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Messages - Kagemusha12

#16
I have to agree with Tynan.
I for my part also avoid hunting with melee weapons ... if you hunt  larger animals like Ibex or Deers, or predatory animals like Dire Wolves, using melee weapons is a recipe for desaster (i.e. numerous nasty wounds)
Those restrictions are helpful for me, and surely also many other players  (i.e. less micromanagement as you don't constantly have to check for hunters having ranged weapons)
#17
General Discussion / Re: Male turkey randomly wanders
August 17, 2016, 10:01:13 PM
Has he got food in his designated area?
I occasionally have encountered animals wandering outside of their area, if they are lacking food in the area I designated.
Also, if you just assigned a pet to a zone and the pet still has some task that leads it outside the zone, it will first accomplish the task and only afterwards will obey the new zone restrictions.


As for raiders attacking your pets:
Yep, pretty normal ... your animals are flagged as hostile animals fto the raiders and they will attack them on sight, just as your colonists (when drafted) will attack manhunter animals on sight
#18
Or just temporarily close the trapped path with a wall (either at its entrance or exit) when releasing prisoners, so that the prisoners are forced to take the doors (thanks to the "uninstall" and "install at"-commands for walls, this is fast and doesn't cost any additional resources (except for building 1-2 tiles of walls firsthand))
#19
Quote from: SpaceDorf on August 17, 2016, 09:56:57 AM
Well the Leader thing is there in Rimworld.
I killed a few myself :)

Oh interesting .... seems then, like my colony hasn't been important enough yet, to warrant an attack that includes the tribes/pirates leader :D

Quote from: SpaceDorf on August 17, 2016, 09:56:57 AM
But I think, aiming for DF would be a bad thing for rimworld.

Yes, sure, wouldn't want it to go full steam towards a DF equivalent in space (with a world generation duration that (like in DF on my computer) lasts 3-4 hours :D )
But some kind of textual history of your own colony would be nice IMHO ... like:
1. Spring 5500 AD Jules, Keuneke and Rose crash on Asterion Prior
4. Spring 5500 AD The colony has been named Elysis
15. Spring 5500 AD A raiding party of Canto of Galga, led by Anamû, attack the colony, resulting in 2 killed tribals.
15. Spring 5500 AD Rose lost her left thumb
15. Spring 5500 AD Frandle of Canto of Galga gets captured by the colonists
10. Summer 5500 AD Frandle of Canto of Galga gets released by the colonists and returns home
8. Fall 5503 AD Keuneke crafts a legendary LMG
#20
I don't know if this comes from CCL or from Realistic Weaponry, but in my game, sieges don't drop any steel.

Instead the siegers go for the nearest steel supply on the map (which usually is the supply in my fortress). Something that, of course, leads to desaster, as the haulers get killed and afterwards, the siegers do a frontal attack on my fortress, resulting in them fleeing as fast as possible, after the next 2 or 3 of them get killed during the attack ;)
#21
To add something to SpaceDorfs posting:

Sometimes you even have leading figures of another (for example goblin) civilisation taking part in Dwarf Fortress sieges. If they get killed during the siege/attack, the other civilisation puts another person into the position.

Also you have a game mode called "Legends" in which you can see all important events in the history of the game world (and also all important figures together with the events surrounding them). Which later includes events surrounding your adventurer or your fortress and people living in it
It is definitely something I am missing about Rimworld
#22
I can definitely agree.
After 2 weeks of toxic fallout ~60% of my map had turned into a barren wasteland.
Now, almost 1 year after that, trees have spread again in the region that was devastated the most.

Grass and Dandelions still are struggling to appear in the affected region (and only thrive in the rim regions of the map, which was the part that was the least hurt by the fallout), but that can well be explained by the fact, that they serve as food for many of the animals roaming the map.
#23
Quote from: Reviire on August 16, 2016, 04:25:54 AM
Quote from: Kagemusha12 on August 15, 2016, 09:02:07 PM
Are there any colonist weapons that use the Scythers 5x35mm Charged Cartridges?

Charge Rifles use 6x24mm, so they seem to be useless for them ... therefore I currently wonder whether I should melt them or if there is some other weapon further down the tech tree (haven't reearched everything yet) that uses them
Specifically for the Scyther charge lance, IIRC. Melt them down.

Thanks :)
#24
Are there any colonist weapons that use the Scythers 5x35mm Charged Cartridges?

Charge Rifles use 6x24mm, so they seem to be useless for them ... therefore I currently wonder whether I should melt them or if there is some other weapon further down the tech tree (haven't reearched everything yet) that uses them
#25
Well, each cooler can only cool "so much".
It all depends on 3 variables:
1. How much space there is to cool
2. How much coolers there are
3. How much wall tiles connect the inner rooms with the outer world (and how thick they are)

If you have only few coolers (2 coolers are what I use on my fridge, with 9*7 tiles and surrounded by double walls), a large base to cool and lots of thin walls that connect the inner spacxe from the outer space will result in rather poor cooling.

Or to sum it up:
The coolers try to cool the base down ... but the walls connecting to the outer world heat the base up.
It will stabilize at an equilibrium, dependant on the variables I mentioned


So, yes, you want your base cooler, then use more coolers.
Or remove some vents and replace them by walls, thereby decreasing the space that gets cooled by the coolers

(It doesn't matter how deep you set the settings btw., if the set temperature isn't reached ... the temperature you set only determines when the cooler is switched on ... therefore your coolers in your example will do the same job if you set them to -5°C, as they do with your current settings (i.e. -100°C))
#26
General Discussion / Re: How to get megatherium wool?
August 15, 2016, 01:16:07 PM
By taming a Megatherium and then waiting till his wool has grown, so your animal handlers automatically get the shearing job.

Or by buying the wool from traders ... or by getting drop pods with Megatherium wool
#27
Quote from: Skaliri on August 15, 2016, 11:24:33 AM
Oh, one last tip, cause the amount of food usually is not quite enough to last until the first harvest for me (even with rice, which I *think* is the fastest growing of the main growing crops), but most biomes have some kind of natural food source on the map. Unfortunately, the only thing that springs to mind right now are the berry bushes in the forest biome, although I know there are more (someone else? :D)

You can manually select harvest on individual plants (if grown far enough) or go to architect tab and select harvest tool and just drag, so you can just harvest all the berries in that area.

The other natural plants are Agaves.
Unfortunately, because they just appear as green plants, it often is difficulty to distinguish them from the other plants growing on the map
#28
General Discussion / Re: Sun lamp ?
August 15, 2016, 09:01:07 AM
For a normal (i.e. non tribal) start the sun lamp should be available from the beginning on.

It can be found under "Misc."
#29
AFAIK you cannot ... for the reason you already described
#30
Quote from: SpaceDorf on August 14, 2016, 08:02:40 PM
...

Boooooring ... Try Toxic Fallout during a harsh winter, followed by a Bug Outbreak just after opening a Secret Chamber with Mechanoids ( increased underground to much ^^ )  .. during which a Raid happens.
Followed by a psychic ship right before your entrance ..

Reminds me of my game ...
during the spring a 2 weeks toxic fallout that turned ~60% of the map into a barren wasteland.
Then, in summer and fall, 2 seasons of volcanic winter.
All forcing me to rely on basic indoorsa farming.

And now, in spring of the next year, shortly before I would have been able to bring in the first harvest of my outdoor farms  (after the incidents described above), with most plants being grown 70-90%, I get a blight that  destroys 90% of all plants indoors as well as outdoors.

So, yes, the game has a tendency to troll the player :D