I'd say between 30 and 60 days.
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#256
General Discussion / Re: At what rate Outlander town change inventories?
August 24, 2017, 11:11:52 AM #257
Ideas / Ramp-up factor
August 21, 2017, 08:19:21 AM
I've been monitoring the rampup factor on my last run because i noticed even in ultra-end game, it never reached the heights it should have, based on what i read, notably that it took a hit when your pawns were killed during raids.
So here a graph of the rampup / 10 years (i monitored it more closely at the end):

yellow: short term, orange: long term, red: total
Over the 10 years period of this colony, there has been no death or kidnapping. The last 10 drops are due to surgeries (7), social fights (2) and 1 colonist down during an animal psychic wave.
So i don't really know if it's working as intended but practically, surgeries are soft capping the rampup factor if your colony is doing ok.
On the other hand if you remove the drops due to surgeries, the difficulty curve is much steeper.
What about:
1/ making a difference between killed colonist (big dip) and incapped colonist (small dip)
2/ do not count anesthesized colonists as "incapped" for the rampup factor
Edit:
3/ adding a world component to the rampup factor, like correlated to the number of outposts around your colony or why not enemy colonies
So here a graph of the rampup / 10 years (i monitored it more closely at the end):

yellow: short term, orange: long term, red: total
Over the 10 years period of this colony, there has been no death or kidnapping. The last 10 drops are due to surgeries (7), social fights (2) and 1 colonist down during an animal psychic wave.
So i don't really know if it's working as intended but practically, surgeries are soft capping the rampup factor if your colony is doing ok.
On the other hand if you remove the drops due to surgeries, the difficulty curve is much steeper.
What about:
1/ making a difference between killed colonist (big dip) and incapped colonist (small dip)
2/ do not count anesthesized colonists as "incapped" for the rampup factor
Edit:
3/ adding a world component to the rampup factor, like correlated to the number of outposts around your colony or why not enemy colonies
#258
Ideas / Re: Tribal improvements
August 13, 2017, 05:28:02 AMQuote from: Mufflamingo on August 12, 2017, 06:04:57 PM
Instead of comms there should be like a pigeon letter deliver. Letter will be delivered in 2 days. Caravan will arive in 3 days. But of course, there's no pigeons in rimworld.
Or at least when we visit their faction base, we should be able to give gifts and ask for a caravan or even friendlies if you've got hives or an ancient danger to deal with
#259
Ideas / Re: smaller World/Globe
August 12, 2017, 09:47:00 AM
Travel times on a road in desert/ arid shrublands are already ridiculously short, you can go half way around the globe in two quadrums.
#260
Ideas / Re: Tribal improvements
August 10, 2017, 04:17:55 PM
I support the first one (moving simple helmet to smithy), and whatabout a medieval helmet protecting eyes/ nose/ ears
Otherwise traps are still OP, so you can survive end game even with tribal tech.
And you can play melee too, with trained animals it's one of the best way to attack sieges or get out of an ambush as tribespeople
Otherwise traps are still OP, so you can survive end game even with tribal tech.
And you can play melee too, with trained animals it's one of the best way to attack sieges or get out of an ambush as tribespeople
#261
General Discussion / Re: Tribal Survival Community Challenge
August 08, 2017, 08:19:30 AMQuote from: mebe on August 08, 2017, 03:30:35 AM
Decision seems to be how long to stay here before moving on.
I'm seven years in , still on the starting map.
Going to the ship is relatively easy, i've not really a good location for the AI ship, but within two seasons you can go around the Rim, set an outpost, then within two seasons you can cross boral forest/ tundra/ icesheet to reach the ship.
The hard part of the challenge is setting a base able to withstand end game raids.
#262
General Discussion / Re: [A17] Caravan Ambush/Outpost/Etc Maps are Much Too Small!
August 05, 2017, 02:57:48 AMQuote from: gchristopher on August 05, 2017, 12:43:04 AM
run-and-gun and other interesting tactics are impossible
I guess "interesting" is relative
#263
General Discussion / Re: abandoning a colonist
August 01, 2017, 12:43:51 PM
It depends on what the storyteller told you when you abandoned him.
If it said that he was likely to die and you've had the mood debuff, he is considered dead.
If you you didn't get the warning he was likely to die, even without food, he is not considered dead and may come back.
I had a pawn come back after being abandoned, he was not good at all though...
If it said that he was likely to die and you've had the mood debuff, he is considered dead.
If you you didn't get the warning he was likely to die, even without food, he is not considered dead and may come back.
I had a pawn come back after being abandoned, he was not good at all though...
#264
General Discussion / Re: Tribal Survival Community Challenge
July 29, 2017, 04:14:54 PM
I'm saying the wood-fueled stove doesn't look primitive, and dusters/ cowboy hats don't look neolithic.
#265
General Discussion / Re: Tribal Survival Community Challenge
July 29, 2017, 03:04:40 PM
Sappers are the worst in this challenge.
Another thing this challenge puts light on is the very short tech tree of tribespeople. As soon as my guys have modern cloths i no longer feel like tribal and on the other hand there is no basic armor or helmet for tribespeople to research, or heat insulating cloths.
Like the fueled cooking stove, it doesn't feel primitive enough.
Another thing this challenge puts light on is the very short tech tree of tribespeople. As soon as my guys have modern cloths i no longer feel like tribal and on the other hand there is no basic armor or helmet for tribespeople to research, or heat insulating cloths.
Like the fueled cooking stove, it doesn't feel primitive enough.
#266
General Discussion / Re: Infestations
July 29, 2017, 02:58:33 PMQuote from: Jibbles on July 29, 2017, 02:37:15 PM
I wish there were devices used specifically for dealing with infestations.
Molotov cocktails, incendiary traps
#267
General Discussion / Re: Tribal Survival Community Challenge
July 27, 2017, 03:18:37 PM
It would be nice if we could set a condition to reveal the hiden ship, like 100k wealth or a time condition in the scenario editor, otherwise nice challenge to deal with ships and sappers
#268
General Discussion / Re: Raids way harder in Alpha 17?
July 17, 2017, 02:32:44 PMQuote from: lt_halle on July 17, 2017, 05:48:23 AM
It's Fall of the first year right now and I have a grand total of 5 colonists
I've been browsing through screenshots of A16, and man it was hardcore. Here on a poor sea ice colony: http://imgur.com/qN2JOq4, with one guy unable of violence, there was also a 10 vs 3 end of year one, had to save scum to get over the bump of end of year one. Will try a perma sea ice game in A17 but i think it's easier.
There is maybe something with the first raids, but then i don't think it's harder, maybe to help us for quests.
#269
General Discussion / Re: How to deal with Scythers?
July 17, 2017, 05:42:22 AM
I don't nkow either how your mod messes things up, but in vanilla you can bait them with a decoy
#270
General Discussion / Re: Caravans means infinite meat
July 17, 2017, 05:40:13 AM
Yes, without a mod this strategy seems tedious. In any biome you can get enough food with a bit of planning, and if something catastrophic happens and you're out of food, it makes sense to form a caravan to go get some food, that's why we have a world now