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Messages - thestalkinghead

#61
Quote from: dd0029 on January 28, 2014, 02:23:48 PM
I have almost starved a couple of times, but it is fairly difficult if you don't get your hydroponic farms rolling quickly. Though a blight will ruin your day if you are running just enough. But again, the hydroponic farms produce fast enough with some emergency random harvesting to get you through.  I did have someone go crazy during my most recent game with a combination blight/raider attack. But that was because I had him rescue someone and then forgot to de-recruit him in the heat of the fight and the post cleanup.

Fires can get out of hand as well if you don't aggressively set your home area. I did appreciate "Lucky"'s commitment to taking a nap in the burning bed next to the burning wall. On that topic, I liked the tutor tip that the home area is a trigger for firefighting.

New patch comments:
I mostly really like the new dumping area mechanics. I was really interested to see how raiders were using my dumping areas against me after I had cleared out all of the gun range cover. But then I got to thinking that I could do the same thing with intelligent dumping area placement and get ghetto sand bags out of the deal. Bonus.

One other thing on dumping grounds, the seem to have higher priority even at normal priority for corpses than graves do. I was confused for a while when raiders kept getting piled in there instead of my fresh mass graveyard.

Trading, however, I'm not so happy about. It seems excessively gamey at the moment. First, the currency as an item seems odd. I get the general idea behind having to have items on the landing pad, but I don't see what it's adding as a mechanic. As it is, you just make that a priority storage space and have several so you have access to everything for trading. I found it particularly annoying when it was time to sell off my haul of pistols. I had to clear out a landing pad first, then destroy the equipment racks I had been storing them in to get them moved. It got to be so tedious, I just gave up on trading anything other than slaves.

Then there's the trade interface itself. The drag left and right thing was not intuitive. I could kind of understand if the mechanic was used somewhere else, but it's unique at the moment. For me, it's also not terribly precise. The center zero tauntingly suggests you can enter something. Could we just get some text boxes? For that matter, could we get a bit more detailed accounting of the trades, x units + y unit cost = z total cost.  Also some way to work multipart trades, ie buy my slaves with tasty potatoes or a stack of pistols.

i don't know why you were destroying the equipment racks, you can just forbid certain weapons from being in the racks or make the racks low priority (and have somebody hauling) also you don't need to clear out launch pads you can build more (it took me a while to try that) or you could have multiple small custom stock piles on top of the launch pad not just one over the whole thing.

I don't mind the trading interface, although just typing on a specific number would be good, but the thing i don't like about it now is the noise, it used to sound fun but now its annoying
#62
he was in my game today as well

#63
General Discussion / Re: Farm Designs
November 10, 2013, 01:55:17 PM
Quote from: nnescio on November 10, 2013, 12:09:30 AM
Quote from: thestalkinghead on November 09, 2013, 11:10:37 PM
the lighting diagrams you provided make a lot of sense, i can see how/why it works now :)

Made a blueprint of your farm:



Hope you like it.

awesome :D
#64
General Discussion / Re: Farm Designs
November 09, 2013, 11:10:37 PM
the lighting diagrams you provided make a lot of sense, i can see how/why it works now :)
#65
i had an intense fight early with 6 raiders in 6 of my guys, but only 2 of them had guns (did some trading early with a slaver ship found a traveller and captured the first attacker) i had to make the unarmed guys hide round a corner while the armed (pistols ) guys were shooting at them, then once they came round the corner i rushed the raiders with my unarmed guys to make them go hand to hand, it was working ok until a raider threw a grenade and took out almost everybody, i finished the last raider off with my gunners and i had to take two trips with the gunners rescuing all my incapacitated guys, there was one incapacitated raider on 11 health but i had to leave them until my guys were safe (i accidently picked them up because they were on top of one of my guys and had to drop them) but the time i had taken them to the jail cell the were at 1 health
#66
i agree, new features will always be more interesting and adding them will just unbalance things again anyway, but maybe Tynan wants something more balanced and stable for when it goes public in january, either way i am looking forward to more updates in the future   
#67
General Discussion / Re: Farm Designs
November 09, 2013, 09:22:40 PM
whoa, i didn't notice that when you put lights next to each other the "brightly lit" area is much bigger, it also works with gaps in between the lights of 7-8 squares, interesting :)
#68
General Discussion / Farm Designs
November 09, 2013, 08:30:16 PM
this is my design for a compact but very productive Hydroponic farm, every piece of the farm is brightly lit, what designs are you guys using?

#69
Bugs / Re: no traders?
November 06, 2013, 02:36:01 AM
Quote from: Tynan on November 06, 2013, 02:33:45 AM
There seems to be a bug where traders aren't announced every time. If you check the comms console once per day you'll find them (they stay 2 days).

I'm working on the bug...

damn, i had been wondering if it was just that i wasn't being notified, but didn't check
#70
Bugs / Re: no traders?
November 06, 2013, 02:25:48 AM
maybe there should be some kind of guaranteed trader every few days that buys and sells everything but at not great prices, and the rest of the traders would be luck
#71
General Discussion / Re: Post Your Base
November 05, 2013, 10:17:57 AM
Quote from: SteveAdamo on November 05, 2013, 09:03:24 AM
Quote from: thestalkinghead on November 05, 2013, 03:35:40 AM
I'm not sure it there is already a topic like this, but post screenshots of your base here:

very impressive! :)

im assuming that massive area up front isnt considered a room? its not roofed, correct? i only ask, as i dont see any support columns...

no, no roof and no door (so i can use the solar panels) , just a big blasting corridor and a small corridor to bunch them up
#72
General Discussion / Re: Post Your Base
November 05, 2013, 08:08:13 AM
Quote from: Dragula on November 05, 2013, 03:58:45 AM
Love what you did with the entrance. A green/concrete carpet of death :).
Batteries sectioned, to prevent massive blowout incase of a short I presume?

Would have made bedrooms smaller though.
And you could make some room between the graves to chain charges so can clean the graveyard every now and then.

yeah i sectioned the batteries just in case of catastrophe plus i expanded in sections, i wasn't sure if the graves got refilled if you destroyed the corpses in them, i did do it with a guy and grenades but the graves didn't change the way they looked, so in the end i just made an outside dumping area and burned the bodies with molotovs, concrete stops the spread of fire :)   
#73
General Discussion / Post Your Base
November 05, 2013, 03:35:40 AM
I'm not sure if there is already a topic like this, but post screenshots of your base here:

#74
Ideas / Re: (Theoretical) Rimworld Research Tree
November 03, 2013, 04:25:19 PM
maybe there could be some endgame research, so researchers will always be useful, like mining could be researched to get faster at 5% each time and the research level taking exponentially longer to complete until it's at 100% faster so 20 stages of research, and it could be the same with other things like hydroponics, armour, turret damage/armour etc.

you could also research construction quality, that would reduce the chance of objects getting damaged and needing repair
#75
Ideas / Re: Your Cheapest Ideas
November 01, 2013, 10:25:56 PM
a power in/out meter for electricity