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Messages - Dashthechinchilla

#241
I usually take bets on which one will win, and laugh at the loser if the fight went particularly embarrassingly for them. For example, if a young wipper snapper gets owned by my AARP qualified brawler. 

At least in A18 they seem to get more bruises than anything else.
#242
I think even wild plant growth is effected by temp, so it won't grow back as fast if the cold stays around.

Still, I know what you are talking about. I like to play arid maps, and after a few years it is mostly dirt and sand when it started pretty grown the first year.
#243
Given the increase in component and steel cost of the ship, I don't mind getting most of my weapons from raiders. I have noticed that I tend to get a lot more sniper rifles than assault rifles in A18 than A17.
#244
General Discussion / Re: When's the next wipe expected?
November 07, 2017, 01:02:40 PM
It was mentioned in the A18 thread that A17 should be compatible with it. It appears people only tested it briefly and dropped it, if you want to participate.
#245
Quote from: lauri7x3 on November 07, 2017, 09:55:42 AM
-its not clear which shell a colonist chooses when loading a mortar
-many quests are just not worth the risk when they are too far away. maybe need new balancing
You can designate the shells to load by selecting the mortar and modifying the work tab. I built specific mortars for specific shells since you can't unload the current shell.
I like the current risk, but I only go 2 or 3 days away from the colony. I might go further once I understand the stealth system for convoys.
#246
Quote from: Snafu_RW on November 06, 2017, 06:08:03 PM
Inspiration mechanic: Why give brawlers the possibility of having a shoot frenzy? (prolly other odd mechanics too..)
I can't decide which is funnier. My brawler with a shooting frenzy or my lazy no skilled laborer with a work frenzy.
#247
Some gameplay stories for A18 feedback. Randy rough.

I got pelted by three cargo pods in a row in the heart of my base. The first hit my mortar bunker. The detonation of the pods and stored shells (in granite shelves) blew out the walls of my hospital, kitchen, and destroyed the launch tubes. Also killed Matilda, but I had just gotten a rez serum. A short time later, more pods dropped on my geo generator. Just animals hurt that time. Shortly after that, more pods dropped on my wall.

I sent a sniper team to an incapacitated world event. The incapacitated and one of the pirates was the name I had submitted to the game and selected to appear more often. I killed both pirates and was working on the turrets. It was slow going because I had arrived late in the evening. Both were tired and hungry. Unfortunately for the downed guy, eventually one of the turrets turned its attention on him and gunned him down. I deconstructed everything and left the bodies.

I got raided just before a sniper team showed up to an AI core event. I couldn't figure out how to halt in place with 0.3 days left to destination of a 3 day trip,  so I told them to travel to the same hez they were in. It set them back to 0.9 days. Another team was traveling back from a trade mission. They were 0.1 days from home and were running out of food. Halted by manhunter, but when they resumed they were back to 0.5 days.

I have noticed that in A18 my selected name appears very frequently. I didn't limit how it could appear(male, female, ect) so for example on my last raide two pirates were given the name.
#248
Quote from: Ser Kitteh on November 04, 2017, 11:53:05 AM
Quote from: MoronicCinamun on November 04, 2017, 11:13:27 AM
aaaaand how do you expect the reward to get to you without a colonist to bring it back?

They drop pod the reward onto the base. Friendly colonies do that everytime you "destroy X outpost". Not sure about tribals.

Like, have you ever even done these types of quests?
That might be ok for advanced factions, but that wouldn't have worked for my quest to deliver 9 parkas for a uranium turret to tribals (which I didn't realize would be that heavy).
#249
Quote from: TheMeInTeam on November 01, 2017, 09:35:10 AM
Quote from: Yoshida Keiji on November 01, 2017, 09:01:13 AM
I just had the "new blight" and I didn't like it. It feels like it was reduced to a "manhunting turtle" level threat, just cut out a few plants and you are safe.

The "old Blight" enriched the game. If you had zero food stored and you get Blighted, then you deserve to succumb. But even then, you can sort to berries, hunting and even a rice plantation in rich soil can prevent your colony to die from malnutrition. And those are the easy options, any player could just go caravan 1 tile away from the colony or just turn into cannibalism...or even go the closest friendly faction to buy food. Or a lucky caravan visit, they almost always have pemmican.

This "new Blight" seems to go against your own direction, you want players to go out and explore the World, Blight was a good excuse for that, and settle other peripheral outposts. Without it, the "new Blight" is almost nothing, and now nobody has to "leave" the map and can stay there. While with the "old Blight" player ingeniousness was key to survival. And all this assuming the worst case scenario of a player without any food stored. Because if you had some, a normal rice plantation can release you from taking any hard measures.

Rollback to the "old Blight".

No thanks.  Overgrowing protected you with "old blight", except it had no grace period so it could decide to screw you early without real counterplay.  That is not a legit problem with "new blight".  New blight could be made to spread a little faster but insta-resource loss with no counterplay sucks.  I've said this many times in this thread already but the core gameplay of Rimworld is to punish the unprepared + control mistakes.

