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Messages - Dashthechinchilla

#121
Quote from: Bozobub on January 31, 2018, 08:52:25 PM
Simply put, defensive warfare and fortifications have ALWAYS focused on some variant of the "killbox". Castles are nothing but a set of concentric killboxes, with killboxes as gates o.O'!

Note:  The modern military use of "killbox" has little to do with the historical meaning we generally use in RimWorld.
This, and Shurp. Killboxes are popular because they work. Still, people like Aavak have shown me that there are other ways.
I usually have a small turret pillbox outside of my killboxes by late game. I find it is more effective than a killbox when dealing with doomsday launchers and swarms of centipedes. Position some decent snipers until they are overwhelmed and fall back inside the killbox.
#122
General Discussion / Re: escape pod/refugee question?
January 31, 2018, 08:32:27 PM
In my experience, the worse the escape pod pawn the more likely that they join. It is probably not true, but it feels like every incapable of violence, very neurotic, chemical interest pawn that falls from the sky wants to hang out.

I just got a botonist who can only grow (but not cut plants) and medical. Oh, and he is a wimp. Just spent all winter in bed because of mechinites.
#123
General Discussion / Re: escape pod/refugee question?
January 31, 2018, 01:51:10 PM
I always save, not imprison. If I hope that they don't join me, I switch them to treat, no meds and steal their clothes.

For chased, I usually judge based on the life story and age. Once I accept, I only very rarely draft them, make them drop their gear, and get kidnapped.

By the way, why don't the chased refugees run across your map. That seems like the more tactical plan, lol.
#124
General Discussion / Re: Stacksize
January 31, 2018, 11:34:01 AM
Quote from: Jan2607 on January 31, 2018, 06:26:18 AM
Quote from: Injured Muffalo on January 31, 2018, 04:33:31 AM
I'm going to venture because 75 is what a healthy colonist can carry.

Then why is 75 what a colonist can carry?
weight and carrying capacity. A healthy colonist can carry about 75 of most items of average weight.

What I really question is why the pawns only cook one meal at a time. Who makes only enough cooked potatoes for one person?
#125
General Discussion / Re: A fix for grass growth?
January 31, 2018, 11:30:36 AM
Tynan needs to drop some Bermuda grass on the world. Then you will never get rid of it.
#126
You can wake up the sleeping pawn when the caravan is ready by toggling the draft button. It won't break the caravan, I do it all the time. As for sleep and food, the pawns will do so when they are very hungry or tired. You may want to feed them before or pick a different pawn if they break easy. Pekoe tea also reduces fatigue with lower addiction.

I haven't tried pod loading, I have been picking colonies near other towns. But on regular caravans anyone doing hauling will help. For example, someone set to haul as a top priority or someone told to refuel something will help load after.
#127
I just got a caravan request to trade one for a legendary devilstrand jacket. I don't even really want the jacket, but it is a good excuse to go trade my other two while I am there.
#128
General Discussion / Re: Taming
January 28, 2018, 08:58:21 PM
Not much. They are among one of the hardest to tame along with thrumbo and rhino. You can see the base handle skill needed by opening up the details tab for the animal. The handle skill effects the base difficulty.

So, other than increasing the handlers skill and making sure that they are not sick (which effects their ability ) there isn't much you can do.
#129
General Discussion / Re: Where do my furnitures face?
January 28, 2018, 01:11:38 PM
My smith always sits in his chair backwards, because he is more awesome that way. Like a backwards baseball hat.

I agree though. Even though the facing dosent matter, I am ocd enough that it needs to face correctly. Same reason I don't put dressers against a bed because you won't be able to open the drawers.
#130
From what I can tell, the bases have no loot and the pirates are just carrying what they do on raids.
#131
I guess I never noticed, but yeah. The pirates have the loot in their inventory. I just did an incapacitated refugee with 9 guys in a barracks with a turret. The only gear dropped was from their inventory.

Granted, the base stuff is valuable. Gold tables and turrets sometimes.
#132
Quote from: Injured Muffalo on January 26, 2018, 06:29:43 AM
Quote from: BlackSmokeDMax on January 25, 2018, 03:59:54 PM
Yes, it replaces the entire arm.

Wow, they should mention that.
I could have sworn I stopped using them because in A16 I had a colonist lose an arm at the shoulder and I couldn't use a blade. I am pretty sure that it is just a hand, not an arm.
#133
You don't need to freeze them, or any other body part in a box in vanilla. You just need to cover them.

I use them as low weight trade fodder with the cities. Easier to carry one of those than the same value of silver. I add one to a caravan going past a town, and on the way home they trade it for food.
#134
I like arid and desert because that is my real life biome. I will play in, but I really don't like snow.
#135
1. I love animals in combat. They are the best end game combat solution for areas that can sustain a colony of them.

2. The most annoying aspect is the wander mechanic. When animals are released, they will immediately look for a combatant in sight. Seeing none, they will go through a wander that is too long for combat. Often times this means they drift into the enemies sight while still under the wandering spell. I toggle it on and off to assist with the issue.

3. Typically the animals will stay with my handlers. This allows them to defend in case of a mad animal taming event. In a raid, the handlers are placed in a position that will allow a surprise attack when the enemy comes into firing range. In a perfect scenario, the colony will have generated a surplus, and the disposal animal soldiers will do 90 percent of the fighting. In a caravan, I take two colonists with handle and medical. They take most muffalos and the muffalo do the work.