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Messages - Quasarrgames

#136
personally, i think mechanoids need a little more development before any decisions can be made on this issue. For one i think we need some type of "controller" or "queen" mechanoid, or more development with their apparent psychic abilities.

P.S. I voted unsure
#137
Ideas / Re: Enemy Leaders
August 27, 2014, 09:00:32 PM
I don't think this is a question of if, it's more of a question of when. Otherwise, all the people who got the pirate king pack will be very enraged.

Also, i remember once spawning a raider who was apparently a pirate king, so i don't think there's any going back now.
#138
Boomrat cannon XD

Actually, i think a modder made one. Can't remember the mod's name, though.
#139
I think in The Quick And The Dead (Billy) the Kid said something along the lines of "i took out the firing guard on this gun so it would shoot faster, but don't wear it when you're drunk, or you'll shoot your toes off!"

I guess that's what happened.  :)
#140
While we're on the topic of rebalancing plants, i'd like to point out that all plants take ridiculously small amounts of time to grow. potatoes normally take 70-120 days to grow (i think) and they grow in only 2. Same thing with strawberries and agave (what ARE agaves anyway? i know they're real fruit, but i thought they grew on trees).

Speaking of trees, growing them (and cacti) in a couple weeks instead of 30+ years is quite a feat. I know, they have to grow like this for balance reasons, but then maybe they should be known as genetically engineered "accele-trees" or something.
#141
General Discussion / Re: Slave trader?
August 25, 2014, 10:14:33 PM
I think trade ships are mostly random, both in occurance and type of items for sale.
#142
General Discussion / FEAR
August 25, 2014, 10:13:26 PM
I know i'm  little late to the party on this one, (very sorry about that) but i've been meaning to ask, why was fear taken out and happiness was renamed to mood? Also, when will we get fear back, if we will get it back at all?

Can anyone enlighten me on this? :)
#143
Stories / Re: R'Akas
August 25, 2014, 04:54:07 PM
Very good!

I think a lot of the rimworld stories people write could be semi-successful TV shows if someone invested a decent amount of time and money into them.

Also, funnily enough, in my head the captain has Nicholas cage's voice XD
It's probably because of all he dramatic... pauses!
#144
Quote from: Lost Cause on August 22, 2014, 02:35:26 AM
Quote from: Raufgar on August 22, 2014, 02:26:38 AMYup, sorry to burst the bubble, but once you dig through it will open up to rest of the map. Though in my case, it only showed me half the map, couldn't make it show more, so I had to report it to Ty. Did not find what the problem was though. Possibly a bad mod...

I had a similar less extreme experience with a map. 3 quarters of it showed up as mountains and I immediately started planning the biggest, best, most epic base ever!!! Then I tunneled into a bit of rock and all of a sudden the mountain vanished and was replaced with a massive open area that stretched to other sides of the map.
There wasn't even enough rock for my colonists to hide under.
Kind of a heart breaking experience really :p

Happened to me too! :P
#145
General Discussion / How to beat crashed ships?
August 25, 2014, 10:43:24 AM
Okay, so every time i make a colony in alpha 6 on randy random challenging, the same thing always happens. Somewhere between day 100 and 150, i get a small raid that i easily take care of. However, right after the raid i get a crashed ship part. After that, my colony falls within a week. This is the way i deal with it, and this is the way that my colonies always fall:

So after the previous raid there are corpses everywhere, so i spend a day or two cremating them and making sure my colonists are prepped for the assault, all the while pounding the ship with mortars.
After that i send my colonists to the ship to start the first wave of assault. I always get 3 centipedes and 2-3 scythers, and the scythers force me to retreat due to the fact that their charge lances are so powerful.
after that i recuperate for a couple days, and then i send a second assault. By now colonists are starting to mental break. the second assault usually goes okay, but at the end colonists are mental breaking left and right, and the psychic drone gets stronger. and then everyone dies or goes insane. the end.

What am i doing wrong?
#146
Ideas / wont grow in nighttime
August 24, 2014, 05:24:20 PM
I've noticed in alpha 6 that plants won't grow in nighttime, even if you have a sun lamp right next to them. Surely a plant would still grow if it had light no matter what time of day it was (or would it? I'm not a herblogist). Either way, i think this should be taken out. Otherwise, sunlamps don't really have a point.
#147
YESH.

I think this WILL happen eventually, it will just take a very long time before it is implemented.

I wonder how long exactly? Six months? A year? Two?
#148
General Discussion / Some Mechanoid Fan Art
August 23, 2014, 11:25:28 PM
I got bored and wanted to exercise my amateur painting and Photoshop skills so i decided to make these:

Schyther:

This is what i originally thought that schythers would look like, kind of like a hound or something. I also thought that the charge lance would be an actual charged jousting lance that would basically instakill people.

Feel free to constructively criticize
#149
General Discussion / Re: Cool World Seeds?
August 23, 2014, 09:53:51 PM
Here's a kinda cool one:

lv1

no screenies of it, sorry, but if i remember correctly, it has a mountain that is almost 6km tall on it
#150
Ideas / Re: Suggest A Personality Trait!
August 23, 2014, 06:40:15 PM
hyperintelligent:

learns all skills twice as fast

has +10 mental break threshold