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Messages - Ace_livion

#16
Ideas / Dowsing
February 02, 2017, 12:11:17 PM
so, I spotted that some are wondering about the deep drilling coming before the scanner.
and since trying to drill somewhere without the scanner is kinda risky I was thinking what can be done here?

and the answer was Dowsing, what great fun it could be to have your colonists run around whit a stick hopping to find precious minerals.
(obviously Dowsing is some fake shit but this is a game whit Mecanoids and pirates, and we all know pirates don't exist) 
so the colonist run around for a random amount of time until they find a field containing minerals and likely drop their stick to indicate where to drill.

the obviously downside of this is, spending time and the uncertainty of it being a 1x1 square or a 3x3.
but in RimWorld its all fun and we never know what the reward will be.

what do you about this?
#17
i like making cloth, i ask my colonists to stop using cloth at is close to 50%, that way i can sell all the used cloth and make sure my colonists never get the warn out appeal debuff.

i also make art. but that more of a lesser income.. since it takes a long time and is less useful then getting good skills in tailor and smiting.

drugs are also useful but they tend to make people addicted.
but once the craters start getting 18+ in tailoring those parkas sell for a lot
#18
I do follow you, im often lazy and ask 3 guys to trow EMP grenades at the spaceship before i open it.
but it still amaze me that quite often they manage to pull of a number of shots.
almost like they exit the ship pre-aimed.

but as the rest have said, their are many good strategies, but to expect the mecks to aim when exiting the ship
is something i have stopped expecting.
#19
make it possible to grow things like spices easy to grow but require a high temperature. (not really eatable but sell for high value)
making desert biomes more reliant on trade/caravans for survival.
balancing less grow able spots whit more value to trade whit.
#20
General Discussion / Re: Raiding -thoughts ?
January 31, 2017, 03:51:53 PM
so Lucium might really be the hidden gem of the prate base.
but since the auto regain only comes if they don't flee, it sound like a semi exploit.

how long is the normal regain time for a pirate base? in the scenario where you wish to use them for a Lucium source.
without semi exploding them.
#21
Ideas / Re: Cryosleep Casket = ultimate food freezer
January 31, 2017, 12:02:18 AM
Quote from: A Friend on January 30, 2017, 11:12:27 PM
I counter your point with SCIENCEā„¢
Now allow me to uncover free human meat in ancient cryptos.

or a regular Sloth.
since they went extinct so long ago.

Uhmmm Extinct meat........Graaahhhh
#22
General Discussion / Re: Raiding -thoughts ?
January 30, 2017, 10:02:30 PM
Quote from: TheMeInTeam on January 30, 2017, 02:53:55 PM
A lot of these can be downright broken-tier if you're immediately bordering a pirate town, which then becomes a food + luci generator on the order of something no grower could possibly match.

that's really interesting. I was thinking myself that placing your base beside one of the big traders was the way to go. but a regenerating pirate base might be worth more if you have some skilled colonists.

is Lucium really that great? i mean, surely pirate bases could easy be the only reliable source early game.
I can see the fun of making a all on Lucium raiding run.

or a no base colony, only moving and rely on raiding food/trading.
kinda a challenge mode where you have until the Friendly AI tells you the location of the ship to get as much stuff ready for your journey.
#23
Ideas / Re: Mark colonist GUILTY if...
January 30, 2017, 04:30:32 AM
I like to have a way to make colonists able to turn Workbenches on and off when they are using them.
a off power until in-use.
kinda like we all dream about having light turn on and off if there are colonists in the room...

i also would like the ability to tell a colonist to go sleep in their bed, kinda like i can tell them to eat. (without having to micromanaging there setup)

but alas.. i will have to execute them instead.
#24
Ideas / Re: Use destroyed colonies for game
January 29, 2017, 05:43:40 PM
Quote from: Aristxtle on January 29, 2017, 04:20:24 PM
So basically a system like Spore?
I like it.

Yeeey another Dick shaped pirate base
(since you mentioned spore) :)
#25
General Discussion / Raiding -thoughts ?
January 27, 2017, 11:07:30 PM
So raiding Pirate bases is a thing now :)
but is it an attractive thing to put your pawns in danger for the promise of loot?

