I know pawns stay persistent and are put into a pool to be pulled from as they come and go, but has anyone actually ever found a pawn that was kidnapped during a raid later on a playthrough?
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#256
General Discussion / Has anyone actually recovered a kidnapped colonist?
May 03, 2016, 12:11:12 PM #257
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 03, 2016, 08:07:49 AM
Hahaha oh my god I can't believe I never saw the benefits of the binoculars this is amazing.
Removing the indirect fire of artillery AND taking the accuracy of the spotter instead of the shooter? Oh sweet jesus this is beautiful.
EDIT: Also, could we PLEASE get a quickfix for centipedes? I'm not joking when I say even the dev-mode kill command isn't enough to actually stop them, because their armor quite literally absorbs the damage done. Its painful to watch when even divine intervention can't stop the unkillable fuckers.
Removing the indirect fire of artillery AND taking the accuracy of the spotter instead of the shooter? Oh sweet jesus this is beautiful.
EDIT: Also, could we PLEASE get a quickfix for centipedes? I'm not joking when I say even the dev-mode kill command isn't enough to actually stop them, because their armor quite literally absorbs the damage done. Its painful to watch when even divine intervention can't stop the unkillable fuckers.
#258
General Discussion / Re: What are the best animals for what reasons?
May 02, 2016, 10:31:35 AMQuote from: Negocromn on May 02, 2016, 10:23:18 AM
turtles are completely useless
Turtles are good for sending out against mechanoids to become the ultimate distraction. Hard to hit through the shell and added with a minigun mechanoid, its almost as good as a high-quality shield strapped to an 'incapable of violence' colonist behind some rocks
#260
Outdated / Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
May 01, 2016, 11:22:19 AM
I know you said you aren't too keen on keeping multiple variants of the same mod up to date, but is there any hope of seeing a CR patch for the weapons once a stable version of CR is out? Reload mechanic helps them fit in better than other weapon packs but their stopping power is kinda outshun about mid-game once you get ahold of rifles and ammo.
#261
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 01, 2016, 10:49:30 AMQuote from: admiralKew on May 01, 2016, 10:45:54 AM
Would it be a lot of extra work to move the ammo recipes to another workbench? I'd like to make a request for this because I've got a lot of mods that add new crafting recipes to the machining table and a 1280x720 screen. Some of the recipes simply get 'pushed out' of the menu.
Quote from: NoImageAvailable on April 30, 2016, 05:28:45 AM
The ammo crafting is very much a placeholder right now. Once I get the necessary art assets ammo crafting will be moved out to its own set of fueled/powered crafting benches and certain advanced ammo types will be locked behind facilities.
#262
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 01, 2016, 09:15:30 AM
Flashbangs have the EMP grenade's description.
#263
Ideas / Re: Tone down insect hives. Give the player more time to respond.
April 30, 2016, 08:42:36 PMQuote from: Jorlem on April 30, 2016, 08:32:32 PMQuote from: Goldenpotatoes on April 30, 2016, 08:22:52 PMHowever, unlike raiders and drop pods, the hives spawning doesn't drop your speed down to one, so if you are playing on speed three, you need to be fast on the pause button to get your colonists out of harm's way when the hives spawn.Quote from: Vaporisor on April 30, 2016, 07:56:11 PM
There is a huge difference between raiders landing right on top and instabugs. The drop pod raiders take several seconds to come out vs bugs which can instakill your best character while doing something menial.
Uh, no? Bugs aren't instant. Infact, they have a LONGER deploy time than drop-pod raiders. In the test build, they were instant. That was changed.
Now that probably needs addressed. I don't really notice this stuff since I pause at the sound of any alarm in-game, but that's probably an oversight.
#264
Ideas / Re: Tone down insect hives. Give the player more time to respond.
April 30, 2016, 08:22:52 PMQuote from: Vaporisor on April 30, 2016, 07:56:11 PM
There is a huge difference between raiders landing right on top and instabugs. The drop pod raiders take several seconds to come out vs bugs which can instakill your best character while doing something menial.
Uh, no? Bugs aren't instant. Infact, they have a LONGER deploy time than drop-pod raiders. In the test build, they were instant. That was changed.
Quote from: Vaporisor on April 30, 2016, 07:56:11 PM
The sign of a poor player is one who thinks they are better than the rest.
I dont think 'im better' than the rest, I'm just stating the facts. If you don't prepare for what you know will come then that's completely your fault.
