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Messages - sick puppy

#61
personally, i have slightly different priorities than the work tab has by default, which is why i use numbers and not just ticks. but first things first:

when deciding on who to recruit and what jobs to give a pawn, three things are to be decided upon: 1) urgency of having another worker in a certain area. 2) late game viability (if i used that word correctly). 3) current adeptness of the pawn.

the first point is easy. especially at the beginning of a game and even more important on non-tribal starts when you have 1 or three pawns, sometimes you JUST NEED a doc. no pawn is good at it and no pawn has a flame for it? well too bad. you still need a pawn that can get the job done, maybe even two to counter their slowness at work. a pawn with 2 or even 1 in medicine will need to be the colony doctor in times like these. also on caravans when you forgot to get a medic.

second point is usually more important than third one, because nigh-everyone plays longer games and doesnt go for spaceships and therefore escapes and short games. if you try to beat high scores in ending the game, you need to change point three and two. anyway. point two is all about late game. a pawn that starts out at 8 in a skill will not get above 12 in most skills if he isnt passionate about it. double flames will allow even a pawn with straight 0 skill to soon overtake a disinterested pawn, especially in late game. skills above level 15 are only really available for passionate pawns, so even if you can recruit a pawn with high skills, if the pawn is only passionate about sleeping and is maybe even a slow worker for some reason, the pawn will never be able to become one of the best in anything. well, actually, the pawn can become a decent allrounder. i have one that i always send on caravans because he has 8-10 in everything (except shooting). what i am trying to say is that double flames is way more important than a few points in skill. i'd say a level 0 medic with double flames is better than a level 6 without any in mid game. early game, you should pick the level 6 medic for obvious reasons. (also dont forget that passion is a good way of keeping pawns happy. seriously, a pawn with all in all 10 flames but all in all 10 skill points distributed evenly is better than a pawn without any passion but 40 skill distributed evenly, if you ever have a choice on who to recruit.)

finally the third point. i already said everything about it before. if you need another medic because your last one died or something, get any pawn to try and replace him over time, as even the worst ones will learn with time. but having even a level 3 one when all you have is level 1's and below is important in times of war. but recruiting one? meh...personally, i'd only do it for level 7's. i mean, the game is programmed to give you around 18 pawns. so having a few weaker ones among them to level them up for a while is no biggie.
too long; didn't read: you wont be able to get a high skill without passion. no skill, no legendary objects, no decent operations and no good trades.

after all this, there is the question what is how important to you. i like farming to be done quickly; my food to be cooked well and without giving my colony food poisoning; having a LOT of medics for bad times (like half the pawns); all the pawns to have infinite jobs aswell as finite jobs and lastly constructing, mining and hunting isnt the most important thing out there, i can survive with those tasks being delayed a few days as long as the rest gets done properly.
infinite jobs are research, cleaning, hauling, art and some people even consider crafting to be it. well, in some cases it is for me aswell. when i have double flame crafters for example and generally enough researchers and janitors.
finite jobs are anything else, with the sole exception of playing with randy and/or on lower difficulties, as you will get way more than enough prisoners to make wardening an infinite job aswell.( but not having enough pawns for a job type makes it infinite anyway, or having bad efficiency like long hauls for cooking for example...)
anyway. so you will have your own priorities, i have mine. i just put ALL my pawns (possible) to priotity 1 in plant cutting and sowing, fire fighting, aswell as the obvious ones like bed rest and all that crap on the left and ALL the pawns (that can) to priority 2 in construction.
the rest is skill and need dependent. if you have enough, you deactivate the bad workers or unpassionate ones. if you need more, you employ also the worse workers, like docs and cooks usually.
all good and/or passionate and/or needed cooks get a 1 in cooking. same applies for medicine, animals and social.
all good and/or passionate and or needed miners get a 2 in mining. same applies for hunters/shooting.
and in the end, you distribute the long term jobs: every pawn (that can) by default gets a 4 in both cleaning and hauling. then, you have to decide on your priorities. do you want constant research? (you will need many research tables for that or your pawns will occasionally get bored. i have 3-10 generally.) do you want a perfectly clean base? you might change the priority of cleaning to a two for all pawns, or just have a few full time janitors by default. do you have no animals to do the hauling jobs for you and dont have the prioritized hauling from the allow tool enabled? you might need janitors again just like before or maybe even everybody needs to help out. personally? i have animals for by far most hauling jobs. and lastly, crafting jobs. in my base, my best and most passionate crafters get a free pass on everything as long as they craft. (except medical, social duties and harvesting/sowing) so the top has crafting on 1, the medium to high ones on 2, the rest of the half decent ones have it one 3. they usually do stuff like crafting drugs, meds, clubs and anything that doesnt really require skill. double flame researchers have a similar thing going on in research, but it gets a 2, so that they will actually go out to hunt, mine and construct aswell, depending on their skill. but most pawns are neither super passionate aboit researching or crafting, nor naturally good at it, so by far most pawns have cleaning and hauling set to three and research to 4. depending on need i change them. sometimes i need more critical hauling, sometimes i need more cleaning. sometimes none of my pawns really have jobs to do (happens a lot with chillax in late game) so most of them will research.

