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Messages - sparda666

#91
Ideas / Re: Weapon skills/draft in overview?
November 09, 2013, 04:18:39 PM
I second this notion. Furthermore, It would be great to be able to sort and group by their "Jobs" on the overview
that way I can get all my miners in the same group and give them all the same priories. and if you can click on a colonist or group header to select that colonist or group, we could then select all marines, and draft them.

Examlpe:

Oafs   <-- double click this to select all oafs
Bob
Jim
Sarah
Joe

Marines   <-- double click this to select all marines (useful for drafting)
Raynor
Tychus

Con Artists    <-- grouped so you can select one of them to do comm stuff, or just group them and get them out of the way because they cant fight
Booth
Benedict
Wilkes
#92
Ideas / Re: Rim world story clarification
November 09, 2013, 05:45:09 AM
Quote from: Galileus on November 09, 2013, 04:35:22 AM
I find it hard to believe your settlers would be afraid to be taken as slaves. I think it would be the other way around.

"Hey there, pilgrim! I see you have a nice ship. How many people there? 5? Great, listen, we have 12 heavily armed and firefight-hardened veterans that would just loooove to see your ship. I'm sure there would be a place for a field trip. What do you mean no way? Listen man, we're really friendly folk, really! I'm sure we'll get along and WHAT DO YOU MEAN THE SHIP LEFT COMMS RANGE!? THEY JUST GOT HERE!"

It would be likely that a trade ship capable of interstellar travel would need more than 5 people to operate it. ships carrying large amounts of valuable goods would also be heavily guarded
#93
Ideas / Re: Need a way to force healing
November 07, 2013, 09:01:01 PM
This could also be useful for people under mental breakdown. forcing them to take a break and chill out in a pretty room would be nice so they can regain some happiness and loyalty
#94
General Discussion / Re: Post Your Base
November 07, 2013, 05:21:13 PM
Here is a base I just started up. Its pretty minimalist


the mine corridor weeds out groups of raiders so that only one or two get through. after the corridor there is a small shooting range (which I normally make longer and full of turrets but this is working fine for now).

2 mines is enough to kill a raider so if timed correctly, the corridor can wipe out 2 groups.

close up of battery array. connect each column of 10 batteries to my main power one at a time and disconnect them once the batteries are charged. that protects against power surges and I can reconnect them when power catastrophes occur.
#95
General Discussion / Re: Anybody else decentralize power?
November 07, 2013, 05:13:27 PM
after a map where I had power surges every 5 minutes, I started to build arrays that I could disconnect to save batteries for later days. Here is a shot from a new map I started. Each column of batteries can be connected or disconnected with a power conduit. I connect each column to charge them up, and once they are full I disconnect them


also, it would be great to have walls that didnt work as conduits. that way we could have insulated walls that dont connect battery arrays to make it easier to decentralize power - note that Im using rock walls here to separate the batteries
#96
if you make your base in a cave, you can make the entrance a long  1-block wide corridor and put mines in it leaving enough space for a chokepoint at the end. mines will blow away some rock, but raiders will still be forced to run through a corridor full of mines. theyll never even get to your colonists or base, as long as you can hide your solar panels
#97
General Discussion / Re: Internal Version 243
October 29, 2013, 09:33:02 PM
one thing  Imthink would be really cool is on the overview panel to display the level of the relevant skill in the checkboxes so you can more easily delagate tasks without having to swap between the character panel and the overview
#98
General Discussion / Re: Defence tactics
October 29, 2013, 09:15:40 PM
make base inside cave. entrance is a 1 wide corridor slightly longer than the explosion radius of 2 mines. door on the inside. place 2 mines next to eachother so that the explosion radius is just by the door. raiders single file in corridor, clogged up by door. blow em up