Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - zathura

#16
Funny in a "huh, that's cool" kinda way.

Had my first colonist death (where they weren't accidentally cremated). Poor guy was one of my better fighters and a decent crafter, and got downed by a single headshot from a sniper-rifle wielding pirate.

I decided to build him a sarcophagus, and it's "art" description was a scene of him being slaughtered, lol. I assume that sarcophagi operate on the same randomness as the rest of the art. If they automatically depict colonist deaths, then forgive me.

***

Another time, I had a single scyther drop in near the entrance to my base, out of range of my killbox. Fortunately, everyone was inside, except....wait....is that one of my pet deer?

I gather a quick militia together to exit the base from a second entrance and distract the scyther while my deer escapes, having survived an extended onslaught of charge-rifle shots with only a missing front leg to show for it.

She survived, and has since given birth to two healthy bucks. XD
#17
Like when you have a raid of 20+ pirates and only 5-6 colonists you're willing to throw into the fray. You go to flip the switch on your magnificent killbox and...*ZZzzt* A power surge has drained all ***** watts of power in your grid

You may be able to offset this by building extra batteries and removing them to a safe location, as they retain their charge once uninstalled and disconnected from the grid.
#18
If possible, all I'd like to do is modify the two plants available in vanilla for the indoor planters. Basically just re-naming them and swapping the art.

Not sure where to begin, or if it's more complicated than I think it is. I had a look through the Rimworld files attempting to simply find the art assets, and missed them somehow (or they're in a file format I'm unfamiliar with). Seemed like back in A9 (the last version I played), there was a folder full of .png's.
#19
Mods / Re: Think I broke the game?
October 25, 2015, 03:07:33 PM
Welp, just so you don't think I'm ignoring you guys (and THANK YOU!), I kinda screwed up by not saving the log and starting a new colony with a different mod group. Going back to the old save and figuring out the exact order of mods is probably beyond my abilities at this point. I'm just writing it off as a lesson-learned; namely, don't add mods halfway through a save. :-\
#20
Mods / Think I broke the game?
October 23, 2015, 03:30:16 PM
If I knew how to grab the error output upon loading a colony save I would have, perhaps someone can advise me how to get that if it's worth looking at?

Anyway, about halfway through my current save, I loaded in a new mod (gunsmithing table), along with it's other two companion mods (meteor storm and barbed wire). The game threw a critical error, so I removed meteor storm and barbed wire, and just kept the gunsmithing table.

The only other mods I have are:
Core Library
CL *Vanilla Tweaks*
Apothecarius
More Vanilla Turrets
Redist Heat
Hospitality
The three EDB mods (mod order, Interface, and Prepare Carefully)

***

It's now been about 5 months in-game without a single event (no raids, mad animals, visitors, trade-ships, etc.)

I'm really disappointed, because I have a nice colony going. Seems a waste to just toss it, but I realize this is probably what's going to have to happen. Figured I'd at least -ask- if there's something I can do to fix it. :(

(Edit) It also got laggy all of a sudden on 3x speed (or whatever the fastest is), though it runs smoothly enough on the second-fastest speed. I only have 10 colonists.

(Edit Edit) At the very least, could someone advise which order would be best to load these mods, for future reference? I'm not savvy on what mods affect what in the game's code.
#21
Quote from: Turps on April 03, 2015, 04:45:04 AM
Do lots of crafting and art. Sell the poor quality stuff and some good to make da bucks ye need to buy good weapons off traders.

I had two people sculpting at all times. By the time an Exotic Goods trader rolled around, I usually had two large marble sculptures and several small granite ones to sell (Had a frustrating amount of excess granite blocks, lol)

The mods I used did kind of negate the need for a lot of money, though, so it definitely screwed with the balance that way. I was mostly using it to buy extra steel, plasteel, and power armor (even though I could craft it, it used ungodly amounts of high-end materials, lol)

As far as the turrets go, I added in the "More Vanilla Turrets" mod. The improvised and improved steel turrets are usually fine (I got by for a long time with them), but once mechanoids show up, they're as good as useless.

