Quote from: SadisticNemesis on April 09, 2016, 11:17:24 AMWell, yes. But 2.5 seasons is about 7.5 months in A12 time, and I could reliably get 4-6 trade ships a year in A12. I even downed a Thrumbo, which seriously jacked my wealth, but I only got ground caravans. I'm not sure what the metric is to get a ship, whether it's wealth, time or # of colonists, or something else. More data is needed.
2.5 seasons really isn't much time at all.. plus you had ground trade caravans as you said, so its likely the story teller didn't think you'd need another trader for awhile.
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#376
General Discussion / Re: No trade ships anymore in A13?
April 09, 2016, 11:22:54 AM #377
General Discussion / Re: Reattaching minor body bits?
April 09, 2016, 11:19:25 AM
It would be nice, the disfigured social debuff is not cool.
#378
General Discussion / Re: No trade ships anymore in A13?
April 09, 2016, 11:14:17 AM
I spent about 2.5 seasons waiting for a ship with console and beacon and never got one. They are way, way more rare. In that time I got very regular ground caravans, so maybe the game's RNG picks between ground and space and you get what you get. None of them wanted the 4 elephants I tamed.
Eventually everyone's best friend got beat to death by a pirate and the whole base went berserk, RIP.
Eventually everyone's best friend got beat to death by a pirate and the whole base went berserk, RIP.
#379
General Discussion / Who builds the ship?
April 08, 2016, 10:45:13 PM
Who actually builds a ship? I can't imagine a reason except as some sort of benevolent exporting of undesirables.
#380
General Discussion / Re: [a13] Balance gone a bit off?
April 08, 2016, 10:35:11 PMQuote from: dangordon on April 08, 2016, 06:47:44 PMPerhaps you'd enjoy the game more if you were not spawning stuff in with dev tools? People tend to appreciate less that which they do not earn. If you're bored there's always the fast-forward button.
i tried again earlier... same setup, spawned another 7 blokes at start. this time they were almost all gun nuts.
built more defences. spawned better weapons for my blokes. even before raids started people were going bezerk. had a bloke everybody hated. yes i was building stuff for happiness - as much as you can early in the game.
pychic drone starts... two more go bezerk. now lets hit you with a raid... playtime less than 45 mins.
The only story its telling me is something about ramming something where the sun don't shine.
dont get a great deal of time to play so messing about with like 3 or 4 blokes is super boring (especially sitting here watching them sleep for x minutes a day) thats why i generate a crowd of 10. as it is now i'm giving up for this revision.
#381
Bugs / Re: [A13] No traders
April 08, 2016, 07:59:23 PM
I'm entering winter of my first year and I have no orbital traders. have had a comms console and beacon for over about 2 seasons.
#382
General Discussion / Re: List the hard to spot changes here
April 07, 2016, 12:01:52 PM
Asthma is a pretty serious condition, especially for starting. I have an asthmatic colonist and they are just chewing through medical supplies. I'm going to prioritize lung replacement since this is a non-sustainable situation.
#383
General Discussion / Re: EULA and forums
April 07, 2016, 11:13:19 AMQuote from: NoImageAvailable on April 07, 2016, 11:02:01 AMIt's not unrelated though. The fact there is a sub-forum that has nothing to do with Rimworld does not divorce the forums themselves from Ludeon Studios and the game. If LS wish the tie behavior on their forum to your account for the game, and the user does not agree with this, the obvious solution is to not use the forums.
Personally, I see no justification for tying access to a software I purchased to an unrelated forum account and since you've been avoiding the question I suspect you don't see one either.
The EULA is fairly straightforward, but without a lawyer's review it's hard to say it's bulletproof.
#384
General Discussion / Re: What's the best room layout for spacious bonus?
April 07, 2016, 10:59:57 AM
IIRC, the bonus is based on number of unoccupied tiles in a room. The layout is unimportant; putting a piece of furniture in a room will drop the unoccupied tile count, which may be the source of your confusion.
#385
General Discussion / Re: How does freezer really works?! or are they bugged?
March 22, 2016, 09:42:06 AMQuote from: humblebundle on March 22, 2016, 06:22:07 AMAre you storing liquid nitrogen by chance?
So i always have to build more freezer and sometimes i set them to -200°C, i mean why they don't freeze that?
Your freezer sounds pretty small, so what you need more than anything is an airlock, and maybe an insulating wall. Airlocks are absolutely vital to maintaining stable temps in a freezer that is used every day. Make a 1x4 passage with doors on both ends. If you are still getting wild temperate fluctuations, the difference in temp between the inside and outside is too extreme. In this case make the freezer wall twice as thick, with an gap in the second wall for the coolers to vent. Or try making a pocket around the freezer, with a second line of coolers to transfer heat from the pocket outside.
#386
General Discussion / Re: Carry weapon limit question.
March 07, 2016, 10:26:23 AMQuote from: IkeaSwede on March 07, 2016, 09:58:37 AMDoes anyone even use melee combatants? I know there are shields but they only delay death by a seconds if there's any sort of formidable group. I find melee fighters can't be used offensively unless you want them to wind up as a pincushion. Ditto for hunting, of course.
Yeah, being able to equip everyone with knives + ranged would nullify the idea of melee combatants, which the game is based around having.
Melee combatants are sort-of effective for me as backup if the raiders can reach my shooters, but if they get that far odds are the colony is doomed.
#387
General Discussion / Re: Any way to fix colonist problems?
December 10, 2015, 03:28:45 PM
I play with the 'Expanded Organ Engineering & Prosthetics" (If that's not the title it's close) mod. It has advanced prosthetics and synthetic organs that will fix issues like bad back, frail, cataracts, etc. The only thing you can't seem to fix is brain death (no cybernetic brains) or scarring of the head. So it won't make you totally invincible, but you can make some pretty exceptional colonists...