I've only ever found mortars to be useful in a group of at least 5. 5-10 become devastating to sieges and especially tribal attacks that wait first.
#73
General Discussion / Re: What happens after you leave?
March 13, 2015, 04:30:31 AM
Or just not have batteries at all. I mean, previously you had a power grid that was powering your air conditioning, heating, and lights. Now you don't need those things anymore, so have your guys turn off the lights before they go, and the only thing that your geothermal plants will be powering is the guns. Who cares if the food goes bad, nobody's around to eat...
#74
General Discussion / Re: Arctic Colonies, Temperature, and Parkas
March 13, 2015, 04:13:28 AMQuote from: Andy_Dandy on March 13, 2015, 03:08:51 AMSome times it's very easy, and u can stand behind some rocks and shoot them one by one. Other times it has to be done over several days, because they have a sniper that deal damage on my sniper, or they counterattack with some melee chaps. Then I must retreat, and come back later.Yeah, THAT sounds a bit more familiar. Unfortunately, doing this does not, in fact, prevent them from incinerating your base.
Quote from: b0rsuk on March 13, 2015, 03:21:57 AMParkas have -20% global work penalty, isn't that nice ?Yeah, but since about 90% of the time-cost of work is the hauling and moving, that's less than you'd think, as work penalty doesn't affect hauling or movement, which are the primary costs of doing anything.
Quote from: b0rsuk on March 13, 2015, 03:21:57 AMI think you would probably die. You'd have nowhere to build, nothing to build it with, and everything would be on fire.
Has anyone tried flat tundra and survived ? I mean on 100% difficulty.
#75
General Discussion / Re: What happens after you leave?
March 13, 2015, 03:03:04 AM
Heh, now we need a Temple of Doom challenge: Design a fort that will continue to stand and kill all who try to enter after you leave, until you receive replacements.
