Mechanoids sort of class as aliens.
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#122
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
July 05, 2016, 08:07:09 AM
If a colonist is bitten and infected he can be cured normally with doctoring... Is it supposed to be like that? Was expecting to have to amputate to save my people if I'm fast enough or lose them.
Also, soon as I wall of my colony or take everyone indoors the zombies seem to deep and remain where they are standing almost permanently afterwards.
This supposed to happen?
(Also anyway I can disable the constant resurrections until the virus goes airborne?)
Also, soon as I wall of my colony or take everyone indoors the zombies seem to deep and remain where they are standing almost permanently afterwards.
This supposed to happen?
(Also anyway I can disable the constant resurrections until the virus goes airborne?)
#123
Releases / Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
July 04, 2016, 01:24:04 PM
Been using this mod a while but only just realised that whenever I try this with EdB prepare carefully, nothing falls at the start of the game.
No colonists, pods, anything! Nothing falls?
Anyone got any possible solutions? Not sure what is causing this :/
(Also yes, trying this with the easy variety of the mod.)
No colonists, pods, anything! Nothing falls?
Anyone got any possible solutions? Not sure what is causing this :/
(Also yes, trying this with the easy variety of the mod.)
#124
General Discussion / Is there any plans to develop the faction system?
June 22, 2016, 09:16:07 AM
The game as it stands is amazing, but the faction system just feels like something is still missing.
Not in terms of actual map presence (Ground traders saw to that) but specifically how you interact with them via the comms console.
Not in terms of actual map presence (Ground traders saw to that) but specifically how you interact with them via the comms console.
#125
General Discussion / Re: Your most evil deed ingame?
June 19, 2016, 06:13:57 PM
I think Starmaker1955 wins the funniest post award for Rimworld of 2016 so far.
Just lol.
Just lol.
#126
Releases / Re: [A13] P-Music v2. Adds 2 original tracks (18.06.2016)
June 19, 2016, 06:09:26 PM
Really great tracks! Not sure about the snare sample and the reverb though, sounds too synthetic. (You can hear the artefacts on the tails)
Apart from that they fit really well instrumentally and melodically.
I would compress everything together more maybe. I know it removes dynamics but in game I think a more flat backing track would stop disruption with other in game sound elements. (as they are generally quite flat also)
I may be wrong of course, just throwing my chips in
.
Apart from that they fit really well instrumentally and melodically.
I would compress everything together more maybe. I know it removes dynamics but in game I think a more flat backing track would stop disruption with other in game sound elements. (as they are generally quite flat also)
I may be wrong of course, just throwing my chips in
.
#127
Ideas / Re: Sieges should Outnumber us 3-1
June 19, 2016, 05:55:46 PMQuote from: Kegereneku on June 19, 2016, 02:10:35 PM
Elixiar, I think you are playing much more aggressively than common players.
For example some people don't even build any mortar even after 3years and players building inside a mountain can't take their situation as normal (this isn't a bunker simulator), same if you win through an exploit. Having more Mortar than the enemy ask for sacrifice (and to not have too many pacifist)
Thats my point though. If you don't build any kind of defence by three years in on any difficulty above pacifist then that isn't the fault of the siege thats the choice of the player.
A lot of the time I don't build any mortars. But you still have the deal with the sieges, whether thats through some cheeky snipers or triple rocket launchers or supreme power.
In any of these tactics the threat level still remains low.
End of the day I am not suggesting there be three sieges from the very start of a game but gradually builds up over a time span of a few years as a colony should be expected to grow also.
Also, good suggestions. To a small extent sometimes the invaders to just guard their camp unless engaged aggressively.
If they focused buildings though it could be abused by building out of the colony. Also fairly rarely do mortars ever do any real damage due to inaccuracy.
In compromise of idea, perhaps as there becomes more siege camps, have only a finite amount of shells each camp fires before they begin a proper assault with sappers. (Though personally I still wouldn't like that idea)
#128
Ideas / Re: Prisoner Exchange
June 19, 2016, 11:41:32 AM
+1
Should be able to do it via comms console with the faction or pop up event like the runaway refugee one.
Should be able to do it via comms console with the faction or pop up event like the runaway refugee one.
#129
Ideas / Re: Suicide
June 19, 2016, 11:36:33 AM
It would be cool if some prisoners had the 'better dead than captured' mentality and there was a little progress bar with an alert 'A prisoner is attempting suicide!'
Would have to beat them down in the same way a berserk pawn has to be to stop them in time.
Would have to beat them down in the same way a berserk pawn has to be to stop them in time.
#130
Ideas / Re: Sieges should Outnumber us 3-1
June 19, 2016, 11:33:48 AM
The whole reason of a siege is to try and starve out who is hiding inside.
They pound your base, and then finally rush in and do what they can.
If you have one camp attacking you? big deal. It is literally nothing to ever worry about. Even in my outdoor colonies I am never concerned about them, all I have to do is watch where their mortars will land and move people out the way.
Three of them means you ACTUALLY have to engage in their purpose of bringing you OUT of the defensive position.
