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Messages - Thraxon

#46
It's not a real exploit, but now that "worn by a corpse" wear give malus and doesn't sell as good as normal one, i just undress downed ennemies.

And this make me think that a good strategy for early game, is to craft metal or wood club for all my pawns at the craft spot before the first raids. It is quite fast.
Then you can smatch all raiders, chock them, undress them, and have early full wear without crafting, and sell the rest. plus you can recruit l lot faster and sell unwanted prisonners.
Early chance of ko ennemies instead of dying make this efficient

Imade a real good start at randy extreme compare to my other games.
 
#47
I just noticed, when you put a multi analyser next to a hi-tech bench the total reasearch speed is not what i expected .

It should make 100%+10%=110%. It says 106%

The 6% bonus is probably calculated with the basic bench at 60% speed .
Is this a bug or something normal? ( moove my topic if needed)

Multi analyser need 800 reasearch point, plasteel, gold, and 200w, for me it was pretty heavy investisment at 10%, but now i realise it is only 6%, i will never build it until i need it for drill

In my opinion it could be balanced:
-if you remove or swap the plasteel cost
-Set the power to 50W or so
-Make total bonus to 115%
#48
it should come with your 1st recruit?
#49
Forestry is the name for is manual harverst for trees, bushes and also for manual harvest of plant, it is now based on farm skill.

This shouldnt be forbidden to be forestry we you can farm.
#50
I had a very slow walking grandma, the one you never want in your colony lumbago and the other trait of the oldie. She walked incredibly slow after basic conscious and died from infection before reach the end.

I beleve this happend since resting has been reworked. Pawns (and rescued pawns )now doesn't sleep forever until fully restored or critical nee
Although i dislike the new heal system, rescued pawns should rest until full restore like prisonners.
#51
Bugs / Re: A17b Combat music won't stop
June 04, 2017, 02:43:30 PM
I changed music it worked but combat music started after 1min for no reason (after the end of music i beleve)
Then i changed again and put the main menu music, after the end of the song, silent.
And finally i set the music " a new day"

It seem to work correctly now

Thanks for the tips
#52
Bugs / A17b Combat music won't stop
June 04, 2017, 01:33:56 PM
I reloaded my save today after the hotfix patch and after the combat with a poison ship, the combat music will never end. Tried save and reload, doesn't work.
Seen two post from the same bug in steam forum.

I don't have any mod
#53
Quote from: ArguedPiano on April 24, 2017, 10:03:08 PM
As has been mentioned, chickens are the best in A16. Slaughter all males (except for one) when they reach adulthood. Keep as many females as you can handle, slaughter the rest.
Chickens can get out of hand fast. So beware.

True, chicken are the only animal that is really worth to farm (indoor)

Iganas, tukeys and cobra might alose be effective, but they reproduce slowly, you need to start with a lot of female to have  descent imput.
Iagana and cobra eat corpses too, that can help if you don't have any other animal to clean dead raiders and thoses 30 dead chick ( baby untrained dogs or bears can eat thats too if no other food access)

But still chicken are the best from far, if you get to too much, throw a grenade   8)
#54
Ideas / Re: Cannibal meal
November 09, 2016, 10:43:40 AM
It doesn't work like you said, i have tested many time, meals are stacked and mixed .
Screenshoot of a stack of meal where the last one is mixed http://images.akamai.steamusercontent.com/ugc/153514646195947278/A9D12B4930F21223ED567938C68F9B0DB754545E/ .
All of my 11 stack are contamined ...

I don't like your idea of pemmican, because real cannibals would eat simple human meat grilled or in a stew, but not cook with vegetables.
I prefer 100% meat meal.
#55
Ideas / Cannibal meal
November 08, 2016, 03:45:28 PM
The actual problem with human meat meal stacking with other is really boring.  :-\
If you add a human meat meal into other  6 pototoes meals, the 7 meals will transform into "meals : pototoes, human meat " a mix that give the mood debuff to all meals.

So we could have a new bill for cannibal meal, and remove the human meat from list of other meals.
I could have a new icon and won't stack anymore with the rest.
And why not the same for insect meat.
#56
Ideas / Re: Incentives for livestock
November 07, 2016, 10:00:11 AM
I beleve the solution could be in implanting new builds and mechanics, but animals would need hunger rebalance.

New mechanic coming with early research :
The straw, unused part of harveted cereals (or wild plants).
It could be used to a new recipes of fodder wich can only be eat by cows, pigs, chicken, goats, sheeps, camels, horses, rabbit etc. Not by dogs.

Pawns should be able to make ranchs equiments and work as a sheperds .
Equipements like feeding boxes, henhouses, instead of just put simple animal sleeping spot.

#57
Bears are actually really strong as tanks, they got way to much hp, and does go down without dying or loosing arm. They took a week to heal up.
Second meat tanks that work well is .... chickens  ;D They are small are hard to focus, and they kill if use like a swarm with zones.
The other pets are not that good unless you got 20 huskys and don't care to loose.


I beleve the actual problem is more the breeding time/taming time and how bad control pet is, pets runs or idle is the nomanland getting shoot in one sec.

Animals should be redisigned in 4 groups specialisation: food producers, fighters, haulers, and pets. Reproduction need buff when few , nerf when a lot. Animals should eat less (thoses for food specialy)

Skill training need a complete revisit , different skill for the 4 groups.
For fighters, it could be for exemple
-Defend (attack incoming melee )   
-Wear armor (lvl 1 cloths, lvl 2 armor )
-Obey ( full control )
-Combat training: increase damage and dodge ( 5 lvl )

Wear armor lvl 2 could require combat training lvl 5. Obey could require lvl 2 combat training.

We also need peg leg for animals

   
#58
Rimworld doesn't take place on earth, thoses state only happend on earth at a certain gravity and pressure.

Anyway this is a game, not a simulation. And my suggestion where quite realistic add few lichen and some seals some muffalos and then in winter all leave and this become a dead land.


But my real problem actually is that when you play under -50° you get only mechanoid raid. Sieges on the first year are stupid as they stand and freeze before they land 5 shoot.
Meanwhile they could wear some wool suits and resist -80°, so they can raid all year, and even siege 3 season a year.
#59
Ok there is no bug .

Friendly bears hunt friendly pawns that go mad. And after downed and not berserk anymore, they doesnt care and kill pawn.

I found that feature quite stupid... My bear wasnt straving at all.

If you lack some food for one or two day people tent to berserk very fast, and bear will automatically hunt your people, even if they are at the other side of the map.
#60
i am playing a -100 map and i had 2 sieges the first year. I think it was on automn and the temp was about -70.

Since 1 year is off, i have only mechanoid raid, and the second summer is over ( i would hope some human meat  :-[ since caravans refuses to come)

Extreme cold temperature need some normal raid too ! raider could wear wool parka and wool tuque so they can raid all season .
Same for caravans.

Also not the good topic, but Cold Artic need an real biome. There is currently nothing but one polar bear per year and a one herd of muffalos in summer leaving the map because no food.
Summer should have some plants like lichen and moss for animals to stay, muffalos, artic fox, seals should be in low number and leave in winter, they also need a reajust to their minimal temp .