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Messages - cawsp

#1
Ideas / Is it really a scratch?
December 19, 2016, 07:08:55 PM
Can we really call it a scratch when two of them can kill a colonist? When I think of a scratch I think of something that's not a big deal but two scratches from an elephant can easily kill. Maybe gash might be better?

I get very surprised when someone dies and I see it's caused by scratch x2. huh??

#2
No one would walk into known deadfall traps just because there is no other open entrance. The raiders should start breaking down walls if your only entrance is filled with known deadfall traps. Unknown traps are a different story. It might be hard to program but if raiders are running down a hallway and two or three unknown traps get triggered they should be smart enough to find another entrance rather than keep heading down that obviously trapped hallway.
#3
General Discussion / Re: Shotgun missing 1 foot away?
November 30, 2016, 09:11:49 PM
Hmm... that's really interesting. I will say that I am constantly amazed at how often the raiders get lucky shots. While they were shooting each other there was a part of me that was thinking "he's totally going to hit me before I even hit him once isn't he...".

After this raid was a siege and I played it very safe (stealing their mortars in the night like a thief). They only hit my colonists with two bullets but strangely enough the first bullet destroyed a colonists right arm and then second bullet destroyed another colonists left leg. I must just be getting very bad RNG this game.
#4
General Discussion / Re: Shotgun missing 1 foot away?
November 29, 2016, 01:53:45 PM
It could be mods but I run a fairly slim build. By 1 foot away I mean if they were any closer the other raider would start melee. really as close as I could get her and still shoot. I only play on perma-death so this kind of uncertainty with weapons and skill makes me want to curl up behind my killbox and stay safe and boring :) I wish I could trust a shotgun creeping up behind a sniper would be successful. That would lead to some interesting tactics.

Here is a picture. It's almost point blank.



She had about 15 shots from that position before the sniper turned his attention to her. I was shocked with every miss.
#5
General Discussion / Re: Shotgun missing 1 foot away?
November 29, 2016, 12:47:00 PM
My shooter had no injuries and they were both standing in the dark outside no cover about a foot away from each other. I can see the dark having something to do with it and probably that mixed with bad luck but... it's a shotgun... I'll be honest, I've never used a shotgun before but I imagine a master at shooting can shoot a target one foot away with fairly good frequency even if it's darkish outside? at least better than an amateur with a sniper rifle trying to do the same.

Actually the funny thing is, the sniper rifle guy had an injury from one of my turrets so he should be even worse off!
#6
General Discussion / Shotgun missing 1 foot away?
November 29, 2016, 11:53:03 AM
I have a 13 skill shooter with a good shotgun and from 1 foot away she missed like 15 shots in a row and eventually got killed by a 5 skill shooter with a sniper rifle. That is just stupid. At a 1 foot range a shotgun should have a very low chance to miss with anyone over a 5 shooting skill. Maybe it's just bad RNG but that doesn't make for a good story. It makes for a broken story. I would love it if I knew a shotgun was very good close range and I had to make the choice to run in close with it taking a risk for major damage or stay back for less effect.

As a person who hasn't played another game since purchasing RimWorld I sincerely hope this is part of the upcoming weapon changes.
#7
General Discussion / Re: Boomrats noturrets
November 22, 2016, 10:06:20 AM
[skullywag/silenced] This is what I do too when I'm out of options or I have too few colonists to take on a threat. I've killed 5 elephants before with one shooter popping out of the same hole then hiding again when they come to attack. There is such a big delay on the animals realizing you came out that you can often get a few shots. Just remember to repair the door while you're waiting inside.
#8
Mod bugs / Making medicine with no medicine skill
November 04, 2016, 10:44:24 AM
I have a guy making medicine with no skill in medicine when the recipe clearly states he needs to have 6 medicine. I have mods enabled so not sure if it's caused by one or not. I will attach screenshots and save file.





save file: https://drive.google.com/file/d/0B8DhxFlwAjkkSHVYb0gtZDNBWUE/view?usp=sharing
#9
Quote from: steenhole on November 01, 2016, 06:14:13 PM
Keep in mind that IRL colonies (or settlements) usually fail without a constant stream of outside supplies.  Even with supplies there is a good chance of failure.

