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Messages - BLACK_FR

#31
Sadly you have to lower your wealth. In my current run I'm not even using any "hard" wealth control tactics except "don't have anything you don't need" and it's enough to keep raids very low.
#32
Bugs / Re: 1.0.2059 Pawn never do meditation/prayer
October 31, 2018, 06:56:19 PM
Yes, some pawns don't pray. But they should at least meditate. And on some of my runs my pawn is alright too, so your example is not relevant.
#33
Saw it just now. Even wiki wasn't updated yet. Did you notice that change?

Changelog would really be nice in my opinion.
#34
Bugs / 1.0.2059 Pawn never do meditation/prayer
October 31, 2018, 02:27:23 PM
In most of my runs (not all of them) my starting pawn never do meditation/prayer. You can reset pawns recreation choice by drafting/undrafting so I can quickly check if that's really the case.
Is there any restrictions on meditation/prayer or is it a bug? I have only one pawn so he has solitary bedroom.
#35
Bugs / 1.0.2059 Incorrect raid size
October 28, 2018, 03:58:44 PM
As was discussed in this topic there is threshold for where wealth is starting to affect raid size. As was discussed in this topic https://ludeon.com/forums/index.php?topic=43206.msg427423#msg427423 it's 14000 "raid wealth" (where building wealth is halved).
But I got increased raid with raid size with 11670 wealth (5266 for items, 6888/2=3444 for buildings and 2960 for two pawns).
So is it a bug or did that mechanic changed in 1.0 compared to 0.19?
#36
Quote from: 5thHorseman on October 28, 2018, 07:09:44 AM
If it's that caravans demand more money than settlements, why do your caravans not make more money from sales at settlements?

Disclaimer: I have no problem with this as a game mechanic.

Because in the universe of Rimworld you are surrounded by crazy people (by our standards). Trade is voluntary and you can't control what prices other people offer to you.
#37
I didn't have an opportunity to test new animals mechanics. My main reason to use them is to increase melee power of the colony in the case of drop pods raids. If release-capable animals add to raid strength then is it good idea to have some non-release capable animals like alpacas? Do they worth their wealth-adding?
#38
Traders want to eat bread with butter) Also balance-wise it's mechanic that can't be replaced.
#39
General Discussion / Re: Had much luck recently?
October 24, 2018, 01:24:05 PM
Yes I can. Like raid coincidence with caravan. But that not came close to bad side of God of Random.
#40
General Discussion / Re: Guide to mastery of the game
October 24, 2018, 05:36:29 AM
@cyberian
What difficulty do you play? In my last full run (in B18) with all my preparations there were many raids that posed risks to my pawns. There are several reasons for that. First of all when you make benches you increase your wealth and raid sizes considerably. Secondly, there are many different types of raids that avoid prepared entrances: sieges, sappers, infestations, drop pods raids (first time when I encountered it I wasn't prepared and it killed my colony), poison and psychic ships etc. Also you need to go for the AI core via quest. So I don't think that with moderate or high wealth you can go without risk. If you make super-killbox that will bloat your wealth and you will have hard time dealing with drop pods etc.
#41
General Discussion / Re: Guide to mastery of the game
October 24, 2018, 04:11:47 AM
@5thHorseman
I edited open post yesterday to reflect new information, so it's not like you missed something when you read it first time.
Even I don't follow all advices that I gave. I give up manual feeding as soon as I can for example. Problem is that with little wealth management and reserve of food you can just play "hands out of keybord" style, doing some little things only when some important event is disrupting you.
Regarding starting without research. I meant "disable all starting research". But your mod gives big boost to all research (because it's not a tribal faction), and after consideration I'm not sure that changing tactic "make passive cooler and be inside" to tactic "wait as long as you can and then wait the rest in caravan" is fun challenge so I gave up on this starting restriction.

@cyberian
I thought that whole point of "be prepared" is to reduce risk. Of course if risk is your criteria of fun then you shouldn't be prepared for any events but you have to understand that for many people "don't be prepared" is bad recipe for fun.
#42
My idea is to make Marke Value of all items except weapons and apparel NOT be dependent on hp using xml tweaks. That way both their utility AND their MV will be fixed. That prevents tactic where you degrade your stuff in order to reduce wealth. It's crude fix but it is much better than what we have now.
#43
General Discussion / Re: Had much luck recently?
October 23, 2018, 05:09:37 PM
I disabled all good events for my runs so I have only bad luck. Like getting my crops blighted (first batch, so I couldn't make food reserves), then getting gut worms (when I have no doctor to cure them) and then getting hit by toxic fallout so not only crops but all animals die too.
#44
Is it possible to tweak wealth values via xml solution?

Also am I right in understanding that this mod makes raids less powerful (because raiders almost always use battered weapons and apparel)?
#45
General Discussion / Re: Mechanoid Rant
October 23, 2018, 05:02:17 PM
Wealth management + long range weapons make it reasonably easy. And inferno centipedes for sure are the most dangerous by far.