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Messages - daduhweewah

#16
Ideas / Re: suggestion: colony roles.
December 29, 2016, 09:30:39 AM
You can also set the butcher and cook skill levels in the details and set them accordingly, you should always set the butcher skill level to your highest level guys to get more leather and meat. You can do this with any product you build, it is essentially a way to do what you are asking, though it is not the most efficient way it still works great.
#17
Ideas / Re: More realistic babies
December 29, 2016, 09:27:41 AM
umm do the humans give birth in the game? I know in the dev tools you can "make give birth" or whatever to humans and they give birth to normal size, but I don't think it is in the game yet is it?
#18
Solution for weapon pricing.

A very drastic drop in price from an unused weapon at 100% - to a weapon at 99% or lower- and very drastic price drops all the way down.

I don't think the weapons need to be priced outrageous to where you clean up raids and make a bunch of silver. BUT you want to be able to craft weapons profitably, so you can sell all your legendary weapons or all your good/superior weapons (whichever route you like to take)

I think the clothing could use a price cut once it is used also, I am getting 200-300 for a normal cloth parka with 60% on it sometimes. It almost doesn't seem completely stable in the way they are priced.

But weapons are not lucrative to make, they are way tooo expensive to buy from traders so it puts you in a spot where you are making weapons with no out if you don't want the created weapon. I had a legendary assault rifle I made and if I recall correctly it was worth 406$ to a trader, which is just garbage cause it has 7 components in it, and 60 steel (60ish) so I get a 133% markup for making a legendary weapon. (or lose money if I had bought components from pirates or exotic)

So a drastic price drop from 100% unused, to 99% (like 70%-80% drop), and for every level that prices normally change in the game, the price COULD drop at the normal rate since it had to first huge drop or it could still drop more drastically, either way. This would make it to where you can make guns, and also all raider guns would have a max of 99% on them when picked up to make them not as valuable. This would essentially be like the dead man clothing (well it would be exactly like the dead man clothing)
#19
I have used glitterworld  since posting in this thread also and have had zero mistakes. I have to say I like this. I think it makes you have to have a nicer ingredient to perform surgery.

I think everyone will like it to once you get the hang of it. Like one of the posts in here said, buy all the glitterworld med you can find (they pop up with exotic traders) forbid them in storage, and unforbid them when you perform a surgery.

I think the glitterworld medicine should cost more also, like 300-500 per but should be a  bit more abundant in the traders stock, thus you could use them for severe injuries to colonists aswell.

If anyone complains that it already costs too much, you are crazy. I have a colony with 100k silver after 4 in game years. It is not hard to build up silver. Just have a couple people making statues non stop, make as much clothing as you can, and don't make weapons to sell.

Weapons sell prices def need edited, all the other prices are pretty good, megasloth wool clothing is too cheap considering it acts as alpaca wool muffalo wool etc. These should all be about the same.
#20
Ideas / Re: Caravans can stop and gather resources
December 23, 2016, 02:59:51 PM
sooooo you suggest that you just ask for a resource on a tile, and get x amount based on skills and colonists. Soooo by that logic you take a caravan across the map, and ask for a resource in every new tile you touch, and just get free resources......
#21
Ideas / Re: Dead Man's shirt shouldn't...
December 23, 2016, 02:58:01 PM
Agreed, maybe just an option in the tailor bench to count or not count (D) clothing.

Colonists don't appear to get a mood debuff from wearing those clothes though, I have found some pretty salty clothing on dead bodies (in icesheet biome- 95-100% normal+ alpaca wool parkas etc etc) and have used them and never spotted any debuff from it. So I can see why they would count them, but still should should have an option
#22
Ideas / Re: Roaming Herds & Global Events
December 22, 2016, 03:23:29 PM
I have 25 animals on my main base, and 12ish on my second base (from taming alpacas and muffalos and some random dumb tames)

My second base is a 21 day travel by caravan from original base, so I cant send things without using the pod launcher.

It has gotten more fun (loaded it back up a bit ago and played for a couple hours) Once you get stuff set up it is easier to manage, just building the base up to have beds medical area storages food supply etc then it is much better. May even try to see what a 3rd base can provide, though the world being ice makes it pointless. You can at least wall off areas then place only the sun lamp and a couple heaters and grow crops as long as the ground is appropriate (so tundra should have plenty of farm area) then you can grow haygrass and devil thread (though devil thread may be a waste of time since one solar flare will kill your progress due to temps dropping well into negatives) So that's what I have done in my new colony to keep my random animals fed without wasting meat on kibble.  It has definitely made the game better, its pretty unique to travel and settle multiple locations.

#23
Ideas / Re: Roaming Herds & Global Events
December 22, 2016, 09:33:28 AM
Yea the events need to be synchronized for your colonies for sure. How have you liked running two colonies Mike?

I have found that running two colonies is kind of a hassle. (given I have set up my game to allow me upto 55 colonists and I am on an ice sheet on the coldest planet setting, and sent a group south to the only temperate area on the map (still can not grow crops outside as summer max temp is -2c) which luckily was just shy of being out of reach of my pod launcher.

