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Messages - lowdegger

#16
Ideas / Re: What's the point of peace talks?
September 21, 2018, 05:57:58 PM
Quote from: twoski on September 18, 2018, 05:34:18 PM
Quote from: 5thHorseman on September 17, 2018, 05:58:00 PM
They don't slip into hating you. Without gifts and trade weighted in their favor, they become desperate and raid you out of necessity.

That's kind of corny, it's entirely possible to make a self sustaining colony in this game.

IMO factions should remain neutral at 0 unless the player does something to ruin their reputation. There should be some way to regain favor (or at least return to neutrality) with a faction without it constantly deteriorating. Sending pawns out on peace talk quests nonstop is just wasteful.

I wonder if they tried that line when the Romans arrived. "You don't actually need to add our country to your empire, because you're already self-sustaining!"
#17
General Discussion / Re: Executing Prisoner During Raid
September 21, 2018, 10:41:17 AM
Quote from: Scavenger on September 18, 2018, 09:24:33 PM
You mean burning one on a pyre like you do to demoralize cannibals in the forest? Haha.

This is actually a great idea.
#18
Quote from: BLACK_FR on September 16, 2018, 07:34:02 PM
Quote from: bbqftw on September 16, 2018, 01:24:15 PM
I am not sure adv helmet is worth since it is only helpful for like ~0.4% of hits since you're looking for brain full deflect as brain mitigated shot makes your colonist a vegetable. How many hits are you taking in a typical colony? With your low pop, I imagine less than 10. I think I average less than 1 enemy gunshot wound an year with 8-10 people colony (typical nondrop raid ranges from 13-20). I don't use traps or external turrets but I got my own tactics though.

In B18 it was quite a lot more actually. I wasn't damaging my furniture then so raids were quite big for my 2-4 guys. Some times raiders didn't went through trap corridor so there was gun fight. I was under 75% cover from doors and with 4-6 turrets to back my 3 pawns up, but there were quite a few shots. Hits were rare but one time one bullet one-shoted one of my pawns because he wasn't wearing any helmet. So I thought that ~150 wealth per colonist is very much worth it for that additional protection.
Shots in the head are not always make pawn a vegetable. But even if they do you have super-healing to heal him (in new version). Actually you also have ressurection, but it doesn't have 100% chance to ressurect as far as I know.
What is your tactic for big raids in b19, are you willing to share it?

Quote from: lowdegger on September 16, 2018, 05:06:03 PM
You guys have a weird way of playing games.

That's called "winning". It is very fun, you should try it.

I thought that was for real life. Takes all sorts I guess...
#19
You guys have a weird way of playing games.
#20
Quote from: Kirby23590 on September 13, 2018, 06:09:56 PM
I always build 2 or more mortars. Along with some raider siege leftover mortars, with some one working on making mortar shells in the machining table or buying them from traders. I always give em' some of an hell-firestorm!

This is how you actually do it.
#21
Ideas / Re: Water Balloons
September 11, 2018, 08:00:28 AM
This is actually a brilliant idea. Also maybe snowballs?
#22
There's a mod that adds more factions. As for why you're the only independent town, I guess it's one of the things in Rimworld where realism has come second to game mechanics.
#23
Ideas / Re: Send out the hunters/explorers/surveyors
September 06, 2018, 12:44:11 PM
Try the Set Up Camp mod.
#24
Ideas / Re: Use shelf to "protect" food
September 06, 2018, 11:42:40 AM
This is actually a really good idea. Animals can't access shelves. Put beer on shelf, dog doesn't drink beer, dog doesn't die of alcohol poisoning.

As things stand if I have a doggo doing hauling then I have to make a special beer storage zone and make a special zone which is that zone inverted and set the dogs to it. Sometimes I'll get a new animal and forget to add it to the zone and it drinks all the beer and dies.

It would be very useful to have something which automatically prevents animals from accessing items.
#25
So you want someone to give you something for free, so that you can uninstall the pirated copy you are apparently already playing? And you post this on the official message board of the developer who needs people to buy the game in order to make a living? You are a special person.
#26
Ideas / Re: Your Cheapest Ideas
September 01, 2018, 12:27:38 PM
Actually the best and simplest mod I know about is the cleaning area mod. Would that be simple to add?
#27
Ideas / Re: Your Cheapest Ideas
September 01, 2018, 11:59:33 AM
Masks, but not helmets, counter-act appearance modifiers like pretty, disfigured etc.
#28
General Discussion / Re: News on steam.
August 28, 2018, 03:43:10 PM
Quote from: bobomite on August 28, 2018, 11:47:42 AM
I can read articles there with Adblock Plus.
#29
Quote from: Tynan on August 27, 2018, 07:13:56 AM
Thanks for the feedback everyone!

Recent builds haven't changed any gameplay so there's nothing to post, really. It's just bugfixes.

Very excited for 1.0.

It still says "impacted" instead of "landed" or "crashed" for spaceship chunks though... very sad...
#30
I've just noticed that now when spaceship chunks land it no longer says that they have "landed" but that they have "impacted". "Impact" in the sense of collision is a noun and not a verb. It would make sense to call the machine parts you can mine "impacted machinery" but that is a different, though cognate, word meaning packed tightly together. Interestingly, the (incorrect) use of "impacted" to mean collided appears to be a back-formation from a figurative and abstract use of "impact" as a verb meaning to affect. In any case, I am thoroughly triggered by this piece of unfortunate diction in my favorite game of all time.