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#31
General Discussion / Re: Purchasing Rim World
February 19, 2017, 07:44:13 AM
This game is worth the money spent on it.Of course, due to very strange currency discounts, it turns out to be only 11$ here and while i got the game at 20$ from Ludeon well before the steam release, I still feel like money well spent.
#32
Quote from: Hans Lemurson on February 16, 2017, 04:36:49 PM
So...it seems that you want to down a Thrumbo with a large number of low-damage injuries in order to maximize the number of treatments you can give.

Actually, you want to do maximum pain with minimum open wounds as many a times, the thrombo will bleed out rather than bond as it will have 150 bleeding wounds(assuming killbox abuse), each having a 1-3% bleeding rate making stopping the bleeding hard.

This makes burn damage so useful,it causes the maximum amount of pain per damage dealt while it also doesn't bleed just don't let the fire grow to big. Just be sure to cause a lot of injuries with small weapons also to ensure there are many wounds to treat.
#33
General Discussion / Re: Post a cool tip you know about!
February 14, 2017, 10:25:55 AM
Quote from: Anxarcule on February 14, 2017, 09:44:30 AM
For psychic/poison ships, plant ~15 IED mines around them, get a safe distance away and shoot the ship... BOOM!  You should be left with a handful of weakened centipedes.  Be warned though, the blast will likely destroy some of the scyther corpses as well as the AI Core (less of an issue with poison ships)

Now this is something that i learned from the thread after more than 2 years in rimworld(been here since alpha 9). Thanks! even having 5 IEDs will stop the headache that are the scythers lategadme when i preferred to heatstroke/frostbite(only when natural temp is -80C) them all.
#34
Randy being the only sane?? storyteller in the game is a reality if the aim is not to go to space. Cassandra's late game becomes too hard while Phobe is easy. Randy on the other hand is truly random for the entire game. There are sometimes when it can get too difficult even early game with randy, although its rareish and most endgame Randy end in hillarity although there will be even more laughing during the course. Anyone want the pirates sieging while the tribes assault from the same direction and a psychic ship dropping there?
#35
I thought that a regular treating for the battle injuries will stop the bleeding, or was that not an option?
#36
General Discussion / Re: Post a cool tip you know about!
February 12, 2017, 03:05:03 PM
Quote from: Hans Lemurson on February 12, 2017, 01:57:00 PM
I just learned from one of the in-game tips that ranged pawns will always be able to shoot past the guy directly in front of them without friendly fire.  Now I understand how a melee/shield pawn can protect your gunners.


The big problem with that is that the opponents will aim for the shielded guy and when they miss(which will be many times) they get a guaranteed hit upon a pawn in a neighbouring tile which is selected at random.so its a guaranteed 12.5% hit on the shooter which is many times more than a direct shot, especially by tribals.
#37
General Discussion / Re: Best and worst skills in A16
February 12, 2017, 01:40:14 AM
Quote from: SpaceDorf on February 11, 2017, 05:29:08 PM
For Medicine I noticed again that Doctors have to cheer up and feed the patients.

I think this should fall under the category of social jobs, the same way they do it with prisoners.

Its a rather hard choice since in real life, that cheering up usually is the doctors telling the person that he is going to get better.
#38
General Discussion / Re: Post a cool tip you know about!
February 11, 2017, 07:53:15 AM
Quote from: mrm on February 11, 2017, 07:32:47 AM
Come on, vitals monitor costs only 180 steel

Just 180 steel on sea ice? Thats a windfall.
#39
General Discussion / Re: Best and worst skills in A16
February 11, 2017, 06:30:16 AM
Melee needs rework as stated above.A difference in melee of the 2 combatants should result in more grazing and misses upon the experienced guy. Add some joy furniture like boxing bags and change them and horseshoes to training melee/shooting(per joy% increased) and chess to increase research while TVs increase random skill(like watching national geographic or cooking channels) and add a policy for joy activities like it is for drugs.

Research - The simplest way to add usage for this skill can be to tie global learning factor to the skill lvl with more scientific people analysing what they do while they do the other jobs or simply add a classroom workshop(blackboard) which works on a similar way to what the current TV does and bills to it that impart knowledge in skills depending upon the teachers research and the skill being taught and also the students research skill. This should also increase research for the student/teacher

Growing - the best way to deal with the growing problem is to change it to a similar fashion to the current wound treating with a %quality assigned at planting which will change the growing speed to +-20% and sometimes for the more 'advanced' plants failing planting altogether like surgery failures. Harvesting can also be assigned a %quality which will reduce/improve the yield and catastrophic failures can also result in destruction of nearby plants while the present harvest failures are just normal failures.

