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Messages - dStreamline

#16
General Discussion / Warm Climate Soldier Layouts
June 23, 2017, 04:22:54 PM
I have been looking at the wiki for some time now, thinking what gear to give to my best soldiers (around mid game right now with far too many alpacas for my own good).

Most of it is pretty straitforward: steel advanced helmet, armor vest and devilstrand shirt/pants. The one question is whether to have alpaca wool dusters (cheap in my case and exceptionally good insulation), or to go for devilstrand all around for that extra protection.

With heat waves being a rolling issue, and most of my colonists off on far hunting trips I tend to go with alpaca wool to keep them from keeling over. I would be curious to see what most peoples' opinion is on this.
#17
General Discussion / Re: Medieval Starting Tech?
June 21, 2017, 03:06:14 PM
True, but there is also the technology level that slows down future research. Medieval starts would still have better research speed than neolithic starts. It just seems odd that there is no option for this.
#18
General Discussion / Medieval Starting Tech?
June 20, 2017, 10:42:02 PM
Did some messing around with some custom scenarios, and doesn't seem to be any "tech-level" option.

When creating a scenario in the editor, is there any way to select a medieval starting tech? Currently only seems to be neolithic or industrial. Would also be cool to be able to select a spacer tech level.

Not sure if this is a thing yet (haven't seen any options for it), but just curious if anyone can verify.
#19
My colonists are not very talented, but resourceful they are...

Here they are in the middle of the arid shrubland, with heatwaves galore and no food to speak of, so I order one of my colonists to brave the heat, and get some agave fruit for the ones dying of starvation and heatstroke. Long story short, colonist dies of heatstroke right at the door, so my colonists still have a food problem. :(

Eventually they come up with a new plan. The colony's doctor decided to carry around and feed the freshly baked corpse to everyone in their room individually! Most morbid room service I have ever seen...  :o

RIP Rice, you will always be with us.  :'(
#20
Would be curious to see how long it takes for cryptosleep sickness to wear off. Might make a difference towards the end of a battle, or to combat mechanoid ships/seiges (with long prep times).

Maybe not the best for first response situations, though. :o
#21
Ideas / Re: Autonomous/Independent Town Creation
June 18, 2017, 12:51:51 AM
+1

Who says only the other factions should be able to build empires?

All hail the legion of human hats!  ;D
#22
+1 to the first point.

Perhaps it could be a new job type, this exchange of experience. Like wardening its effectiveness could be related to the teacher's social skill. Something sensible would be to cap it at the level of the teacher (for example a level 8 at medicine would only be able to teach other pawns UP TO level 8, but not over). Passion could also play a role in this, with higher passion allowing the teacher to educate a student to the same level as him/her, but lack of passion would reduce this.

Would be a good idea to suggest this on the mods thread.  8)
#23
Ideas / Re: Animal is hunting colonist!
June 18, 2017, 12:36:33 AM
+1

Good catch.

Maybe extend it to tame animals as well?
#24
It would be interesting to see what's the trade-off between luciferium, and the incurred cryptosleep sickness.

If not, I guess I'll have to go back to juicing-up my army of attack squirrels...  ;D
#25
General Discussion / Re: The value of "Mystery"
June 16, 2017, 11:15:30 PM
This concept of "mystery" is like the cocaine of plot design. >:(

Used sparingly, and only with an express purpose in mind, does it actually become useful. Otherwise, it is much more of a cop-out for lazy writers, or in this case video game designers.

Tynan seems to be going in a good direction with Rimworld, expanding it in places where it would naturally want to go. Simply because there is more that can be seen doesn't mean that there is less mystery in the world, or the Rimworld universe in general.

There is still the question of the mechanoid origins, the ancient ruins, and the fact that some colonists may be hundreds or even THOUSANDS of years old (bringing into question how and why they ended up in the ancient ruins in the first place), as well as the nature of the precursor civilizations mentioned in-game. In short, the new world update has cast aside SOME mysteries (how could it not), and has added just the right blend of adventure and choice to an already fantastic experience.  :D

I couldn't disagree more with this comment...
#26
Sweet!

Seems like scyther blades would be especially useful, since the pawns wouldn't do work anyway. What was your loadout?
#27
General Discussion / A "solution" to luciferium?
June 16, 2017, 09:53:14 PM
For the longest time it seemed like luciferium was a fancy way to kill off your colonists, given its deadly withdrawal symptoms and its overall rarity. However, I think I have a solution to this, and a possible new use...

Since cryptosleep pods can store colonists in stasis pretty much forever, a luciferium induced colonist could be placed inside before the symptoms eventually kill them. When more luciferium is found they could be re-animated, and given another dose to keep them going. This got me thinking though...

What if a colonist of high enough shooting or melee stats was intentionally given luciferium to become a sort of super soldier, and then kept in stasis until the colony needed them?

Feels a bit like the Resistance series, with the character Nathan Hale (but with cryptosleep).
#28
Ideas / Re: Fences!
June 08, 2017, 01:47:50 AM
The main differences that I would envision from something like this, would be that they would block movement, would look better (since sandbags are essentially a permanent scar on colony beauty :P), and would be made from normal materials.

However, I like the idea that they might be weaker, as well as cheaper than sandbags, given that's pretty close to real life, with most outside fences crumbling under sustained fire, and sandbags being able to soak up huge amounts of damage.

A big difference (IMO), would be that sandbags are a more industrial, gritty solution to providing cover, while fences would be a neater, more polished solution, albeit more fragile.
#29
Ideas / Re: Neutroamine
June 07, 2017, 07:54:28 PM
There is some point to this, especially given the fact that one eventually perform research to make things like "Antimatter Engines" or "Cryptosleep Pods" both of which are incredibly complex technologies far more advanced than simply manufacturing a chemical ingredient.

Granted, the process would probably have to be similar to component manufacturing, so that it isn't tooooo easy to accumulate.
#30
Ideas / Fences!
June 07, 2017, 07:35:50 PM
Simple as can be (in theory at least) :D

The idea goes like so: Essentially fences would be like sandbags that can be made using the materials system, as advanced forms of cover. As well as this, they could either a) slow down movement much more than sandbags, or b) block movement entirely as proper barricades to defend against melee attackers.

Not sure if anyone would want something like this, but it seems like something that would fit the game.  :)