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Topics - MeowRailroad

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Ideas / PLEASE make a separate warning for infections
« on: September 01, 2016, 06:05:15 PM »
After a raid when I'm preoccupied with other things like restoring power, treating severe injuries, and the like, I often forget to treat colonists for infections, so it often ends up with the colonist dying with the infection at extreme. When the "colonist needs treatment" warning has been present since the first combat injury, I forget about it so I don't remember that a colonist is sick and needs treatment.

Ideas / Make sappers only attack your colony
« on: September 01, 2016, 08:17:04 AM »
I just lost a colony because a sapper opened an ancient danger, released the mechs and cryptosleep people, and the mechs and cryptosleepers cancelled out the raiders, but then the ancient danger was left open and an infestation spawned there. It later broke out, and I had to fight it sooner or later but lost because I didn't deal with it sooner. (There was a tribal raid that caught me off guard and burned down my house, so I was pretty busy.) I think if your colonists don't repair damaged walls that you haven't claimed, couldn't the same system be applied for sappers so that they don't attack stuff that isn't yours? I think it would be realistic for them to not attack the first artificial construction they see.

« on: August 31, 2016, 07:38:51 PM »
Local sources still don't know when the attack commenced, but the county sheriff said that the forensic investigator thought that the hillbilly settlers were caught off-guard by a tribal raid while standing guard near an infestation. Sometime during or after the raid, a large part of the shack caught fire, and the fire spread into the brewery, 2 bedrooms, the main hallway, and the workshop. The fire chief said that it appeared that the residents were able to stop the fire just in time, but it did destroy a large part of the shack and burn most of the meals sitting in storage. The wounded settlers recovered, however one walked into the infested ruin that the hillbillies were previously guarding and collapsed from injuries. The hillbillies seemingly tried to fight the infestation with machine pistols and grenades, but that was unsuccessful and the coroner reports that at least open of the colonists was either killed or severely wounded by grenades. It appeared that the settlers were trying to rebuild the shack when the one settler wandered into the infestation, because the freezer coolers were freshly patched, the freezer had recently been repaired, and a cook stove was being built near it, presumably to replace one in the burned-out workshop.

I just realized that this ALL was caused by some idiot sapper who thought the ancient danger was part of the colony, because he opened the area which allowed the infestation to start.

Stories / The Battle of Sparland, 5503
« on: August 14, 2016, 04:49:40 PM »
Beginning of fight:
3 colonists of the Sparland settlement observed a ship part land near the underground prison in the north section of their base. A colonist with grenades and one with a charge rifle were sent out to break the ship part. However, 3 scythers and 1 centipede emerged and quickly killed those colonists while a mortar operator was able to keep firing without effect on the battle as the shells never scored a hit until the stress caused by recent deaths in the colony and the psychic waves emitted by the ship part caused her to break down and attempt to fight the mechanoids hand-to-hand. This was fatal to the operator and she later bled to death in the marsh where she was shot.

A nearby scout for The Reaper Lineup, a local criminal gang, heard the explosions from the mortar, so a huge group of pirates moved into the fight to find the mechanoids with little to no damage. 10 pirates died while fighting the mechanoids. A party from Village-at-the-ridge, a small outlander town, soon arrived to attempt to keep the pirates from gaining new equipment and supplies. They fought the pirates in the settlement while small fires began to spread. Strangely, a fire suppression system in a food-storage room failed to go off and most of the food supply was burned.

The fight left many townspeople wounded, and several died afterwards due to this. The mechanoid hive was picking up signals from the damaged centipede and sent 3 more centipedes into the fight, where more townspeople were wounded, as a small scout force from the pirates moved in, followed shortly by a larger group. The townspeople were able to defeat them but most were severely wounded. The final number of townspeople who lost their lives or were left behind in the battle is unknown, along with the number of pirates killed. However, the exact number of colonists from the colony is known.

(Put this music on now:

Lost their lives in the above battle:
Fiolina German, 61
Aleksi "Pepe" Vanttinen, 19
Leslie Pearson, 47

Lost their lives previously in the colony:
Pavel Everett, 53
Mitchell Everson, 24
Kit Thurman, 54
Kristalia Astari, 26
Veniamin Kane, 54
Artemis Abel, 38
The following colonists lost their lives previously and their graves and bodies were destroyed so their names and ages could not be determined.

Rest in peace colonists of Sparland, the only colony of mine that survived 4 years.
11th of spring, 5499 - 14th of spring, 5503

Note: the colonists died before spring 14th but that's when the story ended. Also, I used Dev mode to add the raiders, townspeople, and 2nd mechanoid wave but it makes a cool story.

The name Sparland lives on as a Trainz Railroad Simulator route, the Sparland and Carrier Falls, a fictional 8.9 mile scenic railroad in upstate NY.

