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Messages - vampiresoap

#181
Quote from: Andy_Dandy on May 11, 2017, 02:39:42 AM
Quote from: vampiresoap on May 10, 2017, 10:58:52 PM
My warg pet lost her left front paw during a raid awhile back. I just checked again and she's totally fine!

My guess: You might "accidentally" have used the "restore bodyparts" option in the  cheat.... ahermm... I mean developer mode.

Hmm...that's weird. I never even messed with the dev mode lol
#182
My warg pet lost her left front paw during a raid awhile back. I just checked again and she's totally fine!
#183
Attack and raze every single raider base? Do they respawn?
#184
Oh my...you dug into the mountain...prepare for constant pest control ;)
#185
Quote from: Sian on May 10, 2017, 02:06:48 AM
Wonder what would happen if you trapped people behind (Mod-available) impassable water

Get ready for something biblical to happen ;)
#186
Quote from: O Negative on May 09, 2017, 11:48:11 AM
I keep pawns that don't get along on different sleep schedules, as it tends to reduce conflict within the colony. :)

As for work, I almost always schedule them at least 6 hours of steady work time starting 2-3 hours after they wake up. Gives them a bit of time to wake up and take care of their needs. ;) This also ensures that a decent amount of work gets done in the colony without any distractions/delays. I'm not a fan of the "one hour work break" in the middle, because once the work period begins again they have to sort of "commute" back to whatever they were working on. This reduces efficiency drastically, and I avoid it when I can. Controlling when pawns take care of their needs in this way is an underutilized tool, I feel like.

Anyways, I hope that helps! :D

Oh thanks guys, that makes a lot of sense!!
#187
Quote from: Tynan on May 09, 2017, 03:23:39 PM
Micromanagement, mostly.

Both managing inventory, and the fact that now when you order an attack you need to specify what kind of attack.

Then there's the AI side.

It's just a lot of work and player burden for a pretty prosaic little feature.

Hi Tynan! Big fan of your work ;) Been enjoying Rimworld for like a year now. Awesome progress so far!!

Oh I see your point. The potential added micromanagement could be frustrating, but what about adding just like two weapon slots to pawns? You know, like in Xcom where you can have like a side panel showing each weapon whenever you select a pawn? And they switch weapons automatically when they get in melee range. Oh they should also always shoot with their range weapons unless they are shift-clicked or ctrl-clicked to do melee attacks. That should mitigate some of the micromanagement problems.

And then there's also the alternative way of adding melee stats to ranged weapons. I mean, even a pistol helps in melee as you can potentially butt someone's head with the short stock. The main reason I posted this is because I lost too many pawns to wandering predators who suddenly goes mad. The lone ranged pawn is then forced to fight a megasloth with his bare hands lol...
#189
It's kind of weird that my ranged pawns fight with their fists when they're in melee range...I mean, like, can't they also swing their rifles or something and deal blunt damage? But yeah, letting them carry a small side arm is quite frankly the most intuitive thing to add in.
#190
General Discussion / Best work schedule and why?
May 09, 2017, 05:43:52 AM
So I almost always just let the colonist do anything they like...what's the harm in that? ;P
#191
Quote from: Neotic on May 09, 2017, 04:11:38 AM
Quote from: vampiresoap on May 09, 2017, 03:17:43 AM
I can't even tell whether a faction is hostile to me on the world map...
just click factions on the bottom of the screen ┐( ̄ヘ ̄)┌

There's no longer a faction tab for me -_- I thought they removed it in A16 lol
#192
I can't even tell whether a faction is hostile to me on the world map...
#193
Quote from: Circledline on May 08, 2017, 11:05:58 AM
Quote from: vampiresoap on May 08, 2017, 03:08:02 AM
Quote from: A Friend on May 08, 2017, 12:53:01 AM
inb4 10+ page long shitstorms calm and polite disagreements.

I don't really see the point.

This just might make slavery viable ;) Imagine if you get like 2000 silver for one girl

Don't you already get 2000 silver a prisoner? I bought One of my better colonists with 2300 or so silver. If you just start up a slaver caravan I'm sure you'd get to sell at similar prices... Now that I mention it, is it even possible to make a slave caravan?

I'm pretty sure most prisoners sell for about 500 silver each...But yes to running a slaver ring on the planet ;) Please add that into the game ;P
#194
Quote from: A Friend on May 08, 2017, 12:53:01 AM
inb4 10+ page long shitstorms calm and polite disagreements.

I don't really see the point.

This just might make slavery viable ;) Imagine if you get like 2000 silver for one girl
#195
I feel like this should be a thing in this evil, evil game ;P