damn i spammed way too much. i'll try to keep it short now:
i hunt with all pawns that have shooty weapons except the flame or explosion based ones and miniguns. bad shots get a pistol and have their hunting priority changed to 1, so that they can level it up as soon as possible.
with cooks, i am like this: either they are good, or you might aswell eat stuff raw. food poisoning can ruin your pawn's day and so does bad mood. at least you save some time like that.
i use many animals and therefore also many pawns with animals skill, even if they kinda suck. in many maps the animals skill is nigh infinite in early to mid game once your food production works to its fullest extent. corn really helps you out there, as you need little maintenance for a lot of food, even if rice would be a bit better at times.
by the way, being bad at plant work isnt really a reason not to do it. in the worst case you have to plant the same plant twice, fail with a single harvest, get a bit less wood or something of that sort. nothing important.
training medicine skill to level 8 - 10 is rather easy if you train it whenever possible. whenever you wanna slaughter an animal, try using a medic instead through the operation tab. operate a lot on useless prisoners. also, if you are really desperate for better medics, shoot the biggest animals on the map down (like megasloths, caribous, bears, elephants, rhinos and so on, but also muffalos and dromedaries, if you dont need them) and then proceed with healing them. a single elephant can have so many autoturret or minigun wounds that a healer will grow a whole level or two. and you dont even need to use meds for all that. (not sure if using herbal meds will help with gaining xp, but growing it is very easy anyway and well worth it)
art really depends on you. you like trading? it is a very simple method of being able to trade with anyone and get all their silver for lotsa sterile flooring or whatever you need it for. double flame artists have it on 1 or 2 priority, medium ones on 3. i once tried spamming art and growing my own wood, btw. not really worth it, but then again, that game i accepted any pawn and they all happened to be good at art and not too much else, so i was kind of forced that way by my gal, chillax

lastly, if you have certain pawns that are always bored or never really doing what you want (for example cleaning a ridiculously dirty base all on their own to no real avail) try to get some neurotrainers. they are quite expensive but also easy to get if you do the world map missions, be it trading or resource caches. a neurotrainer for an unpassionate level 0 pawn can make him a somewhat useful addition to your base from the getgo. while neurotrainers give more experience to passionate pawns, the passionate pawn can get the same amount of xp in the same amount of work as an unpassionate pawn with the same amount of work. so it is more about how to skip the unproductive phase of level 0-3 or 4.

sorry if the linked article said all this, i just figured that some people dont like using links or even the search function in the forum, so i wrote my experience here.
funniest thing is, some people dont even touch the work tab and play in the highest speed. well i like to micromanage. (duh)
#62
General Discussion / Re: Early game caravans
March 19, 2018, 10:19:53 PM
additionally to all this, the fewer pawns you bring along, the stealthier your caravan is and therefore the fewer ambushes you'll have. so you COULD technically make one pawn carry a thrumbo horn, 2 scyther blades and a whole slew of drugs to trade it for shield belts. if you stay stealthy and dont go near bad guys, you might very well stay safe. but once they catch you, their strength will depend on the wealth of that colonist (which in my example is very high)
#63
from what i could read on the website i'd assume most images and sounds arent directly made by tynan. heck, even if he did SOME of them, most of them were probably changed by now.

