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Messages - vampiresoap

#76
So my team just got instantly obliterated because that's how powerful those raiders were. Is it because I picked randy random as my storyteller? I had never had that happen to me before.
#77
I don't understand what you're saying here ;P Can you elaborate with maybe some pictures and/or videos? Thanks!
#78
Right now I just manually drop the colonists' weapons before sending them to deal with the trouble-maker. I wish the game lets you do it automatically.
#79
I think Tynan might just add the Simple Sidearms mod into the base game. The last time I looked into this issue, Rimworld didn't even have a melee option for range pawns. They had to fight enemies with their bare hands.
#80
1. Snipers aren't always effective against them due to random terrain BS. I had one spawned literally right behind a mountain and the only way to get to them was to circle around and get in close.

2. I've had people died when I tried to fire mortars back at them. Sometimes they just get lucky. Nothing we can do about that. So I would say this strategy works really well most of the time, but not the best for ironman mode.

3. My strategy is kind of risky too, but I haven't had one casualty yet because I clear out all the cover they have at their usual "spawn points". So when I quickly set up a firing squad to face them, they don't stand a chance because there's no cover for them to hide behind while we have roofed sandbags and stone walls. I guess you can combine this with the sniper strategy, but my guys never got to be really good with shooting and they usually take too long to take out even one sniper. So I normally just mass assault rifle everybody to death. Plus, I don't like the micro anyways. Sniper rifles are practically useless in normal raids where you have a proper killbox set up.
#81
Hi guys I don't know if I'm too late, but here goes!

So all you have to do is construct like a huge outer wall. It doesn't matter what it's made of. Just leave some distance from the wall to the absolute edge of the map for shooting.

Roof the positions and place sandbags all around the outwall if you can afford it. I just used rocks for cover personally because the outwall is just miles long all around. So when the raiders show up, you just shoot them down from a safe, controlled position. They never even stood a chance in my playthrough, and I played on extreme.

Please let me know what you think :) Or if someone already discovered this already. Thanks!
#82
General Discussion / What are the new changed in 0.19?
August 07, 2018, 08:04:51 AM
I saw the game got updated today, but I couldn't find any post about the changes. Also, should I just opt out of the unstable branch now because it just gets updated so frequently? The mods couldn't possibly keep up pace. How are y'all been dealing with this? :)
#83
Quote from: greggbert on May 02, 2018, 04:18:51 PM
Apparently micromanaging uniforms like a maniac to avoid that 10% debuff was taking a lot out of me emotionally in all aspects of my life.  This is a public service announcement.  Just give in and give everyone power armor.  You WILL LOVE THE NEW YOU!!!!

Good for you!! I'm the same way. I almost never bother with the micromanagement aspect of the game and try to automate as much as possible.

Also, I wish the power armors in this game look like...power armors. Like the ones in Warhammer 40k or in Fallout 4...The ones we have right now look like bulky motorcycle suits or something.
#84
General Discussion / Re: Mechanoid Rant
May 03, 2018, 12:14:46 PM
Quote from: Canute on May 03, 2018, 02:33:55 AM
Pawn's with active shield belt are pretty safe from inferno cannon's.

You can't make those things yourself though...
#85
General Discussion / Re: Mechanoid Rant
April 30, 2018, 12:12:01 PM
Quote from: Jibbles on April 30, 2018, 12:11:51 AM
Quote from: vampiresoap on April 29, 2018, 11:57:36 PM
They still melt when the room reaches ridiculous level of heat.

Jesus, aren't they resilient to high temps though? lol Well, props to you guys. I don't think I could get my pawns to repair the walls fast enough.

Surround the ship with three layers of stone walls. Takes awhile to build but totally worth it.
#86
General Discussion / Re: Mechanoid Rant
April 29, 2018, 11:57:36 PM
Quote from: fritzgryphon on April 29, 2018, 07:09:19 PM
Tried walling in a psychic ship right after you made this post.  The mechanoids popped out and obliterated the builder!

Yeah, don't build right next to the ship. You won't need an extremely small room. You just need to stack a lot of fuel inside the room. Fuel like wood, grass and oh yeah, corpses...

Quote from: Jibbles on April 29, 2018, 10:52:04 PM
Why? The ship isn't flammable and neither are the mechs.

They still melt when the room reaches ridiculous level of heat.
#87
General Discussion / Re: The Infestation
April 29, 2018, 05:00:51 PM
If they are outside your base, can't you just snipe them with sniper rifles? Normally they never even respond to your attacks because you are so far away.
#88
General Discussion / Re: Mechanoid Rant
April 29, 2018, 04:57:13 PM
The best strategy is to wall in the whole ship area and set the room on fire...You only need one person with a Molotov or incendiary launcher to do this.

Failing that, massive artillery bombardment kills them from an extremely safe distance.
#89
Hi guys, normally I like setting the difficulty to rough at the beginning and then stepping it up to extreme once I feel comfortable and have my base set up. What about you? :)
#90
Quote from: GiantSpaceHamster on May 23, 2017, 11:38:59 PM
Quote from: vampiresoap on May 19, 2017, 06:31:21 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=803734444

This mod gives you exactly that

Not quite. It completely ignores the speed change (unless it has been changed since I tried it). I do not want that. I would still like events to slow down or pause the speed, I just don't want to be restricted from increasing it again right away.

Hi you can go to "options" and set "pause on red events" or something like that. In combination of that mod, you get exactly what you want.