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Messages - asanbr

#166
Bugs / Delivers food twice to sleeping prisoner
September 03, 2017, 02:28:55 PM
One of my pawns was cooking. When he reached the quota he switched to warden and delivered a meal to a prisoner.

The prisoner is sleeping and the meal was left beside their bed.

Since the quota was now 1 below target, he cooked another meal. Then he repeated the above, delivering another meal to the same prisoner who was still sleeping.

With two meals in their cell, he went back to cook, then delivered a meal to the other prisoner, as he should.


#167
I had a tribal raid while an outlander caravan was chilling at my base. I thought that maybe I could cause them to friendly fire and become hostile, by forcing my pawns to stand still inside the caravan and have the tribals shoot with their bows at them, accidentally hitting a few outlanders.

I failed this time but I would like to know if it is possible to pull this off? It would be wonderful.

Edit: Updated topic to "each other" since apparently that wasn't clear.
#168
I think bulk traders usually carry 500-700 steel, don't they? So you could request those and trade for it, although it would be expensive.

But how do you mean that mining bases are situational? I think the opposite. I have had a lot of steel shortage, same as you, but since I figured this out I don't see any upper limit.

When I'm done on one map I'll just abandon it and start a new one on the next tile.

You need a small up front investment of food and components to build the pod launcher, and then you just mine steel and build everything else with that. Send surplus steel back home.

Even better is to build everything with stone of course, since raiders won't destroy it and you'll be back online faster after podding out from a raid.
#169
If you misjudge your food and people start starving, you should be able to make a settlement with them, shoot some animals and/or grow food and/or send some pods with food, then get going again.

Or are you at the 5 settlement limit already?

I have mostly used pods for trade missions, but I have also used muffalo / alpaca caravans for transportation of steel and stone, and I have used some short distance caravans to move prisoners.

#170
Ideas / Re: Hexagonal tiles map?
September 03, 2017, 09:04:26 AM
The game won't be rebuilt around hexagonal tiles, that is a ridiculous idea if you know what it would mean in terms of programming.

The world view uses hexagonal tiles because that way you can mathematically cover a sphere with equally sized and spaced/connected tiles, you can't do that with squares.
#171
Also, for security, try plasteel turrets if you haven't.

They only cost 100 steel since they use 75 plasteel. The get destroyed less and don't burn as easily.

I usually have surplus plasteel lying around from mechs, at least for a long while before researching power armor (just got there, so I see now how I could spend it).
#172
Build mining expansion bases.

A single "ok" miner with some pemmican can dig out a huge amount of steel in short time by doing nothing else, and living right on the spot so no time wasted walking.

Also, my latest realisation is that you can salvage a lot of steel from ancient dangers. They usually have steel tile floor. A big one can yield a few thousand steel, even without opening the caskets.

Since steel is heavy and impractical to transport, I build a pod launcher and send home a batch of 300 as soon as I reah that.

I will never be out of steel again.


Lots of ship chunks drop on those extra maps as well, so you can rotate between them and mine those for components.

Here's an example of how I start out an expansion.
Always keep a pod ready to go, that way if you have a raid that you can't kill, just get out of there.

With a good shooter and a good rifle, it is often easy enough to kill 2-3 raiders with 1 pawn though, so you can get out of a lot of situations without much trouble.

This was on Randy. I'm yet to try this on Cassandra. I think raids scale differently with her and it might be harder.




Second example of an ancient danger. This one contained just 1 scyther and 1 centipede, despite its size. I let them take care of some raiders (2 in 1) and then I came back to finish them off.

I counted that this was 19x19 or so, which is almost 400 tiles so 400x (4-5) gives between 1500-2000 steel. And you don't even need a miner. Removing floor is fast.

If you take the cryptos you'll get some more, but then you have to deal with who is inside them ( I haven't opened those yet, but I will at some point and hope for new recruits).

#173
Quote from: Hans Lemurson on September 02, 2017, 08:11:10 PM
Berzerking colonists are treated as enemies by your own soldiers too.  Draft a guy with a shotgun nearby the berzerker, and it'll go just about the same.