Stories / Frustration
« on: August 14, 2016, 02:51:25 PM »
I have 3 colonists and we are attacking a physic ship part. There are 3 scythers and a centipede. 1 colonist mans the mortar and hits the ship until the mechanoids spawn, as the 2 other idiots go berserk and run up to the mechanoids to punch them instead of taking their anger out on them by shooting them WHICH IS WHAT THEY WERE DOING BEFORE THEY WENT BERSERK! Then the mortar takes forever to load and fire as the 2 formerly berserk colonists lay on the ground. It finally fires and guess what? It completely misses the mechanoids. But, it did hit something. One of the unconscious colonists on the ground. Luckily it didn't kill them but the situation seems unwinnable now. Nothing short of a wanderer joining will work since I have a wealthy colony, but only a few people, so if someone asks for help a huge force of about 7 raiders will come to our base.

The medicine widely available near the planet mostly uses an anesthetic that has the unfortunate side effect of making conscious people near it or near a person with it in their system sneeze and move their limbs uncontrollably. While professional doctors in a real hospital would wear filter masks to prevent this, there are none available and so the surgeons sometimes make accidental cuts when their arms move.

General Discussion / Chess tables
« on: July 27, 2016, 05:01:57 PM »
Do I need to place stools or chairs next to a chess table or do colonists use it without that? Because I've built a few in several colonies but I've never seen them use it.

Ideas / A few suggestions
« on: July 26, 2016, 05:28:41 PM »
I'm sorry that I post so much and if it's annoying, but I had a few suggestions that might make the game a little more fun.

1. Have researching pemmican unlock more food preservation methods. First it could be smoked meats, then jarred food. Jarred food would take 1 metal along with 10 (of a single kind of) vegetarian ingredients and spoil in the same method as pemmican, but if someone with a low cooking skill jars food there's a chance of food poisoning. It could be called canned food which I actually think fits the game better.

2. Have traps be able to disarm. I feel like this would help with defense and make last stands more interesting, e.g. the colonists have retreated into the dining hall, and a trap has been placed at the door. As the last person files in, he sets the trap so it will hit the first raider to come in.

I have a few more that I've forgotten, and I will post them later. Again, I'm sorry for posting so much.

If the reason they are wandering around is because they are stressed out and can't take it anymore, it seems pretty stupid how they'll just stand around in the cold while starving. I think it would make more sense to just have them not work, as it seems ridiculous to me that people would stand outside in the cold.

General Discussion / Alt+Tab glitch (at least on steam version)
« on: July 25, 2016, 04:52:54 PM »
I had to tab out of Rimworld to find info about a problem I had with my mouse, and when I opened it again I couldn't click on anything but the music was playing. It seems like there is no way to exit it while being able to save. I tried unpausing using the space bar and after I did I could hear the sounds of the colonists working. So I think the graphics are just frozen, which is still a problem. I'm going to wait a while so it auto-saves, then I'll re-launch the game.

I've captured a tribal chief and I want to know the best thing to do for the colony-tribe relations, and, overall, the colony. Should I release her or execute her?

Ideas / New Traits
« on: July 18, 2016, 02:07:03 PM »
It doesn't make sense how with the rich explorer they wanted to escape all the decadence of the glitterworld then they get annoyed if they don't eat with a table, so I thought of  a new trait that would make sense for colonists, and it would be: Adventurous - Less concerned about dirt, eating w/o table, sleeping outside, sleeping in hot/cold, wearing tattered clothes. However, there is still a penalty, it's just lessened.

General Discussion / Should infestations be nerfed?
« on: July 14, 2016, 09:43:52 PM »
Infestations annoy me because:
1. They are completely random
2. There are too many bugs for it to be a fair fight in most cases

I think it would make more sense for infestations to only occur in very dirty rooms or rooms with rock walls and rough floors. I think it's pretty implausible for a huge hive to just appear in a room that has a smoothed floor and wooden walls, but I could imagine bugs coming in through cracks in a rough wall or enjoying the filth on the floor. Also, it doesn't make sense to me just how many bugs can come from a little hive all at once. It would be more of a fair difficulty to have it start with 1 or 2 little bugs, then go to about 4-5 little ones and 1-2 medium ones after about a day or so, then after 2 days the big bugs start spawning. In real life, if you get bugs in your house, it isn't an instantly disastrous problem, but it does need to be taken care of ASAP, and I feel that the current system should be changed to reflect that.

Ideas / Another way to end the game
« on: April 09, 2016, 06:10:18 PM »
Maybe another way to end the game could be an outlander town's representative inviting your colonists to join them in that town. I find it somewhat funny how visitors won't lend any help in times of need. I would think that at least the friendlier factions would send a shipment of food or send people to help with the colony when you really needed it. They could at least offer to rescue people and salvage the base if things got extremely bad and couldn't be fixed. This is just a thought I had, and feel free to discuss it.

General Discussion / Muscle Parasites?
« on: April 09, 2016, 07:56:09 AM »
Do these ever leave a colonist? It's very annoying and wasteful to have one colonist who gets tired faster and needs medicine very often.

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