Alternatively, my main way of dealing with them later in the game is to hit them a lot harder than they hit me. 6 mortar crews instead of 2 means that whatever you are going to do they are going to pound you. No chance in hell you can ignore 3 siege camps at once.
You deal with them fast or you take hefty damage. Which if siege camps are going to shell you in the first place is something that they should be doing.
I should be worried by a siege. Not shrug and say "oh theres 13 guys and 2 mortars no big deal - bang dead" and carry on.
They pound your base, and then finally rush in and do what they can.
If you have one camp attacking you? big deal. It is literally nothing to ever worry about. Even in my outdoor colonies I am never concerned about them, all I have to do is watch where their mortars will land and move people out the way.
Three of them means you ACTUALLY have to engage in their purpose of bringing you OUT of the defensive position.
Alternatively, my main way of dealing with them later in the game is to hit them a lot harder than they hit me. 6 mortar crews instead of 2 means that whatever you are going to do they are going to pound you. No chance in hell you can ignore 3 siege camps at once.
You deal with them fast or you take hefty damage. Which if siege camps are going to shell you in the first place is something that they should be doing.
I should be worried by a siege. Not shrug and say "oh theres 13 guys and 2 mortars no big deal - bang dead" and carry on.
#131
Outdated / Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
June 17, 2016, 04:59:51 PM
There is a mod update for this in the hardcore SK mod pack but is that the only way of getting this mod?
Will it not work from this page?
Really need this mod.
Will it not work from this page?
Really need this mod.
#132
General Discussion / Re: Your most evil deed ingame?
June 17, 2016, 07:55:42 AM
Once the amount of survivors from raids becomes greater than 8 I like to move them all to a depraved holding cell in my colony.
From there, prisoners who have a good recruit chance and nice traits are moved to proper holding cells. Those who are healthy but have like a 99 chance to recruit or have bad traits are sent to prisoner medical. There they are broken down for body parts and if there is too many I move some to cryo chambers to be broken down later.
The remainder, (blown off limbs, bad traits, infection) are greeted by a colonist with Molotov cocktails. From there, the door is sealed until they vaporised.
From there, prisoners who have a good recruit chance and nice traits are moved to proper holding cells. Those who are healthy but have like a 99 chance to recruit or have bad traits are sent to prisoner medical. There they are broken down for body parts and if there is too many I move some to cryo chambers to be broken down later.
The remainder, (blown off limbs, bad traits, infection) are greeted by a colonist with Molotov cocktails. From there, the door is sealed until they vaporised.
#133
Ideas / Sieges should Outnumber us 3-1
June 16, 2016, 12:23:33 PM
Sieges scale up over the course of around 2 years from 1 siege camp to 3.
Occasional enemies patrol between the camps so that there is actually some sense they are surrounding the colony. A SIEGE just doesn't feel dangerous enough right now. At the moment a siege is little cause for concern. Sometimes a single round from a 4 mortar station barrage is all thats needed to beat them and its job done.
Oh and a side suggestion.
at friend level 100 with Allies they also drop in a small outpost (similar to a siege camp) with a basic steel building and sandbags and get air drops of food to keep them stocked up.
Their presence means stronger manpower in the event of an attack. (Though lets be honest they will do little to stem the tide of tribals)
They will pack up and leave after around a season.
Occasional enemies patrol between the camps so that there is actually some sense they are surrounding the colony. A SIEGE just doesn't feel dangerous enough right now. At the moment a siege is little cause for concern. Sometimes a single round from a 4 mortar station barrage is all thats needed to beat them and its job done.
Oh and a side suggestion.
at friend level 100 with Allies they also drop in a small outpost (similar to a siege camp) with a basic steel building and sandbags and get air drops of food to keep them stocked up.
Their presence means stronger manpower in the event of an attack. (Though lets be honest they will do little to stem the tide of tribals)
They will pack up and leave after around a season.
#134
Ideas / Re: Wood weapons are not used, longer paced game, levels gained too fast
June 11, 2016, 08:56:46 AMQuote from: wbonxx link=topic=20696.msg227364#msg227364
Turrets for defence are a must.
/quote]
They're really not.
However I agree with you that there should be a more gradual climb to advanced weapons. Not in crafting though, just in attaining good quality weapons.
PS. My board skills are awful, I'm aware I've messed the quote up somehow :p.
#135
General Discussion / Re: I want to hear about exploit strategies!
June 07, 2016, 07:50:58 PM
I'm not sure if this has been said or not but one way I find to deal with massive raids is to intentionally let a member of the colony become downed.
A raid will usually give up and leave with whoever they can steal but won't continue attacking. I can simply order my people to open fire, save the prisoner and have taken very little casualties.
They shouldn't try and give up during raids. They should attempt to capture people as the fight continues making it all the more vital that 'no man is left behind'.
This works with prisoners too if you leave them incapacitated outside a colony.
A raid will usually give up and leave with whoever they can steal but won't continue attacking. I can simply order my people to open fire, save the prisoner and have taken very little casualties.
They shouldn't try and give up during raids. They should attempt to capture people as the fight continues making it all the more vital that 'no man is left behind'.
This works with prisoners too if you leave them incapacitated outside a colony.