Once I had my ship built and waiting for an AI persona core, Phoebe dropped the ship down literally on my doorstep. Even if I'd had a squad with sniper rifles, I never would have gotten the range I needed. If it hadn't been for those military-grade turrets and the two Vulcan Cannons perched outside my walls, the game would have ended for me right there, unless I wanted to bring mortar fire down on my own base entrance, lol.

Quote from: TheSilencedScream on April 03, 2015, 09:35:27 AM
There isn't an official way to begin a colony with the colonists you extracted.

With EdB's Prepare Carefully mod, though, you can edit pretty much every detail of your starting colonists/supplies so that you can replicate your previous game.

I guess that must have been what I was seeing, and just misunderstood it then. Would be fun to RP that in my next game, especially if the raids are quite a bit larger from the get-go due to the number of starting colonists.


Despite the imbalance introduced by the mods, I had way more fun this time round. Guess I'm just a casual gamer at heart. I'm not looking for teeth-gritting challenge, I just want to build up a successful colony and watch as my well-prepared fighters mop the floor with the local tribesmen. :p

I'm not above save-scumming to rescue fallen heroes, either. I'm fine with limbs being blown off (gives me a good excuse to cyberize them, lol), but when my favorite colonist gets put down by some twerp in tribalwear and a shiv, despite devilstrand clothes, armored vest and helmet, and an LMG, it's..."Nope...Load!" lol.

...Hey, don't look at me like that.  ;D
#22
First, the question, since the rest may be a TL;DR.

I've seen a lot of people mention starting a new colony with the colonists you've managed to extricate via DIY spaceship, but after waiting through the credits, I didn't see an option like that. Did I misread something?

***

Alrighty, so I've put in...I dunno...something like 60+ hours into this game so far, and wanted to wait until I'd 'beaten' it, before sharing my thoughts, which are going to be somewhat disjointed, because there's a lot to say, and not any particular order in which they should be said.

I've only been playing since, I think, somewhere around A-8.5, and updated once, to my current version of 9.whatever. In all that time I've played Vanilla, until this last game, which happened to be my best run, and the first game I've actually felt like playing through to the finish.

So first on the agenda of -stuff-...is mods and vanilla gameplay.

I didn't use many. 9, I think, in total, and 4 of those were either UI-related or added traits (Romance and counseling mod).

Essentially what I added amounted to the ability to craft weapons, prosthetics, and medicine...

...which I feel should be in the game by default. My reasoning being; If my colonists can build (or research) Geothermal power plants, advanced hex-cell batteries, and IFF-ready automated machine-gun turrets; a bolt-action rifle, Glock, or hydraulic plate-armor shouldn't be beyond their abilities.

Aside from that, I've had a TON of fun with this game. I've been playing on Phoebe, which I have a few introspective words about, based upon the differences of my experience and what I've seen on Youtube of people playing with Cassandra Classic.

Phoebe actually seems a little harder, which is, I think, not what the developer intended. The reason I say this is that, with Cassandra, you're constantly acquiring weapons and armor beyond your crafting abilities (in vanilla, none) due to the frequent raids.

With Phoebe, the raids are less frequent, but DO get larger, quick. What this means is that you don't have as much opportunity to outfit your colonists by the time the larger raids are hitting, and you're lucky to be sporting a couple shotguns and an assault rifle by the time you're hit with a dozen or more raiders, especially if she only sends tribesmen.

Before I extricated my colonists, I had only been hit by TWO pirate raids, with the rest being made up of the tribesmen I'd P'ed off by kidnapping travellers. If I hadn't been able to craft guns this game, I would have been stuck holding them off with short-bows, shivs, and clubs. It wouldn't have ended well.

Wow...there's just...so much more to say. I think I'm going to cut the story for now, and add it in later. This post is already getting a bit long. I need to collect my thoughts.

I'll give a bit of a spoiler, though. In the end, I saved 10 of 13 colonists...

...and I had more than enough room on the ship, and steel, to craft three more crypto-caskets...

...but I didn't want those worthless ****ers to come with me. XD