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Messages - EnricoDandolo

#16
That comic is really nice.
Its got a charming feel to it, and the simple art style makes me really appreciate it.
And as Alexi would say
"I want it now!"
(refering to more comics plz.)
#17
I was shelling an enemy base while sending a small shotgun squad of 3 to go take cover and get ready to cleanup anyone who scattered out of their building/complex/fort.
The shell missed the target by like a long shot, and instead of hitting the middle of their base, it hit my shotgun-sqaud while they were 4/5 of the way to taking cover.
So basically, my arty-man had such a bad day that he decided that it'd be cool for him to get a triple-kill on his own team-mates, because he was complaining about not having a nice table to eat on.
#18
Stories / Re: Rimworld Book?
July 16, 2017, 12:39:35 AM
That was a good read.
But if your reading it as an outsider, someone who doesn't play the Rim world game I feel like there'd be a little bit of an issue, or heck, someone who doesn't know about guns. For example, PDW is a general term, If I was reading it and had no idea about guns I'd have no idea what that was. Also the lady with the sniper rifle, try to use adjectives to describe the guns themselves, don't tell us the model but give us an idea of what the model might be. For example, describe the sniper rifle as Sleek, Powerful,  Long, and covered with leaves. This would give someone the idea that its a stealth weapon, and describe the PDW as compact, Small, fast-firing, etc.
Also about the part where she talks about her sister being a slave in a mid world, describe what the mid world is, if there's only one of them, etc.
TLDR
If someone who doesn't know what most of the gun terms are, or doesn't play Rim world and doesn't understand what a Mid world, Drop-pod, Rim world, or etc is, you should give them a brief explanation of it, or use adjectives to describe them in a few words.

I've no experience with writing books, or stories, but I hope some of these Rim world-Specific Vocabulary and Gun Terms are later explained in the story so that a wide audience of people can understand what they are.
Good luck on your book, overall I'd say the first chapter does a good job of introducing the story, I'd just like for it to have a little more information about select vocabulary.
#19
I'm only a little curious about everyone's favorite WEAPONS.
#20
Recently I've started a new colony using CombatExtended, EPOE, and Apparello.
Im at day 65, so im at the phase of the game where I can start producing armour, tools, and what not. I recently lost a colonist that could've been saved had he had better protection, so now im wondering about loadouts. These are the catergories im interested in.
Combat Medic - Pacifist, I want them to be able to dive into the thick of battle, drag or heal people on the spot, preform rescues, and preform operations or provide cover for reloading colonists during battle.
Supression / Door Gunner - Their job is to fire down a wide area and scatter/hunker down the enemies, providing cover for colonists and allowing them to toss grenades at hunker'd / supressed enemies.
Frontline - Im thinking of someone who can shoot down a large area, doing the job of a Door Gunner, but also doing tons of damage while having cheaper ammo to produce.
Backline - Colonists who'se main job is to fire at long ranges, and take out key targets, such as, grenadiers, artys, and say people under (or behind) cover.
Battle Engineer - I need this person for off-home attacks where we need to construct forts in enemy territory. Should I bring turrets? Mortars? How many resources?

Also feel free to suggest any mods that would add good guns (Modern and ect)
#21
Mods / Mod Request Shooting Rebalance
April 10, 2017, 08:58:40 PM
So theres a mod called Melee Rebalance which lets your colonists use three modes for deciding methods of attack
1- Capture - Incapacitate them, don't kill them.
2- Disarm - Making them drop their weapon
3- Kill - Focus on killing them.
How about a shooting mod similar to this?
1 - Kill - Aim for head/brain, or vital organs
2 - Capture - Aim for legs/feet
3 - Disarm - Shoot their sword/gun out of their hand.
#22
General Discussion / Re: My squirrels won't wake up!
April 08, 2017, 08:09:08 PM
You've think you've seen everything until you see an intoxicated bear who just drank all your beer.
#23
On a recent play through I was a year in, and I switched from Cassandra to Phoebe every once and a while because the game kept throwing 20 tribal at me before my fourth turret was even up.
#24
Not sure if anyone has mentioned this but.
Orbital Insanity Wave seems a bit broken.
You get free resources.
In my experience with it, the pilot of the ship has nearly always crashed down with it (FREE PRISONER.)
And the prisoner doesn't need medical care to be sacrificed.
#25
General Discussion / Surgery Failures
March 17, 2017, 11:53:58 PM
Okay so your telling me my level 12 "Very Strong Expert" Doctor Erika, who is a physicist can fuck up a surgery that badly?
Lemmle just show you my frustration.
Yury was supposed to get a bionic arm, and Erika as my best doctor was sent to install it. She used a glitter world med to do it, but guess what? She somehow manages to stab him IN THE CHEST so badly that he bleeds out in a day. Not only that, but she completely destroys the bionic arm. I really don't understand how that happened.
If my colonist is operating on a patient's arm, they shouldn't "Accidentally" impale them.
#26
I really hate permanent injuries. I mean I get that its something you have to deal with, but I want to stay playing Vanilla Rimworld without having to download ten mods just to make sure my colonist doesn't become a potato because some lucky raider shot him in the face.
On the flip side, I find myself intentionally bashing my colonist's brains in because I recently discovered something called "Trauma Savant" +50% Manipulation -100% Talking -100% Hearing
I believe that that was added to make it so that your colonists don't turn into walking potatos, just walking mutes.
#27
Does noone else play Phoebe Extreme?
Im pretty sure shes one of those people that is like
"It takes longer for me to hit you, but when I hit you, I hit you HARD."
#28
OH PLEASE.
Kevlar Helmet - Requires components to make
Military Helmet - Requires components to make
Armour vest - Requires Components to make
STEEL (Resource) 0% Flammability in game 
Steel (Structure) (Wall) - 20% Flammability
The walls are pure steel, why? From a balance perspective it makes sense that all of these require additional things, and it makes sense that steel is flammable. However, it just makes it more tedious, I mean whats the point of making my own Armour vest if I can just go strap down some raiders to get ten of them.
One last Nitpick.
A colonist can't carry more than 75 steel.
HOWEVER, WHEN I MAKE THEM HAUL A 1000 POUND THRUMBO, THEY DO IT.
#29
Stories / Re: The aftermath of war
March 15, 2017, 12:45:03 AM
Good story, really well written o
#30
Ideas / Re: Off-site shelling
March 12, 2017, 01:36:32 PM
Yeah this is a good idea for a late-game threat, but we'd have to figure out the RANGE of the mortars first. If the mortars don't have the range to do it, this raid won't be possible.
I do really enjoy the idea of having an anti-trade blockade jammer off-site destruction crew.