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Messages - Shurp

#166
I see this all the time.  My horseshoe pin is in the same room as my dining table, and pawns are always walking around with both dining room and rec room bonus.  But it depends on where they're taking their recreation.  If they prefer going for walks or meditating in their bedroom they won't get the rec room bonus.

This suddenly makes me think it might be worthwhile to put a variety of rec items in the room to keep them busy there.
#167
General Discussion / Re: Trading guide
December 10, 2018, 09:30:52 PM
I am not concerned with optimizing trade.  I make cloth dusters for sale purely for the role playing effect.  They require a lot of cotton and a lot of time to manufacture, which in Vanilla nets me a modest return for my work almost equaling the value of the cotton going into them.  And I've removed the sellpricefactor penalty in my standard play so that I get an actual profit.

If you're looking to maximize trade value, just make smokeleaf joints and roll around in money.  I could do the math, but surely you've tried it and seen the results?
#168
Good point, my colonies are usually struggling horror shows.  I don't have gold statues and power armor lying around.  So my raids aren't too difficult.  Your style of play may produce different results.
#169
I can't say I've ever called allies for help... they're always so stupid that I can't imagine they'd help much even if they got there in time.

Maybe the correct way to use it is to call them just before you flee your already ruined base and hide in a bunker elsewhere while the raiders are smashing everything in sight.
#170
What kind of food do you have available?  Alpacas are herbivores, you need raw plant food.

As for AI difficulty, B19 and 1.0 toned down the raid threat considerably.  Anything lower than Merciless (or whatever the top rating is called now) is going to be easy to kill.  At first.  Later on it gets harder.
#171
Rimworld is full of hilarity... sounds like it's time for your colonists to scurry off to another hex
#172
General Discussion / Re: My Tribal Challenge 1.0
December 07, 2018, 07:29:53 AM
You're supposed to wipe out a faction base, not an outpost.
#173
On cold maps, forcing enemies to trudge to the snow to reach your base gives you a huge amount of time to prepare.  And they may be in poor shape from the cold by the time they get there.  So it definitely makes it easier.  And it could possibly break pathfinding optimizations.

On the flip side, if you have a siege event, it can take a painfully long time for your pawns to get out there to shoot at them if you don't want to artillery duel.  So that can hurt you.  And drop pod events tend to spawn at the edges and so can become hard to retrieve.

I don't think it will cause any hard breaks but I think it's unnecessary to play on any map larger than 300x300 (large).  I don't like the default 250x250 because if I don't put my base in the exact center of the map it becomes noticeably closer to one side than the other, which in turn has a significant effect on how quickly raiders reach you.
#174
General Discussion / Re: My Tribal Challenge 1.0
December 05, 2018, 05:44:14 PM
That's an interesting challenge... I wonder how difficult it would be?  What strategy would you use?

<brainstorming>

I think Great Bow would be the weapon of choice for raiding a base.  And I think you would have to play Randy to remove the popcap and put together a large enough squad to be able to defeat turrets and firearms.  Unless animals can be zoned or ordered to attack when raiding?

</brainstorming>

I may take a break from my current game and give this a try.  Does anyone else think it's interesting?
#175
General Discussion / Re: Tynan Well Done (Completed 1.0)
December 04, 2018, 08:16:02 PM
Ukranian boys?

Are you saying now I need to do a complete playthrough just to see the end credits?
#176
As long as you have some food stored you always have the option of packing up and moving to another hex.  So toxic fallout need never be a game ender, except maybe on Naked Brutality.
#177
General Discussion / Re: Scarring?
December 03, 2018, 07:51:33 PM
I agree that the bandage quality should affect the scarring probability.  That actually makes sense and shouldn't be hard to implement.
#178
General Discussion / Re: Scarring?
December 02, 2018, 10:12:12 PM
The quality of the doctor affects the quality of the bandaging, which in turn affects how quickly it heals.  And it affects how quickly the doctors get through the long list of injuries your pawns have.  So doctoring does make a difference in treating injuries.  But yes, generally speaking, *any* doctor with healroot will do an adequate job of patching up your pawns after a firefight.

On the other hand, if your colonists catch the plague, you really need a top notch doctor and standard medicine.  And you want a decent doctor with healroot to treat any injuries that get infected.

So doctor skill does matter, just not as much as maybe it should.
#179
General Discussion / Re: Scarring?
December 01, 2018, 09:28:38 PM
Scarring used to be a regular thing, but I haven't seen it happen in game since at least B18.  I think it has been removed.

("Social fighting" biting off fingers unfortunately still remains)
#180
General Discussion / Re: Dumb Labor
December 01, 2018, 01:14:29 PM
Yes, I can confirm Pawns are Capable works fine with an existing save.  Thank you!  And the mechanic is interesting -- pawns receive a penalty as soon as the work is assigned, regardless of what they're actually doing.  Which means you still have to pay attention to what your pawns like to do rather than "set it and forget it" unless you really like mood penalties.  But you can still get jobs done when needed.

It looks good, thanks!