except wargs. they ugly. probably just a drunken sketch that nobody dared to tell tynan about.
#64
try a combination of captcha (hard ones and the newest tech only, also with great variation in their style to make coding just that much harder), e-mail registration (while you only accept well known and trusted companies) and limitation of ANY user on how many comments they can post and threads they can start and private messages they can send. (hourly limit, daily limit, weekly limit and maybe even more. it will make sure more users make more quality comments aswell. just like me. sometimes my comments lack quality. sorry about that.)
if you had an hourly limit of 20 posts and a daily limit of 100, the most recent spam could not have happened to such a level. 4 hours times 2 accounts = 160 posts. and these arent even restrictive numbers for normal users. personally, i'd go with like 5 posts per hour and 20 per day. that's 40 spam messages.
and we arent even talking about starting threads. i'd put the limit to 1 per hour and 5 per day.
Quote from: billycop32 on September 02, 2016, 01:37:51 PM
Quote from: Coenmcj on September 02, 2016, 12:48:45 AM
I only ever see 'em when none of you guys are online, report 'em every time I see them. Either they watch the boards to see when all the mods are off, or you guys are just that quick to slaughter them where they stand. ;D

Either way, Cheers!
(speaking from experience as a mod on other forums.)
more like quick to slaughter them where they stand. just because someone appears to be offline doesn't mean they aren't watching from other methods like a open email. Not to mention a lot of forums allow you to "hide" or appear to be offline even though you are still on the forum. Like a hunter stalking the prey....
you can literally just log out
it's as easy as that
honestly? i do that
#65
sounds good but i am sure it is harder to implement than you believe it is
that said
+1 from me
#66
Ideas / Re: Please add achievements
March 19, 2018, 10:58:38 AM
yesterday i made a big ass comment on achievements and their history, how they started out and their eventual downfall. my phone died and with it my comment. fml

anyway. as arty just said, there are some really boring types of achievement types out there. in my opinion, they are a literal waste of coding time. noone likes them, noone cares for them, noone needs them. but you can definitely put your head to it and find some fun ones.

i am sure many of you have at least heard of tf2. it's one of the oldschool valve flagships. anyway. it has a absolute metric shitton of achievements, especially considering the game has no story (-mode) to speak of. still, you have 9 character classes, a couple moves and a bunch of weapons for each slot (first, second and melee). just look at how many they came up with! yome of them really are boring ("heal 20k") but some are really fun and challenging to get and to me most importantly they have fun names. (i am still thinking about whatever the hell arty's halo quote could mean)

anyway, let's cut this short:
what i would be up for:
cool ass achievements.
what i could not give a crap about and i am sure no pirate would either:
the most generic ass achievements ever.