When you prepare to the max ability the game allows and still get screwed over, Rimworld is subverting it's own design.  It'd be like having a raid type where no matter what you do, when the raid decides to run away some of your stuff disappears no matter where it is.
I prefer the new blight, as a real life gardner. It feels realistic. I think it could be easily amped up with a few things:

Spread to and from wild flora.
Spread by contact. Many plant diseases are spread this way, like powdery mildew. In the same way walking through sand will spread it around your clean floors, so can blight be spread.
Have a hidden initial period to spread as above the same way ailments like flu and pluage have.
#250
Quote from: The Nickman on October 31, 2017, 08:57:29 PM
Shift-clicking on tasks to add them to a queue in itself makes this Alpha fantastic IMO.  Haven't played around too much or encountered any of the other new features, except:

- bedrolls are a great addition for tribals
- I had the chief of my tribe suffer smokeleaf withdrawl and execute one of the tribe's dogs, which was bonded to another.  That really hurt, and I didn't expect the execution to be instant, more a trying to beat the animal to death-type thing.  I need to be on my toes a LOT better next time!
Shift clicking to build a queue might be the most awesome new feature, why a I just now hearing about it! ?
#251
I wanted to make a suggestion for the incapacitated world refugee event. Can you make it so they have an "incapacitated refugee " ailment that needs to be treated instead of an actual medical issue?  We don't need more maimed colonists, and the value of the refugees is random since they are from the same pool as chased by refugees.
#252
Quote from: Daguest on October 30, 2017, 07:47:20 AM
Quite frankly, a legless colonist is useless, unless he does have really, really good stats. Or prostophile and you just happen to have tons of bionic leg with nothing to do with it (doubtful). And that's a colonist who wander into your home to be recruited. For someone you have to go to, takings days and resources ? Yeah, no.

And from what I heard, they are from the usual pool of colonist, so their stats are most likely crap. On top of being legless. But I can't wait to see the legless sheriff screenshot as "worst colonist ever" on reddit.
They appear to be from the same pool as chased refugees. I visited two, one I just turned around and left when I got to the map. I kept the second. I didn't even go to the third,  because it was the minstrel.
#253
Quote from: Cargocultist on October 29, 2017, 06:39:32 PM
Hi, I received a mission on the world map about rescuing a person, but I don't quite know how to complete it. Once I reach the location and fight off the opposition, I only have an option for ONE character at a time to leave the map carrying the new person. If I go along with this option, it forms a caravan of just him/her and doesn't let me pick any food left behind, or add any more of my people who were left behind on the map.
Alternatively, if I form a caravan with all the people I have present to go back, it lets me pick up food and resourced that I had with me, but not the person I'd come to rescue.
Is there's something I'm missing? Is there a way for example to combine caravans I was not aware of? I am not very familiar with the world travel so maybe I missed the option. Thanks for your help!
I had to add peg legs and the person joined as soon as they woke up from the anesthesia. Bring a bedroll and meds. You only need one peg leg technically, but remember they still have to walk back.

Also, I think I read them always having missing legs is a bug.
#254
Quote from: faltonico on October 29, 2017, 02:00:28 PM
Quote from: Dashthechinchilla on October 28, 2017, 06:42:56 PM
Quote from: faltonico on October 28, 2017, 02:46:49 PM
I am sorry but the naming of the locations of the world, though neat, makes no sense to me, to the point of being immersion breaking.
Aren't Rimworld's supposed to be wild planets? why do they have their own versions of Royal Geographical Society? Who names those places?.

Naming should be AFTER you have visited to those places, via caravaning or flying above them with drop pods.
locals will have names for places, even if they aren't on a map, or even universally agreed upon. We just have the advantage of floating above the world looking at it.
And how did you know from them how did they named that? If it is true, every encampment should have its naming for all the landscape in the world, meaning multiple names for every thing on the map.
I would rather have a discovery mechanics in which you have to move to a place to name it.

BTW Making stuff up to explain situations is something humanity does pretty well.
The same way you know the name of the factions or the cities. The same way that you know major details of the terrain when you select a site. The same way you know a shoddy revolver at 80% has a certain damage and accuracy when you click on it. The same way that your pawns do what you tell them to do instead of what they want.
#255
Quote from: Ragnarok on October 29, 2017, 05:55:21 AM
Quote from: Yoshida Keiji on October 29, 2017, 03:20:53 AM
In Tropical Swamp, there are many tiles in which we cannot build upon.

So when I want to build rooms, I find myself dragging the structure wall blueprints in adjacent lines until I form a nice square. But making lines after lines is kinda slow. I would prefer to be able to make 14x14 square blueprints of walls, to figure out where is suitable to build rooms.

Can't you use the planning tool to see which tiles are buildable?
IIrc, the planning tool will draw over tiles even if you can't build there. Mud and undiscovered rock, for example.