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Messages - whitebunny

#16
Quote from: Yoshida Keiji on January 15, 2018, 04:49:44 AM
Once the Tornado is changed to an Artifact, more low level players will join the base, but they will all be bad players who can't stand a natural disaster. More players will be good for Tynan's pocket but bad partners for those who are already here.

Que?  ???

On Topic: Absolutely, out of all my friends i'm the only one that plays early access stuff, even if i explain how cool and complete Rimworld is, and how there's this amazing host of mods around it already they simply won't buy it because of the early access tag.
#17
Releases / Re: [B18] Rimsenal v1.1: Early adapter edition
December 11, 2017, 06:48:35 AM
Quote from: Zephyrinius on December 11, 2017, 02:18:34 AM
Thanks for this mod -- after many hours of more vanilla play, I am trying it and finding that it adds something fresh.

One suggestion: with all the new armor and helmets, setting up stockpiles for clothing vs. armor has become quite tedious.  It would be nice if the stockpile checklist had a separate section for "armor" and "protective headgear", so one could enable those categories (and only those categories) when setting up an armory.

Also, in the description of the "Seeker" it says it is an "unarmed drone".  This made me expect that the Seeker would not be able to deal damage, which I think is reasonable.  Perhaps the description should instead say "drone with no ranged weapon" or even specifically indicate that it can melee attack.  I know it has a DPS listed, but the description text is very misleading.

20 year old Mike Tyson could unarguably kill the average Joe in seconds with his bear hands.
Unarmed doesn't mean harmless.
#18
Riesling here, Riesling there, Riesling everywhere....
#19
General Discussion / Re: When's the next wipe expected?
November 06, 2017, 09:47:52 PM
Not sure but keep an eye out for whelps and then handle it.
#20
General Discussion / Re: Predict the name for Alpha 18
November 06, 2017, 09:08:11 PM
A18- Dude, where's my killbox?
#21
Thanks for this ilu
#22
Thank you miqo'te wizard you're the best.
#23
I need this mod to even consider playing rimworld or checking out unstable versions at this point.
Making my own pawns is so addictive give me my fix ;(
#24
Quote from: makkenhoff on May 16, 2017, 03:25:14 PM
I've had a few deaths from mental breaks, typically, a mental break resulted in bad things happening ..

Just to be sure.. Are you trying to arrest these mentally broken pawns ?
That's what i do when someone breaks in less than favorable conditions or i notice that they're going to starve themselves to death. They don't get a catharsis buff, but they live.
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#25
Just want to thank you for all your efforts in making this game richer than it already is.
The weapons and enemies are very balanced, the hairs are amazing and the textures are at the least on par with what'd you'd expect from vanilla content.
Keeping this up to date even with unstable dev builds must be hard work too, props.
#26
To me infections feel right on point now considering the scenarios when you're more susceptible to feel them are when your colony is already struggling in other respects (i don't have defenses yet, my pawns are old and get infected easily, my protective gear is nonexistant) and the new, lower rate helps avoid the infection snowball i experienced many times in early a17.
On the matter of infections being a death spell for old timers maybe give us some antibiotics in the way of very rare and expensive items we can buy from merchants ? Helps as a money sink and prevents your super useful grandpa dying from that festering bunny rabbit scratch.

Quests are a non-factor early game since you can't really do them without commiting colony sudoku but it's not a huge issue otherwise.

Those starship trooper insects seem to no longer be tied to a small area around the nests and now they all aggro when you hit one it seems.
Please implement more anti-cheese measures like these i'm loving it.

Rivers are kind of an issue as there is with no way to cross them.
#27
Quote from: AllenWL on May 07, 2017, 09:28:37 AM
This could just be me, but it looks like fires no longer trigger rain?

I had a dry thunderstorm which I ignored because normally, it rains before it gets too bad. It didn't rain even when nearly 5/8th of the map burned down. I only realized this about half a day after the thunderstorm ended, when the fire finally reached my base and burned everything down

Yup, had a boomalope manhunter pack and decided to engage them far away from the compound to give Cassandra enough time to put out the ensuing firestorm.
That was the end of that colony, rain never came.
#28
I just realized after researching turrets on my most current playthrough, how much of an indirect buff having such strong infections is to what I, PERSONALLY think is downright cheesy and boring automated killboxes.
My go to strat this time around was to make a death corridor from the get go and never looked back, which in turn suddenly made the whole game a lot easier.

My point is, i would like to still have the option of duking it out with my colonists through tactics instead of relying on the distinctly better option of a strategic defense emplacement without feeling like i'm gimping myself too much because a greatbow cut infected my dude which in turn went berserk due to pain and beat the only doctor into a pulp, which then made him hide in his room for a day when i have no one capable of arresting him and reluctantly getting him back to work and you see what i'm getting at here....
Problems with colonists are exponential, turrets getting blown up are not, and it's specially sad because the small squad combat in this game is amazingly fun.

On the subject of season names i'm a very if it ain't broke, don't fix it kind of person, and while it probably makes a lot of sense to have the new naming system, for the average person like me it just obfuscates things, but in the end it's whatever.

On mining i like that i have to micro a bit more an this is just a QOL thing but it would be amazing and make a lot of sense if i could assign a certain pawn to a certain vein and have no one else go at it with these changes, specially since prioritizing someone to mine a node doesn't guarantee that he will stay there until the job is done right now.

Thanks for all your hard work Tygan and co.
#29
First off, since it's my first post i want to congratulate you on such an amazing game, it's easily been one of the best gaming experiences of my life.

On topic: Early game turned into sort of a hospital management minigame since every cut or scratch my guys acquire eventually evolve into an infection. No matter how clean the hospital is, no matter how young they are or how good my doctor is.

Maybe i'm biased and a bit salty here since the game decided to grace me with malaria at the same time all of my colonists were infected on one playthrough and i kid you not, a doomsday launcher- power armor bearing raider + friends on day 30~ (this is on rough cassandra) with 4 out of 6 of my guys bedridden with infection on the other one. But personally, i think the feature is a bit overtuned as it is now. Needless to say, both colonies failed.

Digging the specular water reflections and new textures, although i find the new rock chunks a bit.... ugly and hard to distinguish.

The new pawn management with skills mattering more is great, it felt kind of cheesy just using my industrious lvl 4 miner to do basically the same job as my 2 flame mining strong expert.

Last but not least: I've seen raiders not fighting back but instead repairing their sandbags non stop. Maybe siegers can spawn with a certain "job" where they prioritize repairing over anything else so these particular guys all probably spawned with the same "job" so to speak ?

All in all great additions, really enjoying the changes.