Mining - High skilled miners should increase the yield of deep mining.

Social - We can add a new task on the comms station to look for recruits and a higher skilled person can find a better person faster. We can be shown his bio and whether we should accept him or not and normal attempt to recruit should occur if we accept. To conserve memory space from needless chars, we will assume that that char died a year after contact.

Animals - A higher taming skill on a pawn should be required for the present random taming and we could add a DFesque animal knowledge system in the colony saves and a high skilled tamer can research already tamed animals/carcasses(e.g. what they eat) to improve the colonies knowledge on the animal type for future animals.

Shooting - There should be a setting for the 3 different shooting modes currently depicted by traits. The careful shooter/triggerhappy people can get different mode types for selection.
Eg- normal people can get fast,normal and slow shooting modes while a careful shooter can get the slow-normal,slow and slower modes with slow-normal being between slow and normal.

Medicine - Well we all know what is wrong with medicine in the current patch.Enough said.

Art - Again taking an idea from DF, artists can maybe create wall paintings to increase beauty.

Hauling - Not a skill as such, but still it needs to be improved upon from the 1 stack limit now that weight has been properly added. A cook should not have to make 10 trips into the freezer because there are 10 different items with only a single piece each. Likewise a bionic improved person be still limited to 75 units. The better way to do it is to 'load' the items hauling/crafting into a persons inventory till the weight limit and if there is space left and the job needs other materials, to go load those materials into the inventory as well. An while we are at it, maybe increase the weight limit for all those non hauling disabled people while the non hauling trait is changed to -carrying capacity.

The incapable traits should instead be changed to severe mood penalties for doing it over a reasonable time period. Presently, it just doesn't make sense that there can be a violent incapable person who will go on berserk rages and kill people while also refusing to lift a finger on invading pirates who are going to enslave him and it can be a matter of victory/defeat if he joins the fight or not.


#40
General Discussion / Re: Of ice sheets and potato farms
February 10, 2017, 08:42:48 AM
I think he is using 5-6 solar lamps. Its easy for the geovents
#41
General Discussion / Re: Of ice sheets and potato farms
February 10, 2017, 06:17:42 AM
sea ice with hydroponics disabled. You need to survive on bought food and human meat till you can dredge the land you need to farm those potatoes.
#42
General Discussion / Re: Cave Bases.
January 24, 2017, 02:54:10 PM
smooth floor does not increase the wealth of the rooms so it compensates with an additional beauty. And animals make a lot of mess so having them on non smooth floor will make a lot of cleaning jobs. Also remember to replace the natural walls with constructed walls as it improves the beauty and keep the corridors 2-wide.
#43
General Discussion / Re: Early-game clothing source?
January 24, 2017, 01:15:35 PM
Quote from: Grax on January 24, 2017, 12:49:58 PM
Quote from: Catastrophy on January 24, 2017, 06:44:13 AM
Leather is probably easiest to get early. The key is having enough of one type so you can actually use it. Cotton grows quite fast, too, but I'd try my luck with leather first.
Don't forget that leather amount depends on manipulation and conscience, so cook with adv.bionic hands/eyes will do 300-500% more units of meat and leather.

Good luck actually insetting them without glitterworld med.
Early game,you want to hunt medium game anyways for making fine meals for some mood anyways so its not that bad to use the leather to make some emergency clothes. Manhunter packs are great because all those animals are the the same so the leather can make dusters too which would otherwise need you to carefully select the targets.
#44
Quote from: gendalf on January 23, 2017, 12:23:25 PM
DeathWeasel, eah I've discovered that.

Quoteplague does not occur when you get the event but much earlier and is hidden from you while it reaches to 40% so you need to reload to before this event occurred.
Is there a mod that would show the disease right away? That would a more immersive solution(for now).

There is the 'more obvious plague' mod that does it

https://steamcommunity.com/sharedfiles/filedetails/?id=818430189&searchtext=
#45
General Discussion / Re: Just got rekt by a Beaver.
January 23, 2017, 12:29:36 PM
I had a pack of 32 manhunting gazelles against my 5-man tribe. A speed of 6.2 on manhunters is fun