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Messages - hwfanatic

#151
General Discussion / Rich Explorer Scenario
July 15, 2016, 09:39:48 AM
I was so looking forward to this scenario, but seeing a couple of videos of Alpha 14 on Youtube, I am not sure what to think. What exactly is the point of this scenario if you get a wander joins type of event in the first couple of days. Am I missing something?
#152
Ideas / Re: Prisoner Common Areas
July 13, 2016, 06:44:21 AM
Are you sure prisoners actually participate in joy activities?
#153
Yeah, but you are likely to micro-manage the fight, as opposed to hunters and haulers, which is when most accidents happen. In fact, pawns are magically drawn to the same area where hunting takes place. Almost as if it was programmed that way (I know it wasn't).
#154
General Discussion / Re: Should i be afraid
July 12, 2016, 10:10:45 AM
You should be very afraid.

But also do check the log for possible errors. You never know.
#155
Mods / Re: A14-Forum only mod release thread
July 12, 2016, 05:25:06 AM
Sounds reasonable. Thanks.

I was kind of looking forward to automatic updates of mods. It's a bit of a hassle going through your list and checking every item for updates on Github. But it makes sense. (Y)
#156
Mods / Re: A14-Forum only mod release thread
July 12, 2016, 04:39:41 AM
Can somebody point me to a discussion where there is a valid reason not to release your mods on steam? Or explain briefly?
#157
Bugs / Re: "Stranger being chased" exploit
July 11, 2016, 04:00:27 AM
I don't consider this an exploit. It is my colony after all. And the pawn has to survive the onslaught. Very early in the game thugs start coming with triple rocket launchers and they just kill the poor guy or girl. So, again, not an exploit.
#158
I think you just need a rest from Rimworld. :) No better timing than just a week prior to the A14 release.

Don't get me wrong, I agree wholeheartedly that the late game can be improved, but I also acknowledge the fact that after so many hours of Rimworld, there are not many things that can surprise or excite me.
#159
Of course everything starts in a single room. I just know where the rest of the rooms will be well in advance. :)
And they are mostly modular, so the purpose is unknown until the need arises.
Not sure about that remark, though.
#160
I like planning a lot in advance. Like, laying out plans for the whole base before I even unpause the game. :) I get it most people would not consider it fun or flexible enough.

So, instead try to identify the biggest threat or your own weakness and work on making it a non-issue. Don't overwork your pawns and concentrate on their immediate needs before removing mood buffs. A hungry pawn is always a bigger problem than one not having his own room to write home about (just an example).

Avoid design decisions that have a common-mode failure point i.e. systems that can be knocked out by destroying just one turret, building, tile, or disabling just one pawn.

Adopt a defense in depth approach. Build multiple layers of bunkers that can delay and pin down attackers with a small defending force, while you tend to your wounded. Build weak but enticing cover for your enemies at your optimal firing ranges. Light them up with standing lamps, while covering in darkness of your own bunkers. Use turrets to draw fire from your pawns, not the other way around.

I'm sure everybody could offer more practical advice if you are interested in anything in particular.
#161
Bugs / Re: Doctors prioritize wounds illogically.
July 07, 2016, 04:13:21 AM
Seems logical enough that doctors should prioritise treating most serious wounds first. But then again, you can prevent most infections by cleaning all the blood in the room.
#162
Ideas / Re: Disturbed sleep in hospitals
July 07, 2016, 04:04:03 AM
What about leaving it as is, but adding a small mood buff to having received treatment? Numerically just enough to offset 1x disturbed sleep.

I don't know. It's never been an issue in my colonies. It would be great if we didn't have to make one hospital per person just to avoid the debuff, though, I agree about that 100%.
#163
Mods / Re: What would make the game easier to mod?
July 07, 2016, 03:33:41 AM
Would it be useful if you added something like LoadBefore and/or LoadAfter list to the About.xml, and then let the game try to guess the correct loading order given these parameters?
#164
Are you telling me that, as it currently is, wooden floors and carpets are not flammable? I just assumed this would be the case and avoided them like the plague.
#165
Ideas / Re: Kitchen and workshops
July 05, 2016, 03:53:22 AM
Your kitchen needs to be clean to avoid food poisoning. Sticking a butchering table inside won't help.