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Messages - vampiresoap

#91
Oh thanks dear mod for moving it back to my original thread ;P I couldn't and/or was too lazy to find it on my tiny phone. 

ReZpawner: Dogs have social interactions too though...Like, why the big difference?
#92
Even 20 dogs won't make your game more laggy than just 1 more pawn. I tested it on ultra speed.

Is it because of the social interactions and stuff?
#93
General Discussion / Re: Pigs are useless
May 22, 2017, 10:40:23 PM
Yeah like others have said, pigs are better than wild boars due to the wilderness factor (training difficulty), and they are better than dogs in the sense that they reproduce a lot more and grow up a lot faster. They are a lot slower than dogs though.
#94
General Discussion / Re: What are the odds?
May 22, 2017, 10:36:31 PM
I think this actually happened to me way back in A14 or something ;P Yeah it's super hard to teach it to do anything, but overtime it'll learn and it's super awesome to have one ;)
#95
Ideas / Re: Should there be a justice system?
May 22, 2017, 04:19:42 AM
Quote from: AngleWyrm on May 22, 2017, 01:41:27 AM

If we interpret justice as punitive measures, then what good are they?

Some opinions:
  • Threat of punishment reduces the motivation and thereby occurrences of crime
  • Execution of punishment increases the number of criminals
  • Wardens, incarceration and prison labor become an industry dependent on a stock of criminals
If we set a social drug policy that forbids consumption of flake, and someone with a chemical interest consumes flake, then what should be done? Does incarceration cure them of their chemical fascination or addiction? Does it alter the likelihood that they or others with chemical fascination will consume flake? Will chemical fascination morph into a stealth black market?

If someone commits murder because he's a natural psychopath and is genetically predisposed to violence and murderous acts, do we incarcerate this person? The answer is always yes. Whether to prevent this psychopath from killing again, or in your case, prevent the addict from taking more flake, that is not the point. Justice is blind to your reason for committing whatever crime you claim you "had to" commit, it only cares about being served.
#96
Quote from: Boston on May 21, 2017, 09:37:16 PM
Its because in (vanilla) Rimworld, you can't have people do the entirely-reasonable and realistic thing of carrying more than one weapon.

Therefore, when people get into melee fights with each other, they drop what they are holding (unless it is a melee weapon, of course), and slap at each other with their fists. Not try to crack the attacker upside the head with the buttstock of their rifle, or draw a knife and stab.

In real life, from the Stone Ages onwards, people have carried more than one weapon because NOT doing so was effectively suicide. This was often a knife, for sheer practicality.

The game"balances" itself by gimping possibility.

So true, brother. The official "explanation" is that it'd create too much micromanagement...and then a few weeks after that the most popular A17 mod was created lol...That mod allows pawns to automatically switch weapons depending on the situation. Zero micro involved!
#97
Can add the "mangled" condition to the body part after the operation.
#98
Ideas / Re: A "Last stand" victory condition.
May 21, 2017, 11:25:20 PM
Love this idea. You can potentially discover that the original inhabitants of this planet built rocket launchers around the orbit. You can then build like a satellite tower that would allow you to take control of the powerful ancient weapons and call in artillery strike on anyone and anything on the planet. But the catch is that the tower takes a long time to build and all the other factions are not going to make it easy for you.
#99
Ideas / Should there be a justice system?
May 21, 2017, 11:15:02 PM
If a colonist accidentally kills another colonist in a social fight, which does happen, should he be sentenced to death? Or if he's sentenced to jail, then for how long? It'd be nice if we can have these things. Bring a little law into the wild west...rim.
#100
Security is paramount. Living standards can be improved later on when you're safe. At the beginning focus ALL your efforts on making the colony safe. That includes making it as small as possible, setting up turrets ASAP and getting sniper rifles.
#101
Yeah I agree it's unnecessarily expensive to lay down stone floors. I usually just go with carpets. By the time I can afford to lay down stone floors, I'm already so far into the game that it gets super boring to go on anyways...
#102
Quote from: FleeingFinn on May 21, 2017, 01:00:50 PM
Hey guys. First post here. Awesome game!

Anyways, I was thinking that some guys are so useful I dont wanna send them into a battle and risk dying. Battle is overvalued at the moment if it's really a good strategy to get your best expert to the front. Or the battles are too easy if there is no risk involved for your expert.

Yeah, that kinda makes sense, but you can always give them a sniper rifle so they'll stay out of harm's way and still contribute to the fight.

Quote from: grrizo on May 21, 2017, 04:31:47 PM
Quote from: cultist on May 21, 2017, 08:30:32 AM
Quote from: vampiresoap on May 21, 2017, 07:59:07 AM
Why would you accept any inferior person when there's an abundance of candidates lining up?

I like to just roll with whatever the game throws at me. Perfect pawns are boring, imperfect pawns cause problems, problems is what fleshes out the story. The story of a colony that set up on day 3 and never had a casualty isn't fun to me.
Amen to that.

Yes, it's like, you can kill people with guns but you choose to pick up a bow instead. It is more challenging in that sense, but it also makes you look stupid gameplay wise.

Quote from: corestandeven on May 21, 2017, 02:15:11 PM
I find the pawns that do not haul the most annoying, especially if they do other things like mine or create stuff. I had 75% of my recent colony unable to haul and it really slows things down. Pacifists are somewhat annoying, but as others say they have their uses such as acting as bait, human shields, hauling, and carrying on within the colony whist others fight. Now a pacifist AND a incapable of dumb labour pawn is the worst combo. I had one pawn whose only good skills she had was social, and she had the no dumb labour trait and pacifist. There was almost no use to that pawn.

There's literally no other reason than "I'm just a f--ing asshole" when you're stranded on a desolate planet and you refuse to simply pick up stuff that's already lying on the ground.
#103
Quote from: Hierophant on May 21, 2017, 06:44:22 AM
Threads like this are why I post very little on this forum. It seems to be full of redpiller types who will scream victimhood at any sort of mention of prejudice or bias in a video game. A strong sense of entitlement that comes from being in a male-dominated hobby, coupled with a male-dominated subculture, gives results like these. Whiny little bitches that make all other men look bad.

It's the Left that claims victimhood all the time. More and more people are waking up to this destructive SJW crybully narrative and combating it whenever it comes up. It is a good thing. Truth needs to be told.
#104
Quote from: cultist on May 21, 2017, 07:11:14 AM
If they can hold a weapon, they're fine by me. The only pawn I would consider truly useless is non-violent who can't clean or haul or do skilled work. But I don't think you can get a background combination that disables that many things.

Why would you accept any inferior person when there's an abundance of candidates lining up?
#105
Quote from: Shurp on May 20, 2017, 08:53:01 PM
Quote from: iceteazz on May 20, 2017, 01:48:31 PM
_ I usually very selective in recruit people, if some "useless " people join my colony, i just arrest them, put them to a prison outside my base, with door opened, then they just "prison break " and go away in peace.

Wow, that actually works?  That's almost an exploit.  But it's much kinder than the methods I employ.  I will definitely give that a try, thanks!

It gets stupid if you already have tons of prisoners, but yeah, normally that works pretty well, especially if that person is some colonist's dad or something. This way you won't get negative mood debuff, as they technically just wandered off ;P