Quote from: Vaporisor on April 30, 2016, 07:56:11 PM
The only way to avoid it is never go underground, or heavily metagame to keep it in control. People like myself prefer to not metagame or exploit the programming.
You just stated yourself earlier that you take advantage of manual guidance and other kinks in pawn pathfinding. It's not exactly your fault because how simplistic the AI can be when it comes to attacking, but almost everyone abuses it to some extent (making obvious paths with traps when it'd be 10x easier to break down a single wall into the actual colony for radiers.) I also fail to see how planning proper bases and understand what happens when you play the game is 'metagaming'. Yes, I will just not build my colonies around the fact it could be sieged, blown into via sappers, dropped in directly by things as tanky as mechanoids, ect. I wouldn't get very far into my colonies if I didn't 'metagame', as you said.
tl;dr: git gud screblerd
#265
Releases / Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
April 30, 2016, 06:56:14 PMQuote from: Shinzy on April 30, 2016, 06:21:57 PMQuote from: Goldenpotatoes on April 30, 2016, 06:12:44 PMTaters! there was some unfixable texture clipping issues with them
I'm sorry, I just need to know:
http://i.imgur.com/pBFouL1.png
What ever happened to THIS?
I mean, it couldn't of been that bad, right? I really just want non-bald colonists.
#266
Ideas / Re: Tone down insect hives. Give the player more time to respond.
April 30, 2016, 06:30:17 PM
Proper preparation involves planning your base properly. The bugs that pop out of the ground could also be the group of raiders drop-podding in through the roof. You take the risk of a bug popping out from under your colonist's beds when you insist on building their room/barracks under a mountain.
Bugs are a decent method of nerfing mountain turtling, but it doesn't disallow it completely. Build long hallways to kite them, use door peaking to your advantage. Outrange them. It really isn't that difficult to deal with them if you just play SMART.
I had bugs pop out when my colony couple were mid-shag. They didn't die luckily enough, and I had the sight to go "well, maybe I shouldn't be building the area where my colonists are the most vulnerable in the same area that bugs can dig out the floor."
tl;dr: gud, u should git
Bugs are a decent method of nerfing mountain turtling, but it doesn't disallow it completely. Build long hallways to kite them, use door peaking to your advantage. Outrange them. It really isn't that difficult to deal with them if you just play SMART.
I had bugs pop out when my colony couple were mid-shag. They didn't die luckily enough, and I had the sight to go "well, maybe I shouldn't be building the area where my colonists are the most vulnerable in the same area that bugs can dig out the floor."
tl;dr: gud, u should git
#267
Releases / Re: [A13] Apparello v2.3 The missing chapt- Hats. The Missing Hats [22/4/2016]
April 30, 2016, 06:12:44 PM
I'm sorry, I just need to know:

What ever happened to THIS?

What ever happened to THIS?
#268
Ideas / Theres too many baby-faces on the Rimworld
April 30, 2016, 06:11:34 PM
You literally can't tell me that out of all the ruthless raiders, chief tribesmen, and rugged survivors on the rim, that not a SINGLE one of them has even stubble???
This has bothered me for ages and I can't take it anymore. Why does not a SINGLE person have any kind of facial hair? Having the rugged shooter of the colony sporting his bush and grandpa walking around with a comically long, gray beard would be perfect for the game. Would immensely help with making pawns look more unique and capable of being distinguished out of the group.
This has bothered me for ages and I can't take it anymore. Why does not a SINGLE person have any kind of facial hair? Having the rugged shooter of the colony sporting his bush and grandpa walking around with a comically long, gray beard would be perfect for the game. Would immensely help with making pawns look more unique and capable of being distinguished out of the group.
#269
General Discussion / Re: Artillery shells - EMP & Incendiary - how do I make them?
April 30, 2016, 05:52:32 PM
Shells don't matter, its the type of mortar you make. There's an EMP and Incendiary variant that you can construct after doing the 'Mortars' research.
#270
Ideas / Re: Tone down insect hives. Give the player more time to respond.
April 30, 2016, 05:26:17 PMQuote from: Britnoth on April 30, 2016, 05:21:03 PMQuote from: Goldenpotatoes on April 29, 2016, 02:14:16 PM
Aka:git gud
Please explain how you deal with 10+ ants teleporting into a bedroom while someone is sleeping and killing them before they can reach the door?
Without metagame cheese/bug exploits.
Don't build your colonist's bedrooms under a mountain?