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Messages - jega

#16
Quote from: EdB on June 10, 2015, 10:57:18 PM
I've released a new version, 1.9.1, that is compatible with Alpha 11.  No new features in this release.

This was by far the easiest time I've had upgrading the mod to a new alpha--it only took a couple of hours.  Of course, that probably means that something is broken in there, so be sure to report any bugs that you find.
I'm glad it was easy since I can't wait for the interface mod to update!
#17
General Discussion / Re: Alpha 11 is out!
June 10, 2015, 08:20:01 PM
How long can it take for everyone to get an email?
#18
Ideas / Re: Your Cheapest Ideas
June 07, 2015, 10:18:32 PM
Quote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.

Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.

At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.

And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
#20
Quote from: Skissor on June 07, 2015, 06:18:36 PM
Even if you don't have a good artist yet, find a colonist who permanently makes art and train him, it will pay out really fast. A good tailer can't hold up with an artist.
In the long run that's true. If you don't have a decent artist you should be training one. It will pay out in the long run. I just always set up a tailoring system after blocks anyway and it's decent early cash.
#21
Tailoring is usually the first Crafting I set up after block making since it's usually the one that helps the majority of my colonists out the most, and I usually end up making good money off that. As someone else said, weapons work too.

The real thing is though, just sell what you don't need. Find yourself in the mountains? You're going to be selling Steal and blocks a lot. Have a map with near by rich soil? You wont need that much food so sell that. Between that and the spoils of war you'll have more money then you can spend. Really.
#22
General Discussion / Re: [Humor] A11 rant
June 07, 2015, 05:10:13 PM
Yeah that has me lol'ing here.
#23
Ideas / Re: Watch tower
June 07, 2015, 06:46:39 AM
Quote from: Bodog999 on June 07, 2015, 06:29:12 AM
Instead of getting a Z-level why not give colonists a range bonus when they are in it and make projectiles fly like mortars? So they can pass over mountains.
I like the flat range bonus idea. I can see how that could be useful.
#24
General Discussion / Re: RimWorld change log
June 07, 2015, 01:15:26 AM
Quote from: Tynan on June 07, 2015, 12:53:00 AM
I forgot to mention on that change list txt - ice sheet biome is playable :D
Nice
#25
Ideas / Re: Temperature setting for Clothes!
June 04, 2015, 06:08:26 PM
Agreed!

"cold -5" so you're saying you can build an orbital trade beacon but you can't put a jacket on yourself!?
#26
I would probably say they are damn impossible to hunt unless a turret already has them down. As it stands it's more of a "Everyone outside is probably screwed" mechanic.

It could be so much more and I hope in time that happens.

My big problem right now thought is as long as no one is outside and you have solid defenses it really is just the game dropping 1000 units of food on you. Again, imagine 27 deer rushing your base. It's sorta the same thing.
#27
I could enjoy a fow mechanic and i would really like the wargs to just stay outside the base and be an area denial system. I think that would be the best way to use to wargs to expand game play but as it stands right now; I was playing on a Boreal forest, only had 5 hydroponics on potatoes (rest for devilstrand), a couple farms outside for the summer and it hit a point where I didn't even really have to hunt. I had a stockpile of 11k of food almost all of that meat. Now of course not all of that was warg meat, but i just kept seeing my food stockpiles be increasing.

Until the Wargs can be built upon putting a simple debuf on the warg meat (but still let me sell it, i need to get rid of it please) should be a quick and easy fix.
#28
General Discussion / Re: How to find traded goods
June 01, 2015, 06:27:55 PM
Is the silver you have around your map in a stockpile within range of a trade beacon?
#29
Quote from: Rahjital on June 01, 2015, 05:46:13 PM
You don't need to actually set them on fire to kill them, you just need to give them heatstroke. A properly insulated room with a geyser gets up to 100C when it's 20C outside, so just wait until they die, then collect their possesions.
I can see that happening.
#30
Quote from: kingtyris on June 01, 2015, 05:12:15 PMAlso, maybe Tynan could make predator meat less desirable than other meats? Like, a similar debuff to 'Ate human meat' but less severe. That would help offset the advantages of killing large numbers of wargs.

I'll give that a +1. That would do it.