Yes, but I can control their behavior and their weaponry so that my people don't get killed. I can do nothing about friendlies.
#174
Ideas / Growing lab meat
September 02, 2017, 10:57:05 PM
There should be a high tech research for lab produced meat and/or plants growing protein that can function as meat.

It fits perfectly into the theme of the game (maybe even reality is almost there), and would be useful in some cases, even if it was difficult to produce (I don't know what would be the best way, something like space hydroponics maybe?).

#175
I know it's a corner case and nutrient paste will usually give less -mood than cooked human meat.

But in this case they had a choice between simple meal human meat (cooked cannibalism only)  or nutrient paste machine where the hoppers had human meat in them (cooked cannibalism + awful meal), and the person picked the nutrient paste machine.


Trying out cassandra on extreme desert for the first time...
#176
Ideas / Re: Remove roof collapse from the game
September 02, 2017, 06:33:29 PM
That's great, I didn't know that.
#177
No, they were gazelles. They would just beat him down but unlikely to kill or eat him.

Great idea with the barricade though, I should have done that.
#178
Quote from: Bozobub on September 02, 2017, 11:05:52 AM
Nope.  It's called a "joywire", although yes, it's an implant that stops all pain.  That said, NOTHING else stops all pain in the game, unless a mod adds it.

http://rimworldwiki.com/wiki/Joywire

Interesting. I wasn't aware that the joywire did anything about pain. The wikipedia page you refer to doesn't say so either.

#179
I would like to hear people's opinions on this.

When a pawn goes berserk I can handle it in many ways, usually I lure them outside and walk away and let them attack rabbits and wild boars until they are exhausted or downed and then I take them inside again.

Sometimes I will beat them down with fists if I need to take care of it quickly.

I only equip people with ranged weapons or wooden logs except for special cases, since random berserk rages can lead to very bad things if they have longswords or gladius always on.


In this situation, I had two people locked inside a small room without food for a while because of manhunters that they weren't able to deal with on their own. I just wanted to wait it out.

So a friendly tribe sends some warriors and kills the manhunters. Fine.

No more danger. But one of my pawns goes berserk from starvation and walks around in rage. He has lost a leg and has a ranged weapon so all he could do is fist fight anyone, if he was able to catch up with them.

He accidentally walks out to the tribals and they start throwing pila at him, of course killing him.

Nothing wrong in terms of game systems here, but game design? Should they really go full fire on a harmless berserking pawn?

In retrospect, what I could have done was drop pod someone else in and beat him down manually before he went suicide on the tribals.


I use the same behaviour to my advantage of course, with psychic insanity lances on raiders / siegers as the most obvious example.
#180
TLDR:  meat shield fits best for me.


What do we know about the actual population limit? How does the storyteller matter?

I know for sure I've had 15 people and I think I had 16 at some point.

One starved to death because I wasn't paying enough attention, after he was downed and the only doctor in this colony was on a psych binge.

Others have been kidnapped in risky 1-man mining expansions that I could have managed better.

But I have 6 prisoners in cryptosleep waiting to be recruited, and I haven't yet had the impression that the game prevents me from having more people. I had an escape pod recently when I was at least at 14 people. Couldn't capture though because of manhunters.

The game just keeps hitting with raids and mech ships. Mech ships are the only real trouble I've had in this game, mostly because I don't know how to spend money / leather I think, so my wealth is much higher than my defensive capacity.  Maybe I would be better off burning a few thousand leather and sending the silver off with a caravan and abandoning it. It's not doing me any good if it just lies there and makes raids bigger.

Anyway, I try to find a use for people even after they are nearly useless. One was good at construction, growing and shooting, but after losing an eye, a leg and several fingers, he isn't very good anymore. He can still grow though and is one of the few people who can grow healroot and devilstrand, so I let him do that on a small expansion. If he dies, no big trouble, but as long as he lives and can provide his own food, I don't lose anything.

During the last poison ship, I brought in 3 pawns that I didn't mind losing, and had them stand near the ship and throw grenades (1 emp and 2 frags). They made a huge amount of damage. I didn't want to put my crafters or doctors in that position, but a nearly useless pawn is almost (?) as good at throwing grenades as anyone else.

Playing Randy extreme. 1 main colony, 3 expansions for mining, growing food and producing chemfuel.