list of achievements that sound alrighty to me:
- "you can only buy these in multi-packs" (buy a slave, remove his organs and resell him)
- "when humans enslave gods" (tame a thrumbo and teach it to haul)
- "you dont even comprehend how much i love you" (use the leather of someone's spouse/lover/affair to make him/her a piece of clothing for them to wear)
- "you do not just walk into mordor" (fend off a raid (with at least x amount of points) without the raid reaching the vicinity of your base)
- "attacking russia in winter" (fend off a raid without you shooting the enemy or them reaching your pawns)
- "take everything but leave us alive" (survive a raid without losing a pawn and letting all the enemies steal your stuff)
- "wake me up when there's a cure for my illness" (actually use (ancient-) cryptosleep caskets for their intended purpose)
- "wake me up when septober ends" (wake up any colonist from cryptosleep at the last day of septober)
- "we will need a bigger boat" (sit out a manhunter you started to hunt, then later on try hunting it again and win)
i noticed i really like quotes. generally, i think a fitting quote as a name improves any achievement by a huge amount
- "you are terminated" (use a fully bionic pawn to kill the most enemy raiders (but at least x))
- "eye of the tiger" (use a melee pawn to kill a cougar or panther all alone and injure it at its eye or have him het injured in the eye)
- "leeroy jenkins" (lose a game where a mentally broken pawn of yours runs into an enemy raid prematurely and you try to save him with all you've got. (however rimworld's achievement-ai interprets this act)
- "and his name is john cena" (send a pawn via droppod to an ambushed (or mahunter pack-ed) caravan of yours and fend off the wave with that pawn killing the most enemies.)
- "And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee." (shoot the last remaining pirates in the last remaining pirate base)
- "gentlemen, you cant fight in here, this is the war room" (break up a fight among your pawns in the vicinity of at least x turrets, traps, sandbags or in a room with as many of them)
- "get tu da chopa" (escape a raid using a spaceship)
- "he's too dangerous to be left alive" (execute a prisoner that tried to escape and resisted arrest)
- "hello darkness my old friend" (attack an enemy base (or resource spot or whatever) that has turrets installed that are solar powered in an eclipse)
- "here's johnny" (await a raider or manhunter behind a door with a pawn with a knife or shiv (maybe even gladius))
- "hope can drive a man insane" (have a prisoner attempt x breakouts and die in the last one)
- "i am the one" [don't weigh a ton, don't need a gun to get respect up on the street] (use a pawn with a melee weapon to do the last kill in a raid to make the raiders rout [maybe even add the rule that large and oaf characters cant be the one either])
- "i ate his liver with some fava beans and a nice chianti" have a starving cannibal pawn eat veggies and then drink a beer (or the other way around). you must own a liver in a stockpile, as they are inedible)
- "i've had it with these mothereffing snakes on this mothereffing plane" (kill x manhunter cobras in the plains (as in non-mountaineous))
- "that's just like your opinion man" (have a pawn hate (-x opinion of) another pawn that has a neutral opinion of them.
- "you wanna know how i got these scars" (have a pawn with 3 or more scars start a relationship with another pawn without any scars)
- "you're one ugly mothereffer" have a disfigured pawn with any 2 traits of these: staggeringly ugly, creepy breathing, annoying voice, nudist.

list of bad achievements:
-get 5/10/20 pawns
-get 10/20/50k silver
-change the sound in the settings
-use mods for the first time
-look at dem credits
-kill x pawns
-build a spaceship
-have x pets
-play for x amount of time
-do all the research
#67
Ideas / Re: New Event: Requested caravan ambushed.
March 19, 2018, 06:25:10 AM
i was all for it until you started talking about robbing friendlies without any repercussions...why
there is a reason why this isnt already tied to be being survivors. no need to make it easier to cheese the game

but friendlies needing help like being freed from a prison or whatever is a great idea.

i'd much rather see normal ass items as payment though and maybe improved faction relations, as these incidents could happen from level 0 onward.

on the other hand, npc caravans usually come very well armed or as huge armies. who would ambush this? i'd rather have wanderers (with or without items to trade) getting ambushed. this could happen without any caravans being called, obviously.
#68
Quote from: Call me Arty on March 13, 2018, 12:24:28 AM
I like the game and discovering new things in it, but I'm pretty sure no one enjoys going through several wiki pages to find-out why knives made from uranium - an extremely rare and expensive ore which by video game law should make the best tools in the game - suck as sharp weapons.
it was literally the last thing you wrote here. and yes, golden weapons are a thing in games that dont care about real life physics. it is actually quite common. i have seen a few major first person shooters where you could get golden weapons which arent any worse than their steel counterparts. and uranium is actually not too bad for maces and clubs. sure, jade is better for some odd reason and in some cases even better than plasteel, but yeah. it's a general thing though that price doesnt always convert to quality or functionality.