It's entirely possible to get colony killer conditions where the math says you aren't going to survive.  Basically, where the manhours and productivity of your pawns will not generate enough food (through trade or growing) or defense for your colony to continue.

I look at Cassandra's goal as being the destruction of my colony, even if she has to cheat. 

I have a mature colony, Cassandra Vanilla, tropical, large map, built into the mountains.  I was recently hit with gut worms, sleeping sickness, and the flu--all overlapping.  Out of 28 colonists, 5 remained unaffected.

My general strategy for Cassandra is as follows:

...

I don't think there is alot you could do with your bear situation.  It was unbearable.

Thank you! That's some beary good advice. I wish I could get two max level snipers in my first year but unfortunately I'm not good enough to do that... it takes me at least a few years. I think I will try Randy for a bit and see how that goes.
#10
Yeah and I felt really prepared too. My entire base was roof-able to prepare for toxic fallout. I had inside farms with sun lamps to help with volcanic winter. I had snipers to deal with sieges and enough turrets to handle any raids. It's just that everything hit at the same time.

I think what actually killed me is that the plague targeted my only two doctors and one doctor had 4 grizzly bear pets that went crazy upon her death and rampaged through my colony killing everyone. They can still open doors when they go crazy!! No escape. The toxic fallout and siege at the end were just nails in the coffin and made me laugh at how many events came up at the same time.
#11
I would think so too but I am very careful about not over mining or collecting wealth until I am ready to handle the consequences. I don't mine ore like plasteel unless I need it and I only keep 1500 steel at any one time. I also sell unused guns and clothing. Silver was 600. Maybe it was my animals? I had 4 grizzly bears, 1 polar bear, an elephant, a panther, some hauling huskies and boars and 12 pigs ready to be eaten. Hmmm... I'm not really sure what it could have been. I must have missed something that was causing massive wealth.
#12
Thanks for the suggestion. I will try Randy Random now. I've always avoided Randy because I've been afraid of this exact thing happening. I always pictured Cassandra escalating based on how you are doing and giving a challenge that is tough but fair for the current situation but I see now that she doesn't work like that. Cassandra can be just as random as Randy handing out events but the difference seems to be that her events get predictably worse over time while Randy can still be nice sometimes.

Is there any storyteller that is a bit smarter and perhaps decides not to give you a toxic fallout and siege in your first year when you're already dealing with poison ship, volcanic winter, plague hitting both doctors, and some mad animals? Is there any way to really prepare for that or is it just an inevitable restart? I like a learning experience but a forced restart kind of sucks.
#13
General Discussion / Is it sometimes just not possible?
November 01, 2016, 10:51:56 AM
I just lost a game that was going really well. I was very happy for the colony. Defenses were strong, food situation mostly handled. Our first winter was just ending and veggie supply was dwindling. I was excited for spring when we could start growing again. Spring comes around and we start planting our first seeds then all of a sudden the following events happen in a (literally) 10 minute span. Poison Ship > Volcanic Winter > Plague > Boomalopes mad > Boomrats mad > faulty wiring, no more power in batteries > Toxic Fallout > Seige.

Now... for the first year that seems just a little bit unfair. Especially since I have only four colonists, not a lot of wealth, and we just had winter! During the last fall and winter I had 4 seiges, 8 raids, and 2 blights during the first growing season.

Has anyone had a similar thing in the first year and somehow pulled through? How did you do it?
#14
I had a similar thing once with a prisoner. The warden delivered food and a dog came and ate it somehow and then they would never deliver food. Even right clicking on a starving prisoner had no option to deliver food, only to strip. I had to make a stockpile of meals in the prison just to keep them alive. I checked everything. Prisoner gets food, no forbidden doors, and I even made one person a pure warden and they would never bring food. I just ignored past it so no save file but I found it odd.
#15
If all my guys are melee then pets can be good. As soon as my people have guns we end up shooting our own animals more than the raiders somehow. I don't know why pets seem to attract bullets. Sometimes my pets get hunted by animals and before I would try to use guns to save the pet but I ended up just killing them faster. 10 in shooting is suppose to be an expert but somehow that doesn't translate into hitting the correct target very often.