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Messages - thestalkinghead

#46
i would also like this for when you have both hydroponics and normal grow zones, i would rather prioritise hydroponics with out having to remove the grow zone all together
#47
General Discussion / Re: The Big Patch Notes Topic
February 21, 2014, 09:31:26 PM
Quote from: Tynan on February 21, 2014, 08:47:25 PM
Yeah... it's there for testing.

but not for everyone, right?

because i can still only get 334
#48
General Discussion / Re: "Confirmed" Features in Alpha 2
February 19, 2014, 10:56:08 PM
Quote from: Hieronymous Alloy on February 19, 2014, 10:53:22 PM
Yeah, and you can amply that effectiveness by using wall/sandbag "crenelations" and a few other tricks. Still, after a certain point it seems like blasting caps are fairly critical. A significant improvement in colonist shooting/reloading ability could make up the difference I guess, or additional turret upgrades, or a number of other things.

lol i was just adding that bit :), and with this technique the best weapons are actually the long range burst weapons rather than snipers because more bullets down the death corridor is just better, but a few snipers are good
#49
General Discussion / Re: "Confirmed" Features in Alpha 2
February 19, 2014, 10:46:52 PM
Quote from: Hieronymous Alloy on February 19, 2014, 09:43:18 PM
It's pretty awesome that the daily changelog is public, thanks!

That said, I'm a little worried about the removal of blasting caps. Without the addition of something else to give the settlers increased firepower, it's going to be *really* hard to keep a colony going for very long -- turrets just don't cut it after a certain point.


i have found that just a thin(ish) corridor maybe 5-7 squares wide made out of 2 overlapping walls (-) with debris (X) in the middle with sand bags (S) to cover your colonists (C) from Raiders (R) and maybe if you need it Turrets (T) like this:

-----------------------------
C S                       XXXXXX     RRR
C S                       ---------------------------
     
        T               T

is the best and cheapest defence to kill Raiders.

maybe add some single square walls every other tile with sand bags in between for extra cover as well like this:

SSSSSSSSS
-S-S-S-S-S-
C C C C C C





#51
i never want to lose, i would rather it be like dwarf fortress, meaning if you know what you are doing and are prepared enough you can deal with anything the game throws at you, dwarf fortress is know as the game where it is fun to lose and "fun" is being destroyed.

however that isn't the way i play dwarf fortress, the way i play is that i get my fun from defeating the "fun" dwarf fortress throws at me, and that is what i would like rim world to be like, and that doesn't mean i want it to be easy, i would want the threat of utter destruction to always be around the corner, and when i do get utterly destroyed i would want to be able to start again knowing that if i plan and prepare correctly i can beat whatever destroyed me last time.
#52
General Discussion / Re: The Big Patch Notes Topic
February 12, 2014, 12:28:22 PM
awesome, looks like the muffalow are going to get hunted to near extinction, because history teaches me nothing
#53
General Discussion / Re: The Big Patch Notes Topic
February 05, 2014, 11:17:56 PM
Quote from: kin on February 05, 2014, 10:36:58 PM
Didn't mean to seem as if complaining with last post, just stating what I have found since this patch that needs attention (in my opinion).
I have continued to play through and have got to grips with the new system, but quite a few features don't really work as is.

The idea of the launch-pads is ok but needs refining, would you really have masses of valuable bartering materials just lying about outside your main building for one?.

Having to fetch materials to build something is ok, but surely the materials could be considered to have been delivered to site?, and in an amount that would finish the job in one go.

And I can't remember the job allocation system being as screwy as it is now.
Example 1: a fire breaks out - my guys go to fight it, and do a kind of tag team affair across the length of my base trying to put it out.
Example 2: I want to build a series of demo caps on the run-in to my base and get a keystone cops effect among my colonists where one runs up with 1xmetal in his hands, drops it off then buggers off for another to run in with 29x drop that off and scarper, then finally a 3rd guy drops off the rest and starts building, only to realise he forgot to repair that conduit in the mess hall and buggers off too.

I try to redirect him, but it turns out now that actually "Rosco" is the lucky gal who gets to finish off this one, and shes all the way over the other side of the base, so I find her, redirect her to do something else and go back to Vlad and ask him nicely if he wouldn't mind finishing the job before the raiders get here.

All in all, I absolutely love this game and big thanks to Tynan for bringing into the world, but I am worried that there maybe too much micro-management involved in the final product, isn't that one of the things that ruined the MOO series?

yeah i know what you mean about the fires, there should definitely be a more efficient way of putting out fires than making someone on the other side of the base put out a spreading fire when the guy right next to it has just put out a fire, also a way to override who is currently ordered to do a task would be good, because now if i want to personally order a guy to do a task (like putting out a fire) i have to manually order the person that was already going to do it to do something else or recruit them before i get the guy to do the task
#54
Ideas / Re: A way to make blast charges much less OP.
February 03, 2014, 07:01:30 AM
the health damage should just be totally nerfed, and they could maybe just mainly stun people, but they should still be useful for their intended purpose of blasting rock
#55
Ideas / Re: Colonist interaction
February 03, 2014, 06:57:59 AM
i think there should be a drop down box with all stockpiled weapons available next to each colonist in the overview for easy weapon selection/changes, but also you could have a squad designation box aswell
#56
i was lucky and he was a guy that just wandered by my base so i arrested him

#57
thanks, i will email him :)
#58
when i backed the game on kickstarter i only really had enough money at the time to be an influencer, but now i would at least like to upgrade to pirate so i can have my name in the game, is there a way to do that?
#59
General Discussion / Re: Your favourite storyteller
January 28, 2014, 04:14:55 PM
i think randy is popular because it has no population cap, also it isn't plotting against you or taking it easy on you, it is just random, and because of that it seems more fair and middle level dificulty
#60
that is a good point about the weapon racks being pay to store, they used to be the only way to store weapons, but now they are sort of redundant, maybe the weapons should be counted as clutter/mess if they aren't stored in racks (maybe they are???) so they have a use