i dont think it would be too bad though. alongside "colonist needs treatment", "tattered apparel", "idle colonist" and so on. the learning helper can be completely removed and so should these messages i believe. pros will know very well when their pawns dont have anything to do and what size a room can be and so on.
#69
Ideas / Re: Bulk crafting mod/base game option
March 14, 2018, 09:57:36 PM
Quote from: Ser Kitteh on March 14, 2018, 11:28:33 AM
Actually the bulk crafting mod does just that with stone chunks. Haul three to make a ton, so yeah it works!
but where's the logic in that
do you get more cut stone if you cut three chunks at once in comparison to cutting three rock chunks after eachother? wth
#70
Quote from: Toast on March 13, 2018, 01:06:45 PM
Quote from: b0rsuk on March 13, 2018, 08:35:19 AM
There are far fewer tribal pawns with disabilities (won't do job X) than civilized pawns. Paradoxically, because tribals got such condescending treatment and only have several basic character backgrounds, they're good "worker ants". Basically tribal backgrounds were thought out as an enemy faction, so they had to be able. They're much less fussy and you can assign them to any jobs. I also don't think they come with addictions - do they? I mean the new recruits.

They can, yeah. I see them with smokeleaf and ambrosia addictions sometimes--but they don't seem to come with the drug-lab-required drug addictions, like go-juice.

The best part about tribal pawns is indeed that almost none of them refuse to pick up a pile of stuff and move it somewhere else. Starting with 5 strong and willing workers is a very nice aspect of Tribal scenario.

I've played all 3 scenarios multiples times and I think that whether Tribal or Rich Explorer is "more difficult" is ultimately going to vary wildly depending on personal playstyle, biome, and other factors, such that declaring one or the other to be Most Difficultest is never going to satisfy all experienced players. The game already does what it needs to do, which is to warn the novice that both of them are harder than average.
indeed. my first tribal start was with a doctor with three scars and an alcohol addiction. needless to say, he was out of action for what felt like ages. additionally, one of my tribals was incapable of violence. at least i could use all the bows that i started off with...and no, i wont randomize my pawns to get the best possible outcome.

i always start off with what i get. and that time i got a chemically interested asthmatic pawn, a chemically interested sole survivor (pacifist), a loner that is incapable of social, a chemically fascinated game fanatic/tool mechanic that is incapable of animals, artistic and plantwork and lastly the triple scarred alcoholic.

fitting to the other points from before, the idea about ancient cryptosleep caskets is wrong. they get generated at map start and eventhough i started off with 5 pawns, i only had a single pawn inside. he also survived and joined me later on.

i have tried out all three vanilla starts and have to say that crashlanded is by far the easiest, rich explorer second. tribal start is definitely the most difficult and frustrating and everything.
why is rich explorer second for me? since you start off with 4 pawns less than the tribals, the possibility of wanderers and refugees joining you and is exceptionally high, so the extremely low possibility of your rich explorer getting lethally sick gets mitigated additionally by that new recruit. so essentially, the biggest draw ack very quickly gets offset by all three story tellers, even randy.
you get an excellent weapon to defend yourself with as a rich explorer, not so as a tribe. there, you have to use numbers to win, kite and maybe even tank some hts and heal later on. but you dont start off with armor for tanking. all in all, battles are easier with the rich explorer.
rich explorers get a great amount of food and other starting resources, tribals dont. tribals are in much more trouble on resource scarce maps, especially since they have so many more mouthes to feed.
the argument of having more hands to help you in the first minutes might be true to a degree, but even in temperatures around absolute zero you have enough time to build yourself a hut with the rich explorer, so unless you want to build a big house, say, for your tribals to live and work in for an extended amount of time, you dont really have a downside there as an experienced player.
lastly, tech. rich explorers can quickly build sentry guns. tribals cant even make proper clothes. mid to long term this just doesnt get better either because of tribal research. the few additional pawns dont help in the slightest either, because instead of an early boost in manpower for research all you can do with them is getting food and live to see tomorrow

but yeah, as said before me, in the end, you have to figure it out for yourself. and granted, without randomizing rich explorers, you will get many failed colonies, but once you survived that initial difficulty due to your rich explorer's potential disabilities, there is just nothing to stop him.
#71
Quote from: Naia on March 12, 2018, 12:20:08 PM

On the 9th of Aprimay 5513 Cross initiate the launch sequence and as the last colonist board the rocket.

