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Messages - stu89pid

#16
And if you have a TON of steel and aren't in any rush you can have your mortars target the ship from a safe distance.

In fact, if you are willing to waste a lot of steel/shells to avoid risking damage to a pawn, you can sit back and mortar the ship to oblivion. The mechs will raid you when it gets to a %, I can't remember but I think it's around 50%. When they charge your base, you get the scythers way before the centipedes (Unless the ship landed right outside your base) since they are so much faster.

But I can only pull this off in stable colonies that I should have already built a spaceship on.
#17
General Discussion / Re: Rimworld SPARTAN II Program
February 02, 2017, 03:26:28 PM
One other fun idea I thought of after reading this, Could you take 4-5 of your SPARTAN II soldiers and drop pod ship them for an effective offensive? I have only touched on drop pods in A16 so not sure how realistic this is.

Quote from: b0rsuk on February 02, 2017, 02:22:30 PM
Why does Halo helmet look like Doom helmet ?

I am sure there is a place on the internet that is willing to hear you complain about how much you didn't like HALO, but this thread is not the place.

#18
General Discussion / Re: Rimworld SPARTAN II Program
February 02, 2017, 03:17:20 PM
Wow, I have not done this before, but I LOVE the idea. I haven't used cryosleep caskets much, is there a long term penalty for cryosleep sickness if you have them sleeping in there long term?
#19
I know it is frustrating, but we all learn things like this the hard way. If you shoot a crashed ship and are within range of the Scythers attack, your pawn will very likely take significant damage. Like others said, pop them with a sniper rifle with an escape path back to your base or this will happen again.
#20
If in a year round growing biome, selling simple meals to exotic goods traders is incredibly lucrative since A16. I usually get around 19 silver per simple meal (Social skill 12-14 pawn).

Most exotic good traders show up with no more than 3k silver, so you unload around 150 meals (or more if you want any items off the trader, makes buying bionics very cheap) and clean them out, and before you know it, you have 10k silver and no longer need anything.

If you can grow a bunch of corn outside, this is the most efficient way to produce mass simple meals as I described above. I just set my builders to keep making simple meals until I have 900 so I always have enough for eating and selling. You will probably need a larger cooler to store this many meals, but it pays for itself in a single visit from a trader.

It's not the densest way to make money (You can only stack 10 meals, so about 200 silver per stack), but once you have everything set up, it requires no micro at all and is why it's my favorite way to make money. You can even make this work for tundra biomes, but it usually takes a full year to get enough base development to have enough hydroponics going to support this.
#21
General Discussion / Re: Pathing question
January 14, 2017, 02:02:00 PM
Quote from: Pathing on January 14, 2017, 11:01:33 AM
I swear that is not my question  ;D
A colonist will choose a path that gives them highest average movement speed. You may want to try to calculate that! Pathing in Rimworld was changed at some point in development to be a rough one to optimize performance so there are bugs somewhere!

Thanks for responding Pathing and confirming you are still buggy :)
#22
Stories / Giant Chess Board
January 14, 2017, 10:29:08 AM
My colonists weren't satisfied with the in-game chess board, so they labored away at the sculptor's table many many long days and nights.



[attachment deleted by admin due to age]
#23
General Discussion / Pathing question
January 14, 2017, 10:25:30 AM
I have created a backdoor entrance to my mountain base. The doors are lined up but my colonists seem to want to walk in a strange path while passing through. Any clue why they choose this pathing?

[attachment deleted by admin due to age]
#24
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 05:25:18 PM
I usually only play on medium difficulty (I hate losing colonists) so I use mortars a lot. They are a very safe, but somewhat costly, way to defend your base.

-I will poke a poison ship to get the centipedes to spawn, then run away with my fastest colonist. THen I will mortar the crap out of them until I turned the inevitable firefight in my favor.
-They are great to thin out huge end game manhunter packs. YOu have to be willing to have 100+ shells ready to go and 6+ mortars to fire them to start to get a lot of impact from them, but they can be very destructive on packs.
-Of course they are an excellent counter to sieges. I can usually land a shell in the first barrage completely forcing the on-foot attack on my base before they get to launch a single shell back at me. Again power in numbers here. WIth 4 mortars firing, you might not land a shell in time. With 10+ firing together, you will very likely destroy their mortars and take out 2-3 raiders.

