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Messages - Shurp

#2101
General Discussion / Re: releasing questions
November 15, 2015, 12:18:26 AM
So if I take a prisoner, and discover he has a recruit difficulty of 99, instead of killing him or selling him into slavery I can do something useful by releasing him?
#2102
So how do you get your recruit chance > 5%?

(seeing that even with a difficulty as "low" as 86 and a plush carpet hotel room and giddy happy prisoners my social 7-8 wardens still only get 5%... ???)
#2103
General Discussion / Re: If Rimworld had imagination
November 13, 2015, 05:42:03 PM
What if we could capture people, harvest their organs, and sell them into slavery?  And then sit around the campfire drinking beer & celebrating?

Rimworld has plenty of imagination... you just have to be on the right wavelength.
#2105
Seems like it should be a bit easier --

"Join us or I put a bullet in your head"

-- but since the difficulty is so high, I do exactly that.  The minor mood penalty to telling my colonists to shoot the wounded after a battle is far less than the time and resources wasted trying to recruit people.  Prisons only seem to have any use for selling slaves (which seems to carry a higher penalty than just killing them).
#2106
Ideas / Re: Flu - Unbalanced?
November 11, 2015, 05:25:20 PM
"A few hours here and there", what, I have to micromanage how long they stay out of bed?

*click* load autosave <--- much easier.
#2107
Ideas / Re: Flu - Unbalanced?
November 11, 2015, 07:02:59 AM
Yes, but if I let them leave the bed then they're walking around with an untreated infection.  Judging by how rimworld behaves I assume that means I'll have to start amputating limbs soon to keep them alive.
#2108
General Discussion / Re: Third Colony
November 10, 2015, 06:47:50 AM
How do you decide which injuries to treat with a medkit and which without?  I don't want my colonists getting infections and dying...
#2109
General Discussion / Re: Third Colony
November 09, 2015, 09:15:09 PM
I'm new to the game as well, starting my fifth base on medium ("Rough") difficulty.  My recommendation is you should try the harder difficulty, and abuse the autosave if you get an event you can't handle.  Most early raids are just two guys with shivs that you can kill easily.  If you get a mad boomalope instead who blows up all your colonists, just back up a day and you'll get a mad hare instead :)
#2110
Ideas / Re: Flu - Unbalanced?
November 09, 2015, 08:35:31 PM
OK, nevermind, flu is now an automatic load auto-save event.  Flu takes longer to heal from than having an arm amputated, meaning that if they lie in bed long enough they're guaranteed to get the -20 totally joy deprived penalty, go crazy, and require shooting in the head to keep under control.  It's totally unbalanced.  Until it's fixed, I'll simply refuse to play with it.
#2111
Ideas / Re: Flu - Unbalanced?
November 07, 2015, 11:17:33 AM
OK, so what is the deal with the flu anyway?  Since when does a person with a flu require half a dozen medkits full of trauma supplies to treat?  I'm rapidly running out of medical supplies thanks to these guys.  I'm almost tempted to add flu to my list of "load autosave" events.

==Edit==

Well, I just solved the flu problem.  The secret is to select "Doctor care, but no medicine" on your Health menu.  Then he'll stop eating medkits.  Eventually he will get better, or die.  If he goes mad from being stuck in his bedroom just arrest him and tie him down in the prison.  Once he gets better you can let him go.
#2112
General Discussion / Re: Toxic Fallout - Remove?
November 07, 2015, 08:17:54 AM
Just adding to this thought -- it would be really great if the Toxic Fallout event were implemented similar to the fire mechanic.  At random intervals large piles of toxic goop land on the map.  Anything on the affected square takes damage until it dies.  But colonists with the right equipment can clean it up and eventually bring the map back to normal.

Which reminds me, when are fire extinguishers going to be added to the base game?
#2113
General Discussion / Re: Toxic Fallout - Remove?
November 07, 2015, 08:10:03 AM
I could live with the "Toxic Fallout" event if a plume just poisoned part of the map.  That would actually be interesting if it happened to hit your base and you were forced to rebuild elsewhere.   But wiping out everything is far too extreme.  It's an automatic "load autosave" event as currently implemented.  Moving underground doesn't solve the problem of everything on the map dying; where are my chickens going to graze?  (Yeah, I have grass fed chickens, lol)
#2114
General Discussion / Re: Toxic Fallout - Remove?
November 06, 2015, 05:44:27 PM
So yes, I'm performing some thread necro here.  I just got hit by the Toxic Fallout bug... I mean, "event".  It's pretty ridiculous.  I'm not going to start my game over, so instead I'm just going to load the autosave.  I guess I should be thankful there's an autosave feature!  And I'll hack the xml and disable it on my next game.