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Messages - Freya 'Tail' Fairwing

#1
I bought the backstory tier years ago, so it should be a B in that case.
#2
I've no idea what the [N] means, probably 'non-existent' or something.

I'm hesitant to delete the entry because at this point I can never get it back.

I read that there's a master list of names that gets added in every update, but its clearly missing names, or names have somehow been lost from it.
#3
I noticed a couple of alphas ago that my name and backstory seemingly disappeared from the game, and its still not back despite RimWorld now being in full release. I don't show up in the 'Add Name' list in the options screen anymore, and my current selection (from back when I was present in the game) now has an '[N]' at the end, and she never shows up.

Is this a known issue? It's kind of upsetting seeing I've somehow been dropped.

[attachment deleted due to age]
#4
Bugs / Re: Only three construction materials listed
October 03, 2014, 07:53:18 AM
I reloaded the save just now and noticed that the last wood had been taken from just under my nose, so that's exactly it. Thanks though, I was getting a little antsy about it.
#5
Bugs / Only three construction materials listed
October 02, 2014, 11:10:39 PM
I think I've encountered a bug where only three construction materials are listed in the choices of what to build things from. Since acquiring gold, wood is no longer shown in the menu, and this applies to tables, walls, racks, doors, everything. It's quite a problem.
#6
General Discussion / Re: Men VS Women
September 19, 2014, 09:23:45 AM
Actual Ratgirl, so boomrat =P
#7
Shot the eye clean out of a squirrel without damaging the head. I don't even know how that's possible. Plus, its status was still 'Healthy'

So, the game means to tell me there's a squirrel scurrying around with only one eye, the other eye replaced by a 5.56 round gently sizzling in the night sky, and the squirrel is just all 'Nah, I'm cool' and acting like nothing's wrong.

#8
Ideas / Reload mortars under the repair task
July 10, 2014, 03:28:03 PM
Something I just thought of while managing a colonist as he reloaded all six of my mortars after a fight, it could be good for the reloading of mortars to be done automatically by colonists set to repair, maybe after everything that is actually damaged is repaired. Manually reloading them with drafted colonists is something I can see going horribly wrong one day, leaving someone staring at a mortar until their stomach eats itself in hunger.
#9
Not sure if that's the best title for this potential problem, but here goes.

My colony was attacked by a pirate group at roughly the same time as a normal visit from a neighboring colony. The attack started just as she was leaving, so she took cover behind a sandbag emplacement that had a turret behind it. The turret took damage and ultimately exploded due to enemy fire, dealing a hefty amount of damage to her, but nowhere near as much damage as my faction relations to her group, which now rest at -94. Literally everyone hates me now.

It doesn't seem like this is meant to be intentional. None of my people shot her, she was only hit by pirates and damaged in the explosion by my gun turret that was destroyed purely by enemy fire.



Mendoza is the former friendly and she is where the turret and its emplacement was, so it's clear what I'm trying to describe. It just seems that relation deterioration from something that ultimately wasn't my fault is a little off. I didn't explicitly shoot her or do any harm to her.
#10
General Discussion / Re: POLL: Alpha4e difficulty
June 05, 2014, 06:47:03 AM
I'm writing this having gotten a colony to day 51. It's still going strong, six colonists and a turret surviving quite well with very little impeding it. 7 raids have hit so far, with only the 7th, in which 4 pistol pirates and a molotov grenadier landed right next to my power plant, resulting in it being set on fire. I've seen none of the mechanoids yet. I think I got fairly fortunate with some of the raids I had though. Some could have really gone badly (I think the 3rd raid was 4 grenade grenadiers) but I was able to get 2 L-15's and a pila from a trade ship and they seem to be absolute lifesavers, especially the pila. I've also almost always been able to set up flanking opportunities thanks to an open design settlement, alleys, multiple exits to most buildings etc.

It's been pretty easy... So far.

I might update at 100 days.

#11
I've taken to setting my corpse dump just behind the rock wall I let raiders take cover behind, which just happens to be within range of a T-9 incendiary launcher, If you want to attack my colony, you can endure the putrid fumes of your fallen friends burning
#12
Stories / Hello. Have you seen me?
April 21, 2014, 07:49:06 AM
So I have a colonist in game. You may have seen her in your own colonies. A girl by the name of Freya 'Tail 'Fairwing: Top artist and not completely bad with a rifle. Given that I made her and she is, for all intents and purposes, me, she's always one of my starting three colonists, but I do wonder what she gets up to in other peoples games. I wonder who she's killed. who she visited or joined after being taken in. I wonder how many people have bought or sold her into slavery. I wonder how many colonies she has been instrumental in destroying or saving.

Have you seen me?
#13
This is actually amazing. New building for me to build!
#14
Here we see my town of NicoFrey. 83 days old and home to 10 people, with only one death.



I quite like open plan, outside towns, with alleys between the buildings. It helps me set up flanking opportunities and move very freely around in combat, and that's only if raiders can break through the front line of sandbags and darkened pillboxes (Anyone inside them is so hard to hit, I've had greatbowmen hold their own against snipers.)

After a major catastrophe though, in which about 30,000Wd of power exploded, obliterating the top right geothermal plant, I built two little battery boxes (the two battery buildings on the bottom and right.) Those aren't connected to the colony at all, safe for when there is a failure somewhere and I lose my main power reserve.

I'm quite proud of it. It's my most successful colony by far.
#15
Ideas / New Colony+ Option
April 16, 2014, 06:02:45 AM
Imagine you've ran a colony for a few in-game months. You've held off numerous raids against well armed raiders, you've built a thriving farming/mining community out of a handful of ragtag survivors and whatever help they've bought/found/kidnapped, they've made a name for themselves as a survivalist community; but still they are stranded. They are no closer to getting off the Rimworld.

One of your colonists, after a certain period of time, like 50 days, thinks that someone, somewhere on the world will have a way off the planet. From this, the option to build a caravan becomes available. It's not expensive, costing a little bit of metal and some meals. Once it's built though, you can choose three colonists from your current colony, along with all their skills and equipment they are using, and 500 units of any combination of resources, to go out into the world and seek help.

Inevitably, they fail and are forced to make a new colony themselves. The world is harder, with none of the pre-landed supplies you see at the start of a normal world, raider attacks being tougher. (The first attack isn't just an injured pirate with a pistol anymore.) All you have to start with is what you bought with you and what you can mine and farm. The world is harsher overall, but your colonists are tougher, more skilled and already well armed. The old colony becomes listed in the list of factions (among a roster of totally new ones) and you can help or hinder each other.

You have to start anew; again, but maybe you'll come one step closer to that way off the planet.