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Messages - Shurp

#1951
I tend to catch-and-release instead of recruit because most of the people I catch really aren't worth keeping.  This guy with cataracts and no shooting skill?  I'd just put a bullet in his head but that will put my colonists in a bad mood, so I let him run home instead.
#1952
General Discussion / Re: Newby with questions
March 04, 2016, 12:28:12 AM
Quote from: LeoTessa on February 27, 2016, 12:34:35 PM
Martian style?

Did you see "The Martian"?  You don't need hydroponics to grow potatoes.  Just a big pile of, errrmmm, "manure", water, and light. 

I'm appalled at the amount of steel and power needed for hydroponics... I can't see playing on ice sheets or deserts being much fun
#1953
Your minigunners / charge riflemen don't fill your brawlers full of holes?

This is why I gave up on multifire weapons -- my colonists kept shooting each other instead of the enemy.  They might miss with sniper rifles but they usually don't hit anyone else.
#1954
Hops and beer both show an expiration date in my inventory, which is why I freeze em.  They're pretty long -- 25 days for hops, beer I'm not sure of.  I probably could unload them before that but my freezers are big enough, and having a warehouse full of beer is fun :)

(being able to distill vodka from potatoes would be even better)
#1955
Hmmm, you're right, I can fit the trade window in a 1024 wide screen.  I got the impression I always needed larger because whenever I would window the game I never windowed it wide enough.  Thank you!
#1956
Quote from: Grimandevil on March 02, 2016, 05:41:31 AM
sadly, selling raw hops brings almost the same, as selling beer, w/o working time expences. same goes for producing stuff in general.

Yes, the pricing system is broken, things that take labor to make should be worth more than their components.

But the advantage of beer is that you can sell it to pirates *and* to the bulk merchant, meaning you don't have to have monstrous freezers full of hops waiting for the bulk merchant to show.
#1957
AFAIK relations improvements are cumulative... release one now, release one later, eventually you'll get good enough relations that they stop attacking you.
#1958
This has been discussed before.  Rimworld requires very little in the way of hardware, except that it does demand a 1366x768 screen.  (You can play it in a window but buttons will fall offscreen in trading and elsewhere)
#1959
Speaking as a vanilla expert of sorts -- no, you can't manufacture much of anything in vanilla.  Beer, xerigium, great bows, and devilweed parkas.  Anything else you bring to a battle you have to buy.

But if you make enough beer you can afford to buy everything else :)
#1960
General Discussion / Re: What makes raids bigger ?
February 29, 2016, 06:15:04 PM
Yes, it's easy to killbox in a mountain fortress.  I recommend playing on flat terrain for a greater challenge.  Of course, like you say, tribals become insane in that case -- which is why it's worthwhile to patch up the survivors and set them loose so you have good relations with them before their raids get insanely huge.
#1961
Setting them loose to improve relations with whoever sent them is always an option.  Except for pirates... they're best used for target practice.  (If you're careful you can put lots of holes in them without killing them, then give your doctor some xerigum to patch them up, then put holes in again...)
#1962
General Discussion / Re: Newby with questions
February 27, 2016, 09:16:19 AM
Surviving winter is easy:

a) Pile gobs of food in a 9x9 freezer, or

b) Build a 9x9 room, put a sun lamp in the middle, and farm potatoes "Martian" style.  (A heater helps too).  Hydroponics is not required, just plant the crops right in your dirt floor.

Just keep in mind that if you get a solar flare you may have to light a campfire to keep your crops from freezing.  But at least they won't vaporize as they would with hydroponics.
#1963
Ahhh, yes, if you're playing with a mod that allows you to regenerate organs that's a huge improvement.  I think I'll have to dig that up, thanks for the tip!
#1964
General Discussion / Re: What makes raids bigger ?
February 27, 2016, 07:39:15 AM
Well, all I know is after every tribal invasion there's a pile of bodies around each exploded turret...

...oh, that reminds me, exploding turrets are also great for turning packs of manhunting wargs into hamburger.  Fine Dinners for all!
#1965
General Discussion / Re: What makes raids bigger ?
February 26, 2016, 07:10:08 PM
Exploding turrets do a great job of wiping out Tribals.  (They're not smart enough to run away from the pre-explosion sparks)  Don't forget to catch-and-release any survivors.  Improve your relationship with the tribals and they will stop attacking.

StorymasterQ, one battery ($103.20) provides enough power for a dozen turrets for a fight.  Remember, I'm playing on tundra, I need a massive power surplus to keep my crops growing anyway.