Saylin
John
Pumpkin
Silva
Wolle

Are already sleeping safely in their cyro sleep caskets.

The AI core have suggested a small moon called LV 427 as target location. None of them have heard of it before, but they all hope it going to be a nice place !




This was the story about my Cross. Hope some of you enjoyed reading it. Looking forward to the next challenge !
heck yeah, lv 427 is a nice place
good luck there
try not to crashland
try not to die there
and dont stick your face into eggs
and dont get hentai raped by gene manipulated worms
and dont get lost in a place you have a 3d map of
and dont take off your helmets

but seriously, thanks for the epic story, but now it's game over man, gane over!
#72
General Discussion / Re: A17 OR B18
March 14, 2018, 08:51:53 AM
yes.
which is unfortunate, as everyone knows that a17 is superior to b18.
a17 master race
pc master race
rim master race
;)
#73
Ideas / Re: Bulk crafting mod/base game option
March 14, 2018, 08:29:29 AM
Quote from: Ser Kitteh on March 13, 2018, 11:38:52 PM
YES PLEASE

Having to individually create simple meals are a pain. Maybe not to the point of making 40 meals in one sitting, but things like bulk crafting medicine, bricks and meals should very much be a thing.
bulk cooking makes sense. you can totally cook a whole bowl of spaghetti for 10 people with barely more time needed.

bulk medicine CAN make sense, but it really depends how you look at it. if you literally just mash together neutroamine and ONE type of herb, put it on some cloth to make sort of a plaster out of it, like a band aid, ok.
but since you use medicine for all kinds of sicknesses, burns, frostbite, cuts, bruises, gunshot wounds and torn parts after explosions, it is safe to bet that even the herbal medicine on its own has many different kinds, it just isnt specified (unlike 50 kinds of leather and meat). logically, the different herbs that you grow to cure all these diseases and so on will also combine into different actual medicine. but just as before, we dont get it specified as aspirine, paracetamol, ibuprophene or opium to name a few of the most well known ones.
and i like the way it is right now, nice a simplified, but not silly, where you can make 10 packs of medicine or something.

bulk cutting stone doesnt make any sense. you cant grow more arms to multitask stone cutting. you cant carry multiple chunks of rock with you either, so your pawn needs to walk multiple times anyway, so you cant even put like three rock chunks on the workbench for efficiency. the only thing you can do and you can already do that now, is to make a stockpile for the rock chunks and make your pawns (or animals, which i much prefer) haul them close to the workbench for your crafter.

something that i would like to see in addition to these suggestions is bulk crafting ANY other drug, really. medicine doesnt make any sense, but the drugs are one specific kind each. obviously rolling blunts cannot be multitasked, but especially flake seems to me that it could totally be bulk crafted.

what i'd definitely recommend though is changing the balance of the bulk craftables. generally, it should take much more time to cook a single meal, but bulk cooking should be pretty much the same speed, only very slightly above it. bulk cooking lavish meals shouldnt be possible though. there is no cook in real life that can make "lavish meals" in bulk.
crafting drugs one by one should also take way longer. as a chemical engineer i can assure you, producing any drug in real life is an extremely lengthy process if you dont have machines doing it for you (in bulk, obviously) in rimworld crafting drugs in bulk should speed up the process considerably.
#74
Ideas / Re: Naming Dilemmas
March 14, 2018, 12:02:31 AM
+1
because i am too autistic to come up with good names. literally took the name of the band whose song i was listening to at the moment for this accout's name. still took me a solid hour though. honestly, i HATE naming things. that's when i come up with really technical terms and stupid shit like sick puppies
#75
by the same logic people would also try building golden weapons...but they dont.
i think most players are able to figure things out by themselves and that the game is pretty balanced as of now, so no need for more mood buffs/debuffs.
the hints themselves are a good idea though. just implement them as part of the tutorial and therefore pros and players that have played it for a while dont get the same messages over and over again.

oh yeah. they should be messages that pop up. you can press ok and "dont show this message again", if you think you'll remember to keep your kitchen clean.
i think this would add a lot of value for newbies to the game