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Messages - Vlad0mi3r

#391
General Discussion / Re: Stupid Noob Questions
September 08, 2017, 11:14:33 AM
Quote from: SpaceDorf on September 08, 2017, 10:56:06 AM

On the other hand, when you have an army of hauling animals you can drastically reduce building times by placing
stockpiles near expensive buildings.
And I don't think you leave your harvested food out on the fields for your cook to fetch every time ? ..

This is what I think of every time I see a request for wheel barrows.
#392
Ideas / Re: Your Cheapest Ideas
September 08, 2017, 04:32:28 AM
Speaking of pyromaniacs, how about they have the task option of "set fire". So just like raiders who can set fire to anything your pyro can set fire to anything. It would be a good balance for the negative aspects of the pyro trait.

If you can't see how this could be helpful you have probably not played tribal start with bodies piling up everywhere.

Maybe a mood buff for the pyro as well "burn baby burn, Disco inferno"
#393
Quote from: PatrykSzczescie on September 07, 2017, 03:27:02 PM
I think you may control where they eat by restricting area they can walk, though it's just my theory, haven't tested it.

Yep that is the fix for it. Set a home area and restrict them to it. You can also adjust their work, joy, rest allocations as well. Its a bit of micro I guess but its the only way.
#394
Meh eating a meal in the middle of a gunfight is not the worst. Its annoying and a bit daft but not the worst.

How about going to relax socially in the enemy base because they have a table. No you can't path find more than 50 squares to eat a meal at a table at home. In hostile territory however you can get shot like 3 times and keep on walking for that table that is in a hidden area behind sand bags and turrets. Sigh
#395
Ideas / Re: Join or Die
September 07, 2017, 07:18:16 AM
How about you just release them?

If they are from a tribal group you get a relationship bonus. If they are a pirate faction don't worry they will be back at some point and you can kill them without penalty at that point.

Or you could keep them on hand and watch your wardens social skill keep on increasing. I mean really at the cost of 2 meals a day for improving a skill its a win win.
#396
General Discussion / Re: Infections in a17
September 07, 2017, 03:42:44 AM
There are lots of factors in regards to infections. Bed and room bonuses are really important so sterile tiles and Hospital beds as soon as reasonably possible. High quality normal beds can also  buff immunity gain as well as help with avoiding mental breaks.

As said previously tending asap is very important I never hesitate to wake my best doctor up to go and do the rounds of the hospital treating everyone. Keep the janitor cleaner on task as well. If you keep on top of things (you can read this as micro manage if you like) even plagues can be handled early on.
#397
Depends on how hard core you are in the domestication/taming stakes.

https://en.wikipedia.org/wiki/Russian_Domesticated_Red_Fox

Russians do it better  ;)
#398
Off-Topic / Re: I'm trying to make a game like rimworld
September 06, 2017, 07:22:17 AM
Done hope it helps
#399
Off-Topic / Re: Count to 9000 before Tynan posts!
September 06, 2017, 07:14:22 AM
7057
#400
Stories / Re: The Seige
September 06, 2017, 06:55:18 AM
Good work reacting to the mortar by getting your own underway :). I find myself building my mortar at the last minute trying to build mortar shells while under fire.

Infestations suck and are the main reason I no longer build mountain bases.

Wood is great to get started but the 2 most commonly used work stations in early game are the stove and stone cutter bench.
#401
Ideas / Re: Rebalance some Power items
September 06, 2017, 06:47:03 AM
I can't see vanilla changing in this way but there are a lot of power mods out there.
#402
You could implement a domestication factor each subsequent generation of animals bred in your colony reduces the wildness factor by say 2%. So you could conduct selective breeding programs making subsequent generations easier to train.
#403
Ideas / Re: pause disasters when away from main base
September 06, 2017, 06:38:47 AM
When a caravan leave the map it does lower the colony value/worth. If you look at the history tab along the bottom you will see that each time your caravan heads off your total value will drop.

This also has the impact of if your caravan runs out of food and you decide to form a settlement with it in order to regroup and resupply. Remember all that devilstrand and the drugs and silver you brought along it all gets added to the new colony value straight away. I had my hardcore, power armoured, bionic kill team wiped out this way. Raid after raid came rolling in survived 3 but the 4th one ended them. so sad  :'(.

But back to the thread yes its hard and a pain in the bum I agree. would I change it, no.
#404
You are talking about steel here? The stuff that falls out of the sky with every cargo pod, escape pod, ship part, poison ship, psychic ship and merchant. Yeah I never run out of steel I mean it gets in the way and I have to find places to store it but I never run out.

If you love base building with steel then I would suggest a long range resource scanner. Yes it will pick up precious mineral deposits but these sites always come with a reasonable amount of steel and components. Keeps you occupied with what the caravan is up to and you can just mine out the steel and leave the rest behind.

Now if you were talking about uranium then I am hearing you. Trying to power a base with ship reactors all you spend your time doing is looking for that lovely grey patch of rock.
#405
General Discussion / Re: Double Down=Doomed?
September 06, 2017, 06:03:04 AM
Yep I have had that happen I think it is due to blood loss.