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Messages - sick puppy

#196
it's actually a real thing.
and really hot bullets? fired from which weapon? pila?
seriously though, the mythbusters shot at gas tanks many times and they never exploded or caught fire. bullets in flesh dont cause sparks. only if the bullet is actually burning (like tracer bullets) will the tank light up.
but even if so. rimworld is fiction. it is science fiction. if the boomratalope dies, it explodes. easy as that.
#197
General Discussion / Re: Mechanoid Ships
February 06, 2018, 11:33:40 AM
3 out of 11 were incapable of violence? lolwtf bad luck or bad decisions or wanted challenge? what you had were essentially 8 pawns. and they died with single hits? did you start a nudist colony? by the time you have 11 of them you should get your hands on decent enough armor, especially if your wealth is high enough to spawn an army that big...or was it just that you were overwhelmed by the ancient danger?
i mean sure the mechs are strong, but not THAT strong.
#198
Ideas / Re: Your Cheapest Ideas
February 05, 2018, 07:41:18 PM
Quote from: MeowRailroad on February 05, 2018, 07:13:31 PM
If I could have one change made right now I'd change the value of dirt or grass tiles to be neutral instead of negative, and naturally occurring rock would also be neutral. It seems strange to me how colonists find these beautiful landscapes ugly.
they're ugly because they're dirty. be happy they are only -2 and not even less
#199
General Discussion / Re: Caravans
February 05, 2018, 12:42:27 PM
depends if you wanna cheese it or not. if not, just attack when you feel like it. saving helps.
if yes, take any weapon that outranges the enemy and start shooting at him without him being able to retaliate as long as they are in their base. once they come out, ambush them with the rest of your army as if you were defending. bolt action rifles might be enough for that, to be safe, take a single sniper rifle with you.

about guns: assault rifles have more range and accuracy against single targets. lmg's are better at crowd control. but not much.
i generally view guns like this (from worse to better):
short bow, any unnamed projectile weapon, great bow, lmg, assault rifle (miniguns at key locations)
if you are in early game and have lots of weapons that i personally dont like, try to take low dmg/high frequency weapons like machine pistols instead of shotguns if you wanna make prisoners. shotguns are more likely to shoot off body parts (i guess that has been changed in b18) and have a high potential of excess damage. many weak shots dont destroy body parts and deal most of their damage to the opponent, even if weapons like the heavy smg and machine pistol have low range and damage output. honestly, shotguns and sniper rifles are among the last weapons i'd use on the regular, including pila. frag grenades and fire based weapons are a different story. i guess just as rarely useful like the sniper rifle.
#200
Ideas / Re: Balance: buff social skill
February 05, 2018, 12:12:22 PM
Quote from: Grubfist on February 05, 2018, 10:16:18 AM
Quote from: lancar on February 05, 2018, 08:39:25 AM
Have you ever seen a pawn with 20 skill in social?
I sure haven't.

The other skills occasionally have their masters, most prominently constructors and crafters, but I've never managed to push Social past 12.
Even pawns that've started with a higher skill level will, over time, drop back to around 10-12 due to decay, and there really isn't much I've been able to do about it.

So sad. Make the social skill great again.
You can train social by setting a prisoner to "Friendly Chat" without trying to recruit the and setting the pawn you want to train as warden.

That said, it'd be nice if higher social pawns made other pawns like them more through deep chats and chitchat more often, and insulted/slighted people less often (unless they're abrasive).
You'd think someone with a high social skill would in general get along with people better.
this. for me, the skill itself how it grows and sinks is good enough, especially with passionate pawns. but to think the my most sociable pawn insults and slights people left and right just like my abstinent drunkard?
slights and insults happen too often. please change. somehow. maybe like this, maybe another way. i'll be happy eitherway. (and my pawns aswell)
#201
oh, easily arid shrubland
you can really see that it was the original biome
the devs had lots and lots of time to perfect it in every single regard, except for lacking a proper bog. i like a few nice little swampy areas. but not the whole damn map...
#202
General Discussion / Re: Damage calculation question
February 05, 2018, 02:15:57 AM
isnt this just the recent change that body parts need twice the damage to be removed? i assume it is implemented in the way that it always stays at 1 hp until you destroyed the body part twice.
#203
General Discussion / Re: Domesticated animals
February 05, 2018, 02:14:37 AM
is there maybe an option for you to start off with farm animals as pets? i mean a chicken or a cow could be very valueable anyway until you find more
#204
i think the current research system is generally flawed, not just that high tech stuff is ridiculously hard to research for tribals (5100 points for smelting wtf) but also that in the crashlanded scenario there are things that you never really use like the campfire and interestingly enough you dont really use it in tribal stars either eventhough one might think one'd do.
another example: sleeping spots is something i never start off with using in my sleeping quarters. i always build beds the first day. that's not what i'd expect tribals to do though. they have new colony faith AND very low colony wealth bonus. they could totally sleep on the cold floor the first few nights until i setup my base camp and a research table (which in my opinion should also be researched first from a research spot (which can only research neolithic tech), just like butcher spots and maybe even art corners or stone splitting spots which would in turn work at slower rates). that research table would be used to research sleeping bags, tables, stools (later on in the tech tree and maybe in medieval also dining chairs and armchairs), campfires (later on the stoves), tents (and only after tents actual wooden walls and only after that doors) and i could go on.

