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Messages - JimmyAgnt007

#91
60+ in my colony of less than 10 years and I stopped recruiting people a while ago, unless they were really good.  A 'vat growth' solution would be neat since its a part of the lore but anything else just takes too much time to be worth it.  Had I had a baby born on day 1, they would still not be able to contribute to the colony yet.  So even in my long term games with no escape planned, it just doesnt make sense.
#92
By that logic, we shouldnt have raid notifications.  They just show up and its up to us to notice all the bad people running towards our base. 

For me, I said yes, but based on distance, so its like someone yelling "THE SQUIRRELS ARE ATTACKING!"
#93
Ideas / Re: Wild and Wacky Biomes
July 18, 2017, 09:40:48 AM
Well this is really just a place to collect all the biome ideas, and then maybe figure out a balanced method of incorporating them.  Hopefully Tynan reads this at some point when he feels ready to try out new ones.
#94
Ideas / Re: Wild and Wacky Biomes
July 12, 2017, 12:43:43 PM
Some of these have been covered but I do like them.  There is definitely room for the game to grow into these areas.
#95
General Discussion / Re: Mortars: any good?
July 05, 2017, 02:06:01 PM
Quote from: DariusWolfe on July 05, 2017, 02:00:42 PM
I'm not sure I understand. Are you saying that Rimworld mortars are too powerful and their range is too long?

Yes, it seems that way to me.

Mortars that you see most commonly on screen are much smaller, man portable, pipes that you plant on the ground and target the enemy with.  The bigger pieces you can build in RW are more like Artillery.

When you dont target them manually, do they not target enemy pawns?  If the pawns are moving then they tend to miss a lot more.  If they aimed ahead of the pawn it would work out better.
#96
General Discussion / Re: Mortars: any good?
July 05, 2017, 10:49:23 AM
I meant their power and range were more like arty than mortars. 
#97
General Discussion / Re: Mortars: any good?
July 05, 2017, 09:20:07 AM
Personally, id prefer direct fire cannons to be more helpful.  That being said, mortars should have a range more along the lines of 2x sniper range, and target areas instead of pawns.  Right now they are more like artillery pieces. 

Direct fire targets pawns, indirect targets spaces.  So if you know the path the enemy is going to take, you lay down a barrage for that space.  This also helps to avoid friendly fire when the pawn your mortars gets too close to the rest of your pawns.   
#98
Ideas / Re: Wild and Wacky Biomes
July 04, 2017, 09:55:35 AM
Ah ok thanks, also yes, we need a better terrain editor.  Id like the ability to add overhead mountain as well.  Personally, if im doing a sea ice map I dont want water spots either so getting rid of them is handy.  Though on sea ice, lots of time is spent waiting so doing it manually gives you something to do.
#99
Ideas / Re: Searchable landing site criteria?
July 04, 2017, 09:52:46 AM
While it doesnt take as long to find sites manually in RW as it does in DF I agree with your idea.  I also like to make sure I have granite and marble on my maps.  So being able to find these tiles faster would be a plus. 
#100
Walked in front of someone hunting, shot in the head, head was removed.
#101
Ideas / Re: Mark for smelting
June 29, 2017, 01:28:52 PM
any smelter thats got power should automatically allow for the smelting of anything tagged for it.  so range and any other elements are irrelevant. 
#102
Ideas / Re: Wild and Wacky Biomes
June 28, 2017, 10:52:37 AM
An entirely organic map ideal for growing WOULD be an interesting challenge.  As sort of a tame version of the sea ice challenge since you wouldnt have minerals or rocks there but without the crushing cold.

Its been a long time since ive seen Princess Bride, whats with the fire swamp?
#103
Ideas / Re: Wild and Wacky Biomes
June 22, 2017, 10:06:19 AM
I think floating flooring would make more sense for open water, stilts would be better on beaches for the tides.

Also, its been suggested to have a dense urban biome where there is minimal plant and animal life.
#104
Ideas / Re: Your Cheapest Ideas
June 22, 2017, 09:14:31 AM
I get that cleaning and hauling shouldnt be skills that level up but maybe still have passion for them that effects the work speed.  Enthusiastic cleaners work faster, haulers carry a bit more or walk faster while hauling.  Or have them as traits that cause them to do those jobs instead of others.  Like a cleaner that walks into a room full of blood will need to clean it all before they do anything else.  Pyros like setting things on fire at random, why not have people clean at random.
#105
General Discussion / Re: Alpha 18 release date
June 13, 2017, 11:08:56 AM
Quote from: ReZpawner on June 13, 2017, 07:34:14 AM
It's coming on July 18th, and it's the multiplayer patch. It features multiplayer for 16 people either on LAN or over the internet, as well as microtransactions and support for DLC. Once that is out, there will probably be a few weeks of bugfixes, before work starts on the final version of the alpha: Rimworld in full 3D. Tynan has also struck a deal with the people behind My Little Pony, so expect to see ponies in the game in the future.

Hmmm... it does actually seem strange to me that despite the 'western' theme of this game, it lacks any horses.  So ponies would prolly be a good idea.