Actually, I get that result in A15 most of the time (both combatants head to the clinic for healing).
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#946
General Discussion / Re: Broken mood system still hasn't been fixed in A16.
December 25, 2016, 01:53:34 PM #947
General Discussion / Re: What makes a boomalope go "boom boom"
December 24, 2016, 11:49:35 PM
I realize. My point is that it's superfluous =) .
#948
General Discussion / Re: What makes a boomalope go "boom boom"
December 24, 2016, 10:41:51 PMQuote from: ChJees on December 24, 2016, 09:43:09 PMYou can; breed them to make more explosive animals, and release them at attackers. Boom!
I wish we could farm boomalopes and boomrats so we can create explosives with their products.
#949
General Discussion / Re: Should body types and gender actually have an effect on melee and shit?
December 24, 2016, 07:51:04 PM
I agree. As I've said before, there's on ly so fine-grained the simulation needs to be
.
.
#951
General Discussion / Re: Should body types and gender actually have an effect on melee and shit?
December 24, 2016, 01:57:49 PM
Excuse me? Having just read this thread, I fail to see the "fights" that were started. Both sides of the discussion trotted out their arguments and discussed them, that simple.
So we can't talk at all about gender differences in the game, even when the discussion is civil? Nice. I think you need to reevaluate your priorities here, especially since you continue to add to the discussion.
So we can't talk at all about gender differences in the game, even when the discussion is civil? Nice. I think you need to reevaluate your priorities here, especially since you continue to add to the discussion.
#952
General Discussion / Re: Diseases in A16 seem much more deadly
December 24, 2016, 02:36:01 AM
You don't have to give it to your colonists as a preventative. From what I've read (I don't own the game, and my buddy who does hasn't updated to A16 ^^'), you can give it to them when you find out they are infected, and it immediately pumps their resistance to 60%.
That's second-hand, so YMMV, but it DOES work something like that, even if my numbers are bogus, I promise
.
That's second-hand, so YMMV, but it DOES work something like that, even if my numbers are bogus, I promise
.
#953
General Discussion / Re: 64 bit?
December 24, 2016, 02:32:00 AM
Pardon me? You're asserting a player running several concurrent colonies wouldn't benefit from having more RAM? I find that at least a little difficult to believe; at some point, it has to matter, would it not?
And if it's as easy as flipping a compiler toggle, as you say, I kind of fail to see the problem with offering both. Hell, offer it with no additional support, if you must -.-' . It's not like running contiguous colonies is encouraged at the moment, anyhow, right?
And if it's as easy as flipping a compiler toggle, as you say, I kind of fail to see the problem with offering both. Hell, offer it with no additional support, if you must -.-' . It's not like running contiguous colonies is encouraged at the moment, anyhow, right?
#954
General Discussion / Re: Broken mood system still hasn't been fixed in A16.
December 24, 2016, 02:21:13 AM
I'd actually disagree with either of your assertions
. You simply cannot predict how you, much less anyone else, will react in extremis, until/unless it happens.
I've had some...hairy...somewhat analogous situations (chaotic, potential free-for-all, dangerous) in my life, and from what I've seen, people usually tend to band together, esepcially if they have some kind of common background (say, crashed spaceship?
) and if no "alphas" (of any sex, mind you) step forward, the group(s) damn well "volunteer" some poor bastard(s) to do the job.
This type of organization is probably how civilization started in the 1st place, you know; and that seeking of the "pack" (no, NOT "herd", make that mistake at your peril) is a primal instinct for us. And if only a small minority object to a given "alpha"/leader, the pack simply ejects the minority.
Will this always happen? Of course not, it's just a tendency, you know. But I think it would, more often than not. Most people are smart enough to know that there's safety in numbers, after all; it's not an aphorism for nothing. Yes, in many direct ways survival instincts ARE cooperation instincts, throughout our history as a species.
I don't think your point re: crimes and the internet really applies here, either, because we're talking about situations involving immediate personal danger and stress.
. You simply cannot predict how you, much less anyone else, will react in extremis, until/unless it happens.I've had some...hairy...somewhat analogous situations (chaotic, potential free-for-all, dangerous) in my life, and from what I've seen, people usually tend to band together, esepcially if they have some kind of common background (say, crashed spaceship?
