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Messages - Shurp

#1966
Yeah, that's a basic defect in the way this (and similar) games are set up; it's hard for you to replace any casualties (limbs, pawns, etc.) but the people attacking you have an endless supply of suicidal maniacs.  If you're taking any significant casualties in a battle you're going to be ground down to nothing pretty quickly.

This is one of the things that makes turrets so great.  Go ahead, blow them up, it's easy to make more!

We need some other resource that can be consumed by battle which takes time and effort to replace but not too much. Ammo, for example... "oh crap, yeah, all my pawns survived the battle, but I'm out of 0.50 sniper ammo, gotta start making more at the reloading bench!"

Maybe if we had alien attack chickens that only took 5 days to hatch and 10 to reach adulthood? 
#1967
General Discussion / Re: Newby with questions
February 26, 2016, 07:04:59 AM
Slate structures in tundra isn't that hard.  Find an existing building at the start and turn it into a heated barracks so your pawns don't die of hypothermia in the first few days.  Then build a research bench.  Then research stonecutting.  Yes, you do have to start with a competent researcher (5+) for this to work.  And it's slow going... your priority is having enough room indoors for farms and workbenches and storage.  Bedrooms don't get built until later.
#1968
You probably can get by with just a few sniper rifles; that's enough to whittle down stationary enemies until they flee or get fed up and attack.

One other advantage: you don't have to worry nearly as much about your pawns shooting each other.  Whereas if one of your guys has a minigun bullets are flying all over and you have to be really careful where the rest are standing.
#1969
Killboxes are great when the enemy charges your turret nest.  But what do you do when you are confronted with mechanoids guarding a ship part or raiders firing shells at you?

You have to go out and meet the enemy on his turf.  And here you can take advantage of the AI.  Park your snipers at the edge of the enemy camp and start shooting at the fringe units.  Those on the fringe will return fire, but the rest will just mill about aimlessly.  And if they do all come at you just retreat a bit, and they'll give up and return to camp.

It seems an unfair tactic -- but there's no other way to take them on when you're outnumbered and the game doesn't provide any other obvious way to split them up and take them on piecemeal.

#1970
General Discussion / Re: Newby with questions
February 24, 2016, 09:04:35 PM
I'm not sure why you guys are having so many infections... playing in a Jungle habitat maybe?  I'm in a tundra, and when someone is injured, I just set their bedroom to be a medical bed.  They go to bed, doctor operates, and 99% of the time that's the end of it.  I get an infection once in a blue moon -- and that's in a room with a dirt floor, a wood bed, and an electric heater.

I have more of a problem with doctors slashing lungs while trying to replace legs than infections :)
#1971
General Discussion / Re: What makes raids bigger ?
February 24, 2016, 08:57:44 PM
Turn your turrets off when not in use.  Power required: not much.  Certainly not $100/turret.
#1972
General Discussion / Re: What makes raids bigger ?
February 24, 2016, 05:14:21 PM
Oh, that's right, I forgot that colonists have a price tag on them (yay slavery)  OK then, so building more turrets is definitely cheaper than getting more colonists and arming them...

Turret: $310

Colonist:$1850
Sniper Rifle (sup): $1275
Helm: $240
Armored Vest: $480
Total:$3845

Turret : Colonist = 12:1

Oh yeah.  Load up on Turrets if you have the steel & power.

(But remember that turrets are usually useless against sieges & ship parts, and useful against sappers only if you plan your base with them in mind)
#1973
General Discussion / Re: Has colonist AI improved lately?
February 24, 2016, 05:04:13 PM
In this case it's actually not that hard.  Just include a distance variable in the action priority.  So the pawn goes out to mine one tile, and finishes that.  Now he queues for the next task.  Halfway across the map there is some corn needing harvesting, next to him is 5 bits of steel, and next to him is some more steel to mine.

It'd be nice if he kept mining so he carries back more steel, but at the very least he should prioritize the steel next to him over the corn.

Maybe the problem is that it is using the wrong distance -- the distance to the stockpile instead of the distance to the object being picked up.
#1974
General Discussion / Re: Farming Colonies!
February 24, 2016, 07:25:41 AM
Yeah, that's the trouble, I have just half a dozen guys with sniper rifles.  They pop off a few shots, kill a few tribals, then run inside and wait for the turrets to explode and kill the rest of the tribals.

So it sounds like having a variety of weapons handy would help -- when I see the tribals coming, run to the armory, switch to miniguns, then come back out and mow them down.  I'll give that a try :)
#1975
General Discussion / Re: What makes raids bigger ?
February 24, 2016, 07:21:09 AM
Does anyone know definitively whether it is based just on colony wealth or if other variables are used in the calculation?  Esp. # of colonists and # of turrets.  My colony on the ice sheet has 5 of each and I'm wondering whether it is worthwhile to increase either or just continue accumulating plasteel for my interstellar pogo stick.
#1976
General Discussion / Re: Newby with questions
February 23, 2016, 05:31:18 PM
A note on cleanliness and infections: if you're growing xerigium infections aren't much of a problem.  Yes, your colonist will be bedridden for a few days but your doc will stuff him with herbs and he'll be cured before anything bad happens.
#1977
Quote from: mumblemumble on February 22, 2016, 09:21:12 PM
going straight into my incineration room. Yeah,  i still use the stone vault with clothing on the floor / molotov setup. Not only does it incinerate bodies extremely well,  it consumes no power,  and gives the rest of the base a good heat boost once the room gets around 1000 f.

And Rimworld's first concentration camp gas oven is born.

Godwin's Law!  I win!
#1978
General Discussion / Re: Farming Colonies!
February 23, 2016, 06:29:20 AM
How do you deal with tribal raiders without a killbox?  They seem to attack my colonists at a 3:1 ratio which easily overwhelms any defensive positions... and self-destructing turrets can only blow up so many...
#1979
Will prisoners breed?  That would make the people farm far more viable.
#1980
Does agents of shield have vegetarian characters who object to butchering captives and selling the meat to space pirates?