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Messages - Fuhman

#1
"Alright boys and girls it's time to leave this shithole!"

"What about our dogs?"

"Ah beat the shit out of them and stick them in pods."

I didn't think that was the way my colony would pan out but hey.
#2
On the rimworld every game is based on, a previous civilization had risen and destroyed itself, and all technology and knowledge was lost. The survivors are the primitive tribespeople you encounter, hence the primitive weapons.
#3
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 19, 2017, 09:28:58 AM
I have to admit, primitive weapons deal colossal damage at times; I'm not complaining, it's just odd that a longbow can completely remove a leg in a single shot.

Odd, and quite terrifying.
But yeah, I think the main issue here is the quantity of attackers. I find that I end up laying out my defences to counter this more than say, Mechanoids or raiders. Towards my late game I tend to have stockpiled so much stone I can effectively funnel all those squishy meatbags into channels where molotovs and LMGs can make short work of them. Turrets are only effective as expensive landmines for the melee attackers to turn themselves into coarse pâté with.
#4
Hey man does this work on A16?
#5
Outdated / Re: [A12] Wargs only (test mod)
December 17, 2015, 01:55:41 PM
Quote from: LittleGreenStone on December 17, 2015, 03:48:33 AM
Quote from: MrDyl4n on December 16, 2015, 12:00:00 AM
Sup guys, I decided to try modding, so I made this mod to understand basic folder structure. This mod is painfully simple, I made it in less than a minute.

All it does is change the "manhunter pack" event to only spawn wargs. Wargs were the first animal I ever had a pack of to fight, so I kinda thought that they were the only one. In my opinion boomalopes are too goofy to be deadly manhunters.

Download Here

I'm hesitant to download this...
I agree, boomalopes shouldn't be manhunters, especially when only one must be killed to effectively kill them all, like 20 or so... Happened to me once. That said, squirrels, boomrats, muffalos, elephants, or any other herbivores should be excluded as well (in my opinion).

Omnivores, but especially carnivores that look like they'd want to hunt your colonists in packs, like wargs, huskies, scarabs, maybe boars even, would be great.

Are you planning on adding any other species to the list?

In my opinion, Wargs are most likely to go nuts and hunt down humans. Huskies are also likely, as are any dogs, but elephants and the like? Nah. Just because they can kill a human doesn't mean they'd actively seek them out to chew on them, and I doubt scarabs have the mental capacity to wage all-out war on a colony.
I suppose you could have a flock of 'violent' animals that mill around as per, but go bonkers and try rip off your goolies should you get close, but that's a bit more complex.
I'm happy with this mod as is, as having a dozen or so elephants lay siege to me seems a little.. odd.

Each to their own though!
#6
Outdated / Re: [A12] Wargs only (test mod)
December 16, 2015, 10:19:22 AM
I second this. Nice mod!
#7
Ideas / Re: Rimworld and plumbing?
July 27, 2015, 03:10:28 PM
We need to remember that storytelling comes first with Rimworld. There's such a thing as the game trying to become too realistic; it isn't a survival sim at it's core.
#8
General Discussion / Re: Bird
July 25, 2015, 07:28:29 AM
Topic: "Bird?"

Message: "See above."
#9
Stories / Re: Ground Coffey
July 15, 2015, 04:49:55 AM
Quote from: Mr.Cross on July 14, 2015, 10:43:12 PM
Segrog, just to let you know R.I.P. is Rest in peace. Just thought you'd want to know.

He knows, don't worry.
#10
He do is
#11
Quote from: eatKenny on May 14, 2015, 05:17:21 PM
i just made a small mod for this:

https://www.dropbox.com/s/qbq7fx8px496dh6/Anti%20Tank%20Weapons.zip?dl=0

it has Anti-tank rifle and Anti-tank rocket launcher with armor-piercing rounds.

Hey, nice one man! I'm away from Rimworld at the moment, could you give me an idea of the stats? I love the textures btw.
#12
Ideas / Re: Fog of war?
May 14, 2015, 04:13:13 PM
Quote from: Kegereneku on May 14, 2015, 04:01:42 PM
Quote from: Anduin1357 on May 14, 2015, 02:36:23 PM
First point.
Kegereneku believes that the entire thread is all about classic FoW and seems to forget the compromises everyone else makes to try and fit their respective concepts into the game.

As a first point it would have been appreciated to not be a blatant lie. This is not a 'civil approach' to misrepresent other views in an attempt to discredit them to your liking.

There is so much wrong with the rest of your post that I will simply not bother. One thing is sure : you are not "mediating" anything, no matter what you seem to believe.

That's literally what he's doing. I don't understand how it could be anything else. Simmer down, you're getting all uppetty when there's no real need for it. The fella is calming the situation nicely.
Blimey this thread is intense; I've broken a sweat just reading it.
#13
Yeah, buffing the otherwise useless EMP would be much more useful; they only appear to work for a short duration.
I'm sticking with my AT rifle idea - limited, manufacturable ammunition.

I'd rather a scenario where, whilst the Centipedes trundle en-masse to my frontlines, I can send a squad to fire several rounds with the hope that whilst they won't destroy them with each hit, they'll be considerably weakened and thus more susceptible to small arms fire. I would rather that scenario than insta-kill weaponry, the thought process therefore would be to stack the weapon and deploy them in times of need - where's the threat if you'll already neutralized it with OP weapons? Half the fun of this game is wondering how you'll survive the next event, and if you do, what resources will be expending as a result.
#14
Thanks for the appreciation
Remember you can't make a weapon insta-kill, or its simply too overpowered and all threats become nothing except for inconveniences. The reason for the (expensive) missile weapons is part of last-ditch arsenals - fire and forget, single use 'quick retribution'. A weapon that is dedicated to a single purpose, like the anti-tank rifle, would make it useless for all bit the slowest and most armoured targets: Centipedes. Give the weapon short range to further nerf it and force colonists into combat as opposed to sniping the living hell out of them from a distance.
#15
A better, more balanced variant could be an anti-tank rifle. Very low rate of fire coupled with less than average accuracy but offset with very high damage. No bleeding on organic targets either. Essentially a high-calibre bolt rifle, perhaps similar to the super-heated steel rebar-throwing crossbow collected in Half-Life 2: if you smack someone with one of those bolts they're as good as dead, but they have very slow reload, no splash and if the target is moving you're unlikely to score a hit.
Perhaps to further balance the weapon, you must manufacture the bolts: these are stacked in a stockpile and the number automatically reduces with each shot fired, similar to artillery shells except with the implication that the colonist has the bolts on their person... Perhaps in lieu of a meal in their inventory if the bolts can be portable?

Either way, I'm on board for this but it's important to remember this is a weapon suitable for destroying highly armoured targets, not a weapon designed for the total annihilation of armies, allowing your colony to have similar firepower to a small army.