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Messages - Shurp

#31
In my latest game I'm trying something a bit different -- *reducing* the difficulty so I have more opportunity to make bad choices that might make the game more entertaining.  For example, recruiting every pawn I can, including the blind Alzheimer's afflicted psychite addict.  I'll let you know how it works out.

But yes, like the OP I do have a habit of losing interest in the midgame once my base is solidly built and my pawns are gradually losing bits due to attrition.  I'm hoping a different playstyle where I'm less attached to my pawns and happy to see them killed off works better.
#32
I'm pretty sure it's just the people on the map.  Which is why setting up a second colony expands your recruiting opportunities.
#33
If you get ambushed in the forest you should be able to cut down some trees... but yeah, if you're on tundra or an ice sheet you're screwed, no way to capture them.
#34
But Roger was the drunk!
#35
General Discussion / Saving hostiles away from base
August 25, 2019, 02:47:01 PM
I'm sure everyone has experienced this annoying situation: "a drop pod has landed with a pawn I want to save but he'll bleed out in 5 hours and it will take 6 to carry him back to base and treat him"

Or maybe it's someone at a mortar camp you shot, or whatever.  You know that you can't set up a prisoner sleeping spot there, so what to do?

Have some pawns run out there with a pile of wood and some medicine and construct a prisoner shack on site.  A small box will do, a campfire will warm it up to habitable almost instantly, and then you can drop a sleeping spot inside and designate it prisoner and capture him.

One additional trick: create a stockpile set to "critical" next to the planned shack site and then manually select the stuff you want your pawns to haul there.  (Don't rely on them to be intelligent enough to figure out what to bring, they'll always screw it up)
#36
General Discussion / Re: Late game ship encounters
August 25, 2019, 02:26:25 AM
yes, that's the trouble with bionics -- they increase pawn wealth much faster than they increase pawn usefulness.  So your pawn becomes a magnet for trouble.  You might want to consider selling off the bionics and replacing them with prostheses that are reasonably adequate (especially legs) and much cheaper.  The net value of the pawn will actually increase that way.

Same goes for marine armor and such... a simple flak vest provides nearly as much protection for the chest at least, and you can replace most of the rest that gets blown off.  Except eyes and brains :)
#37
General Discussion / Re: Late game ship encounters
August 21, 2019, 07:49:11 PM
I find plinking at them from longer range with bolt action rifles works much better.  Remember that once centipedes have taken a few shots their aim goes off badly and they're just spraying bullets all over.  The further away you are, the less likely any will hit.  And lancers go down pretty quickly to BAR fire.  Only the scythers are a real challenge, and being further away means you get more opportunities to shoot them before they get there.

Also, yes, you have to build an on-site infirmary before you pop open the mech-can.  You're going to have serious injuries that need to be treated close by.  Carry a pile of medicine to a pad that you can sew people up at after the battle.  (beds are optional)

The inferno cannons are the real danger, and only because they'll cause your pawns to break cover and run into fire from other mechs.
#38
General Discussion / Re: Post your swag
August 20, 2019, 08:09:32 PM
That's actually an interesting strategy for dealing with Manhunter packs... it would work at your main base too.  Suppose a colonist has just ducked in through a door that a dozen caribou are pounding on... and only one colonist can repair at a time, so you *know* they'll break through.  Instead, have your builder construct a wall behind the door while they're bashing.  If he builds it fast enough, that entrance can be blocked!

(Repeat with all the others and wait out the Manhunters... if you can't trust them to not bash down doors)
#39
General Discussion / Re: How do I cross the Ocean?
August 14, 2019, 07:53:04 PM
I have no idea what the necro is for, but I'll play along.  You want a reason why you can't build a boat and sail across an ocean?  Try this.  You're on a planet with boomalopes and giant centipedes that shoot lasers.  What do you think is going to happen when you run up against a whale here?

(substitute some Lovecraftian horror if you're playing a medieval or other low tech theme)
#40
Besides, if you're looking to set up deep mining operations... why not build a new colony on a regular map hex instead of using a temp hex?
#41
General Discussion / Re: Sky-high expectations
July 30, 2019, 09:03:33 PM

Quote from: Limdood on July 30, 2019, 01:51:03 PM
....and if after eating, they go to the lab or workshop, that mood will hang around most of the day.

I think this is worth repeating -- if you keep wherever your pawns hang out most of the day looking good, their mood will reflect it.  Sprucing up the bedrooms is nice but it's much more important to keep your lab/workshop clean and tidy.  A -10 ugly environment penalty will undo much of the good you're getting from anything else.
#42
Wow, those are pretty determined spammers!
#43
Is CAPTCHA a possibility? I have no idea how much one of those systems costs to implement.
#44
General Discussion / Re: Sky-high expectations
July 28, 2019, 12:30:17 PM
Exactly the point -- "Hey we have all these guns and turrets and traps and mortars... can't we have a television too?  There's more to life than killing raiders!"
#45
Wait, the Rimworld colonists are Golgafrinchans???!!!  NOW it all makes sense!!!