I love mortars and have a couple suggestions to improve them.

-UI: The UI is not very intuitive, I can never remember if the checkmark means it will fire or will hold firing
-Loading: If you try to force load 8 shells with 8 different colonists at the same time, it will only work if you have 8 separate stacks of shells. Otherwise you get a message that they can't, and you have to wait for other colonists to pick up a shell before you can order the next.
#25
Until i can train my juvenile boomrats to carry an incendiery IED into a group of raiders to self destruct, no I will not be using animals in combat.
#26
General Discussion / Re: Asexuality
November 15, 2016, 01:05:25 AM
Quote from: eadras on November 11, 2016, 06:54:08 PM
I've noticed this in some of my past games, too.  I assumed it was a result of some obscure bug, but I couldn't narrow it down enough to make a useful bug report.
Chlamydia?
#27
Since deep drilling was added, I've seen copious amounts of steel on all maps. How far in the game are you if you've already exhausted all of the deep metal pockets on the map?

Granted, map size also affects this. I typically play on the largest or second largest map because I like to build a big base and rarely rush the ship.
#28
General Discussion / Re: Concrete
October 31, 2016, 05:10:58 PM
Quote from: Lizardo on October 31, 2016, 11:58:23 AM
Then it shouldn't take as much steel as it does.

It would simply be nice to do something with the collected rubble and dirt.

Concrete takes 1 steel, the lowest divisible quantity in the game. I know it doesn't make sense, steel is fundamentally different that concrete, but there are lots of things in this game that don't make perfect sense in terms of real world applicability. You will have a hard time enjoying the game if you are constantly trying to look at it through that lens.
I laughed the first time my pawn build an entire door from pure granite, but things like this are all over this game, and really, all videogames.
#29
Quote from: Alenerel on October 31, 2016, 02:29:22 PM
Quote from: O Negative on October 31, 2016, 01:47:19 PM
So much micromanagement ._.

Features like that in Vanilla would be overwhelming, I think. It'd be a great mod, for experienced users. But not Vanilla, I don't think :/


Yes, there are too much unnecessary micromanagement. For example I wanted to force a guy build one small thing but he wasnt set up to build... So I had to set up him to build, order him, then unsetup him...

The same with areas, wanted to force him to flick a switch, or haul a raider fallen weapon, set area, force, unset area.... I think that forcing actions should let you... Well, FORCE them.

1. Just set all pawns for flicking and set it to 1, problem solved. I still force flick on my row of turrets when a raid starts up, but in general flicking requires no micro when set up like this.
2. What you want the pawn to do, and what you are telling it to do are different, and this is why you are forced to micro in this situation. You have his work priority set up so he can't do work, but you want him to do work, so yes, you need to change this to allow it. It is not common in this game that you need a colonist to construct a single item and then never again.
#30
Bugs / Problem with mortar loading
October 28, 2016, 10:52:45 AM
Hi,

Not sure if this belongs in bugs or suggestions. Feel free to move if I've misplaced the thread.

When loading mortars, only a single colonist can interact with the artillery shell stock pile at a time, per stack of shells.

I'm struggling to explain the problem so let me use an example.

My colony has 10 mortars set up, and 3 stock piles of artillery shells near the mortars with a total of 75 shells (3 stacks of 25 shells stored in 3 different 1 tile stockpiles).

At this point, I may pause the game and draft all my colonists. I try to load all 10 mortars at once. However, after I have commanded 3 pawns to load mortars, I get a message that there are no available stockpiles/shells to load the 4th+ mortar. I can't command more than 3 colonists to load the mortars until the first 3 have picked up a shell from the stock pile and started loading.

The only way I have found to alleviate this is to create as many stockpiles as you have mortars. The problem is that I would only want stacks of 9-10 shells in each zone, but since you can't split stacks, this becomes difficult to manage.

I think this is a bug but I am not sure. Two colonists can be walking to the same stack of meals simultaneously, the second doesn't have to wait for the first to pick up a meal for making that decision, so I'm not sure why that is the case for artillery shells.