I mean, lets say a 4 colonist raiding scenario?
can those 4 pawns bring back the worth of the raid compared to simply crafting at home. when you think of the idea of losing your colonists?

right now what comes to mind for me (personal opinion) is its attractive if your caravan desperately needs food.
other then that, its something you do if you are missing some action.

but as i think about it, raiding losses could easy be a more potent part of the game if the Risk/Reward becomes more of a irresistible temptation.
what I'm thinking is that right now having your colonist stay at home and from time to time do a caravan, is the way to do things.
and it seams like there is a natural block for raiding, since the game like to limit how many colonist you have.(making risking their lives for something you could craft/buy undesirable) but this feature would be less needed if it was more attractive to risk the life's of your colonists in attempts to grasp the sweet promise of loot.

I was thinking thing could go in the way of unique items only gain-able from raiding.
events that pushes player into taking action against close living hostile bases.
but this is not really meant as a suggestion post. more in the where would we like this to go kinda post

so what are your opinions on raiding? worth it? fun? how big a part of RimWorld would you like this to be?
a minor thing you can chose to do? or more of a key feature?
#26
Ideas / Re: Your Cheapest Ideas
January 27, 2017, 10:34:35 PM
Quote from: dv on January 27, 2017, 01:23:25 PM
Easy. Once you have 7-8 pawns, pick one to be your dedicated housekeeper, and set their allowed area to a smaller area than your home area.

its a nice work around. +1
yet making it user friendly way to do it would be nice.
#27
I believe scars should stay, but if you treat them well you could remove the small 3% pain penalty.
next i think that hearing problems due to lost ear, should be treatable whit some kind of hearing aid, not giving back the ear, but making it a 20% hearing loose over the deaf.

I like there to be small "hot fixes" over the Bionic boost.
like the denture, thing that work but are still a permanent penalty.

as for the nose, I have no good solution other then some Nanoface mask. like some strange cream that restore your face but somehow remove that ability to use a helmet due to need of air/sunlight vague Quiet argument...
#28
General Discussion / Re: Mortars: Useful or not?
January 25, 2017, 06:10:29 PM
i have concluded that mortars have a "critical Mass" kinda thing.

1-3 mortars is just shooting random praying to hit something
4-6 and you can murder a whole siege.
7+ and your just sadistic, but can do moderate damage to a raid that wish to spend time peppering

my basic setup is 4 flame, and 2 explosion.
EMP mortars are useless for defense. since mecanoids don't wait before charging, or make sieges.
and if you can afford to make a EMP mortar, your better of placing some EMP mines in chase of crashed ship part.

that's my 5 cent on mortars.
#29
Ideas / Re: Write an event!
January 25, 2017, 12:09:26 PM
Crazy Ivan
A lone colonist, carrying a Doomsday rocket processes you colony. it is unknown what have driven this person to this extend.
a naked hostile person whit a doomsday rocket

Power Surge.
an unknown power source is currently floating into your systems. charging your power grid, yet damaging it in the process
a great power surge flood true your cables, charging all of your things.
this can last up to 3 days. while the power surge in in place, the Zzzt event and breakdowns are 50% more likely to happen.

Smoke leaf cloud.
somewhere close by, a huge smoke leaf farm is burning. the hallucinating smoke is passing over the colony
people who are outside will be effected as if they have been smoking smokeleaf, extended time will give them an overdose.
pleasing chem fascinate colonists and displeasing Teetotalers.

Zombies (joke)
the unknown environment on the Rimworkd have caused the dead to walk again
corpses will turn into zombies, and dig them self out of graves if buried.
they are weak, slow, and mainstream.
#30
Ideas / Re: EMP != Hunting
January 24, 2017, 04:36:23 PM
Quote from: NeverPire on January 24, 2017, 03:39:33 PM
I have already reported this problem.
You didn't have the worse.
When the animal is still standing and a hunter try to kill him with EMP, each time he has a chance to trigger manhunter state.
A EMP hunting is infinite so it will lead always to a bersek animal.

on the plus side, i did check if you gain any XP from trowing grenades. and you don't. so no max shooting exploit there :)