So having to have 8 sun lamps (1600 each) each with 25ish hydroponic growers (70 each) so I'm using 30k ish power just to have the crops I need for these colonists, on top of that I am buying every scrap of meat I can afford from bulk traders and premade meals from them also which cost a fortune, then having the second colony in a cold biome now I am flying meat from the new colony since there are actually animals on that map, and flying crops into the new colony, it just becomes a lot of work to keep two functioning, I cant imagine trying to do 3 - 5 full sized colonies - not to mention just the lag (youd have to have an insane computer to not have lag, I have a bit of lag on max speed with my two colonies but can run the first two speeds without a hitch)

It would help immensely if events were synchronized so you were kind of going same strategy on each map. I am sure in the future running two colonies will be greatly improved upon, but right now it is pretty demanding to run two and still be enjoying the game. Though, I am going to continue doing two until I am completely sick of it. Then just going to try and raid every single location on the map, ally or not.
#24
Ideas / Re: New biome/instance map: Ancient city/ruin
December 22, 2016, 09:22:31 AM
As long as the biome isn't a biome, but actually just a place you run across when your caravan travels.

Caravan has come across and abandoned city - keep traveling, settle, loot

three options just like if you pass a trader. Maybe looting has a possible downside like raiders having settled here but are out hunting and return while you are looting.

Also make these sites hard to find, like you have to travel through 100 different tiles (not with a specific caravan but in your colonies life) before they are possible to find.
#25
Ideas / Re: A16 Issue - Heat Wave Mass Exodus
December 22, 2016, 09:17:31 AM
I was wondering what caused all my animals to leave... I made a game on coldest planet in coldest area of the planet I could and made one in the hottest and hottest I could find. And the cold biome is easier to deal with IMO. You cant keep fridges cool enough during the heat, you need far less power production on a cold biome (if you are in a biome that is at hottest temps your crops need to be in a cooled room which is kinda silly- I think crops to match the weather would be cool...)

Smaller animals (that do not have tendency to travel much in their lives) should never leave the map because of temp though, and wargs shouldn't be in the ice sheet biomes when you get manhunter groups after you, they should be muffalo, caribou elk etc (you can have elk as part of those manhunters, elk are actually pretty dangerous animals and harm or kill humans every year in north America - excluding car crashes that hurt the human also obv)
#26
Ideas / Re: Alpha 17 some ideas / suggestions
December 21, 2016, 12:25:06 PM
Yea you can already set up new settlements and even control multiple colonies.

Only one I strongly agree on and feel will come, is designating a colony leader. Every faction has a designated leader but yours.
#27
I concur whole heartedly. I have lost like 1/3 or more of my joywire patients. It is insane trying to do anything, I have had zero problems when putting bionic legs on a patient, but a joywire ends bad like half the time when my drs are levels 13-13-12-10 (have 4 currently).

Given, I have not had hospital beds on a lot of those- but losing 1/3+ of my patients getting a joywire seems excessive when my personal view of what a joywire would be is somethin gthat is slid under the skin or skull. Not something that requires a massive cut through the skull and "crushes" my patient to death or gashes their torso?

Small complaints for an incredible game though...

Solution? Just boost the operation success stat in ur new games you start obv.
#28
Ideas / Re: Is it really a scratch?
December 20, 2016, 03:44:53 AM
What a pussy pawn.... Good riddance to that upper aged female human
#29
Ideas / Re: Do we really need rimkids?
December 18, 2016, 07:07:29 AM
I forced one of my colonists to "give birth" with the dev tools, and she gave birth to a 6 foot tall Hawaiin skin colored (she was white) brawler.

He then walked across the ice sheet to storage to grab a parka and tuque pants etc, and then took his age 0 ass to work.



I do think it would be cool to have to keep an eye on kids during raids, they could be like untrainable from age 0-3 then somewhat trainable from 4-8 then they could be advanced intelligence trainable from then on out and when they hit age 15 they fight. Also, perhaps a season is a year instead of 4 seasons making a year. This would rotate your colonists a bit better.

The game tries to put real life stuff into it, and this would be more real life stuff.
#30
150 + tribal raids? I have never seen this on Cassandra, I only play Cassandra and it seems everything caps out after year 2. With like 12-15 pirates or 25-30 tribesman.

I think the difficulty levels need worked on, it gets stale at the end no matter what you play on.

But if Cassandra is supposed to be sending bigger and bigger raids throughout the whole time or at least through more than a couple in game years of scaling it has not happened to me.


if you look in the dev tools you can send a raid at yourself and there is only like 5 different raid sizes, and they are done by points. 5k being highest 1500 being second highest iirc and then 3 or 4 small ones. If you click on the 5k one, it is what you see in year two of Cassandra (late year two) except maybe they all have nicer equipment.

Also, def go edit your numbers in the post above, I ran across that info one of the first days I had rimworld and it has made my games far more enjoyable. Colonies are so much more fun with 30 colonists than 10. I set the numbers at 5-45-55

Never really get over 45 though, its hard to keep people alive when you have that many. Someone always gets in the way of raids (raid starts and people are spread out all over the map) so you lose a straggler or two a lot.