all this said, in reality we dont have my dream research tree and tribals are research-crippled. i am still doing a tribal run and it looks damn good. around 15-20 pawns, good health in general, good reserves, good position on the map, still working on relations with one last tribal faction and caravans generally do incredibly well with both missions AND trading.
eventhough i started off with one pacifist pawn i managed to recruit my first prisoner after half a year which immediately fell in love with his captor, food bringer and recruiter. second additional pawn was a crashlanded scientist from the glitterworld. also combat inhibited (among many other things) but was amazing at her one burning passion so she works in the lab all day when she isnt looking after the flowers. (apropos flowers: flower pots also need research. it is good enough for tribals to be able to plant in soil outside AND inside a house) eversince she joined i am inventing new stuff at a reasonable pace, heck, one might say in comparison to tribal starts, left and right.

i've done some short scenarios since and it really shows (to me): if you plan on playing long term (a year or more in actual playtime, so nomads that move a lot for a year doesnt count) even if you make a tribal start, you really just need to look out for one type of pawn: one with burning passion at research. they like their one job a lot so they will never get sad, only maybe if you keep them locked inside for a very long time and feed them badly maybe with bad bedding. otherwise they will very well be worth to be defended. they reach level 20 in no time and stay there forever. in crashlanded, pawns with aburning passion in research that research only almost op in my eyes. you have short research times and a super researcher that doesnt need much aside from food. you can rush through the research tree even if the burning passion doesnt come with a high skill in the beginning. that pawn will earn it though.
on a sidenote, non-violent pawns arent THAT bad. sure they cant shoot the enemy, but after any fight you need docs to heal your other pawns quickly. you also need pawns to capture the enemy or save your own. they will do those jobs just perfectly. just imagine that THEY are THOSE pawns that never make it to an immediately attacking raid battle because they are far away and slow. but you can totally still use them to relocate turrets. saving and healing pawns often means they usually have the best relationships, maybe even fall in love a tad bit sooner due to this and not just giving themselves but another colonist a permanent mood boost.


too long; didn't read: tribal starts are NOT what you think they are.
(they are literal tribal STARTS and if you dont rush the ai spaceship, you will stay in starting phase for a long time. eventually you wont be tribal at all anymore and just be left with abysmal research times.)
you can TRY and make the most out of it, like playing it in a subtropical shrubland, use scenario editor or mods, but it is generally best if you play vanilla only with crashlanded or rich explorer, or any other version with specific scenarios or good mods.

still too long; didn't read: vanilla tribal starts are not finished, just like the research tree isnt.
#205
Quote from: sadpickle on February 04, 2018, 11:37:40 PM
Phoebe is a bad storyteller for noobs. You won't get many raids, which while dangerous are a source of weapons, wealth and recruits. Phoebe will happily give you a cold snap every year in early fall, or toxic fallout in spring. These can be game-enders without rapid intervention. You will also get less colonists overall with Phoebe.

Cassandra is the harder of the two other storytellers, so I would recommend Randy for a new player. You will get lots of free material which can be huge, and there's practically no limit to how many colonists can join.
couldnt agree more. only thing i'd change is that phoebe is generally a really bad story teller. boring because there are few raids and mostly weather occurrences. difficult because the raids are just as strong but you dont know how much your wealth grew and therefore how much stronger your enemies got in the past few quadrums and also because bad weather can still totally kill a noob.
and while losing is definitely a part of rimworld, losing to bad weather just isnt the same. or losing to a raid that was wayyyyy bigger than you wouldve ever expected after ages of boredom.
if randy kills you, it was the pinnacle of a cataclysmic event and many bad ones came before it and you had an epic battle for your life.
if cassandra kills you, at least you were never bored and always knew what you were up to.

also, phoebe is an abysmal storyteller to choose for someone who has never played or seen someone play a game of rimworld. she is boring and kills you in boring ways. that's not how i remember rimworld. randy and cassandra both represent it way better in their own two ways.