) and if no "alphas" (of any sex, mind you) step forward, the group(s) damn well "volunteer" some poor bastard(s) to do the job.This type of organization is probably how civilization started in the 1st place, you know; and that seeking of the "pack" (no, NOT "herd", make that mistake at your peril) is a primal instinct for us. And if only a small minority object to a given "alpha"/leader, the pack simply ejects the minority.
Will this always happen? Of course not, it's just a tendency, you know. But I think it would, more often than not. Most people are smart enough to know that there's safety in numbers, after all; it's not an aphorism for nothing. Yes, in many direct ways survival instincts ARE cooperation instincts, throughout our history as a species.
I don't think your point re: crimes and the internet really applies here, either, because we're talking about situations involving immediate personal danger and stress.
#955
General Discussion / Re: Why do scars cause pain?
December 24, 2016, 02:08:48 AM
I agree, but would word it differently: There's only so fine-grained any particular part of the simulation needs to be
. If the game was too close to real life, frankly, it wouldn't likely be much fun; your pawns likely wouldn't even survive reentry, FFS.
. If the game was too close to real life, frankly, it wouldn't likely be much fun; your pawns likely wouldn't even survive reentry, FFS.
#956
General Discussion / Re: Why do scars cause pain?
December 23, 2016, 08:32:23 PM
Most external scars won't cause pain, unless they're so tight/massive they restrict movement in some way, as keloid scars can, for good example. Internal scars, on the other hand, nearly always cause at least some pain in the future, from my experience.
#957
General Discussion / Re: Pumping prisoners with Luciferium and then releasing them
December 23, 2016, 06:21:07 PM
Really..? Drop pods kind of invite this type of thing =) .
#958
General Discussion / Re: Slave labor
December 23, 2016, 12:29:15 PMQuote from: Zombra on December 23, 2016, 02:15:59 AM{Silliness}No one threatened to do a thing to you, drama queen, much less throw you in a furnace. I merely mentioned that anyone as annoying as you would be kibble (or chemfuel, in A16) and a hat within hours, in any of my Rimworld games.
Repeat 10 times slowly, while thoroughly soaking your head: "It's only a video game."
No one is forcing you to employ slaves. No one is forcing you to have your colonists eat people and/or make them into fashionable eveningwear. No one, in fact, is forcing you to play at all, for that matter. And that's the bottom line: You're kvetching about completely optional systems. In other words, you're pissed because people have the ability to do things you find immoral in the game.
And? You forgot to explain why anyone at all should give even the most infinitesimal fragment of a gnat turd.
#959
General Discussion / Re: Slave labor
December 23, 2016, 02:10:27 AM
Frankly, part of what makes running a band of cannibalistic freaks fun, for me, is how hard it can be to make it work, at least in the vanilla game (which is what I play). If I don't farm the RNG pretty hard at the beginning, I'm doomed
. But that's cuz I also play that they were driven to cannibalism, so I don't actually insist on the cannibal trait.
. But that's cuz I also play that they were driven to cannibalism, so I don't actually insist on the cannibal trait.
#960
General Discussion / Re: Slave labor
December 23, 2016, 12:40:59 AM
And you are hyperventilating over something OP did not say or ask for in any way. It's completely logical and reasonable to ask about the mechanics of slave utility, in a game that has slaves. Get over it, future hat. OP wasn't saying anything about turning his colony into a BDSM sex dungeon (although I now want that in a mod, you betcha!
) or anything of the sort, so relax.
My current (A15) colony does NONE of those things, but my last was populated by raving lunatic cannibal fashion designers. And once I buy the game (I play only on a friend's PC, sadly, currently), I will flog caravans in A16 to be a Leatherface Empire! If you have a problem with that, feel free, I guess, but I'll enjoy it immensely.
) or anything of the sort, so relax.My current (A15) colony does NONE of those things, but my last was populated by raving lunatic cannibal fashion designers. And once I buy the game (I play only on a friend's PC, sadly, currently), I will flog caravans in A16 to be a Leatherface Empire! If you have a problem with that, feel free, I guess, but I'll enjoy it immensely.