to me, phoebe was always more of a pro story teller and should only be played on extreme or rough or something with addional scenario options. in my opinion, the way she is made and most players play the game, she should be not a friendly nature girl but a deadly efficient ninja.
with "phoebe, the ninja", the way i call her, you never know when a raid will happen. in a week? in a quadrum? in a year? you dont know. but it wont be anytime soon, it will be surprisingly strong and you will never see it coming.
the ninja doesnt just rely on brute force in raids to kill you. she can and will make it look like as if mother nature had an issue with you. she'll lay fires and make it look like it's thor, she'll freeze you and immediately heat you up again just so that your crops die (without using blights too often), she'll send hordes of mad animals.
phoebe the ninja sends whatever there is in her arsenal. she gives no crap about the geneva convention. if she wants you dead, you're dead. you better respect the damn flowers back to life you just trampled upon around her altar of trees.
#206
Ideas / Re: Multi-core support
February 04, 2018, 11:01:54 PM
easy fix for everyone: buy an old computer with a single core three and a half ghz processor. put your gaming graphics card inside of it and pimp it with some ram. done. in the very worst case you might need to get a new motherboard and electric parts for it to take more watts

download an old windows version, maybe windows xp, maybe win 7 (there is no reason to ever use vista)
ideally, look for 64bit but that is rarely possible with such old machines. since you cant get 64bit, you might aswell go xp in some regards. but i guess you should experiment or look up the games you wanna play on it.

and all your (oldschool-) gaming problems solved for decades to come. look at it as your nintendo switch for pc games
#207
to be honest i dont drill nearly enough in the game.
that said, as far as i know all stools give comfort. chairs give more comfort and armchairs the most, no matter what pawns are doing on it. stools dont face any direction specifically, but chairs and armchairs do, so maybe they are turned the wrong way?
#208
Ideas / Re: Knowledge/belief
February 02, 2018, 11:01:43 PM
i kinda disagree.
with the exception of the tribals most starting people at the very least know of the existance of most things you can research. i look at my researcher as a guy that tries to figure out how he could introduce electricity or whatever to the colony, not actually being the guy that parallel to other inventors actually invents that stuff. legit inventions dont just happen all the time and all over the place. that shit needs inspiration and the ability to think outside of the box in a great way, aside from an understanding of all topics that flow into it.
pretty sure less than one in a billion people actually have what it takes to legit INVENT electricity if they havent seen anything similar before (with the exception of lightnings). there's a reason why inventors and creators nowadays have so many rights. it is easy to copy and hard to create. so a guy coming up with a way of how to get wifi with a used cooked ravioli can is almost infinitely less likely to happen in a day or two than a guy trying to copy this invention he saw in the tube tv a week earlier and manages to do so in a weekend.

sorry about the wall of text. to keep it short, if you wanna implement something like this, please dont make it vanilla but a mod, except if you ONLY wanted to implement it for tribals. but there the tribals already need a multitude of the time to research many projects. it is safe to assume they havent seen many of the inventions they make. still weird how they can invent gene manipulated devilstrand out if dust, but i guess that is more of a lore problem than anything else. (or just make devilstrand spacer tech)
#209
Ideas / Re: Give Disease(s) Some Love
February 02, 2018, 10:19:46 PM
always found it was funny how i could get the plague if i killed off all the rats all the time and kept my base almost sterile most of the time. it would add some value to janitor pawns (in my base brawlers that are capable of social and animals get knives as hands and become social animal janitors, but i guess there are less useful janitors out there aswell.)
or how the flu just struck, was always deadly if left untreated and never spread
or that the plague didnt spread either

i honestly believe this wont make it to vanilla, but still, i'd like to see rabies and the common cold introduced and maybe even cholera, but i guess that should be more part of the poor hygiene mod
#210
General Discussion / Re: Stacksize
February 01, 2018, 05:22:25 PM
(3 new replies were added before i could send this message)
dunno. maybe in the first few alphas or even pre alphas tynan found 75 to be a good balance? i mean it not only has an effect on stack sizes but also on how much pawns can carry and most importantly how many times they have to walk to build something like a duster, big machines, long cables and so on. so while it may seem arbitrary it could totally be an active choice of balancing.
doesnt explain why an injured pawn can only carry 70 cloth but 70 rocks aswell.
the choice for making hay for example stack up to 200 and neutroamine and silver for example to 500 i believe is because they are small amounts/light, therefore you could store loads of these in reality in small space. on the other hand, why you arent able to store 75 spears in pile which are essentially a thin piece of wood, isnt explained this way either.

the best explanation i could come up with is balance.