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Messages - Serina

#16
You can swap your colonist's gear around during caravan :)

https://imgur.com/mdoN4y9 - Click on your caravan, click on Gear tab. From there you can drag to rearrange. Hope this helps you with your future caravans!
#17
Quote from: NiftyAxolotl on July 01, 2018, 04:12:53 PM
(The same Cassandra Intense Tribal animal swarm on a 30/60 growing days Boreal Forest. Septober '03)

I don't tame new animals anymore; the ones I have keep reproducing. The Muffalo Mob got up to 63 animals before I said "enough" and started slaughtering down to a more sustainable* 50. My seven colonists still spend most of their time feeding this horde, but I've been climbing the tech tree and getting some efficiency improvements. I tried a Nutrient Paste Dispenser as a faster alternative to kibble, but it apparently doesn't do that. I dissembled it. Anyway, I've got 600 nutrition stored for this coming winter, plus a greenhouse on fertile soil for year-round vegetables. Food is no longer a risk - just a time sink.

Raids are just not threatening**. Seven scythers? A fifteen-man siege? Puh-lease. Now that my melees have shield belts and flak vests, they can lead the stampede without any real risk, and then either duck out and let the Mob do the work or slice up the machine gunner in the back. My base has (stolen) mortars, but no perimeter wall, traps, turrets, or even sandbags. I had made rows early on out of stone and slag chunks, and have never had cause to upgrade. I hired an elite mercenary squad of alpacas, and I expect them to eventually displace half of the other animals.

Having so many muffalos isn't just invalidating combat - I have more wool and bluefur (and other leathers) than I know what to do with. All my colonists are wearing heavy fur from the megasloths that I kill on sight. Every trader who visits walks away with an empty coin-purse and pallets upon pallets of leather. Even if I had the spare colonist time, there's no point crafting or sculpting anything to trade. Nobody can pay for it anyway.

I did maybe 5 or 6 quick caravans just to clear stockpile space. I sent my non-violent negotiator, a melee bodyguard, and three muffalos. It was profitable and safe. Very small events like three mad chickens or two weak pirates. Now that the outlander union is allied with me, I've been calling them on the comm console. I have done zero other over-world quests. There's just nothing that I really need.

*Possible balancing lever: my herd consumes all the grass so quickly that I have to feed some of them year-round. If grass were less nutritious, I would have to lower my population cap, but someone with a more reasonable herd would be unaffected.
**As long as raiders stand their ground while shooting, they will always be trampled by the Mob. If they kite away and scatter, it might be a different story. At least I would need to focus more on faster animals that are trained for release, rather than lumbering simpletons.

You are awesome and I love your posts about your animal mobs/strike forces, very entertaining to read. I normally only play on tundra but you make me want to play on a different biome to try to sustain the same amount of animals.
#18
Quote from: Ser Kitteh on June 30, 2018, 11:17:45 AM
Perhaps OP should add 1.0 just to be super clear?

It's pretty agreed upon that the best method to deal with centipedes nowadays is EMPs plus 3 dudes in plate with maces. I've gotten a masterwork charged lance deflect off the armour an unnecessary amount of times with my best shooter. Centipedes are tough, your melee fighters need to be tougher.

So far I've been disposing of centipedes using AR from max distance while hiding behind a block of granite wall for cover.
I absolutely love using EMPs on mechs, it's a life saver. I haven't tried to melee centipedes using maces yet, so I'll try that next time.
#19
Quote from: erdrik on June 30, 2018, 01:16:49 PM
Ive noticed that the people I rescue from escape pods will get up and leave the very moment they are capable of walking again. This happened in the beta as well, and was wondering if this is intentional.

Shouldn't they at least wait until they can move properly rather than at all?
At least then when I use my medical supplies rescuing someone they can make it off the map on their own.

I believe this has been mentioned by others as well, and I agree that it would be nice if the rescued pawns waited until they were in better health before they attempt to exit the map.

Since I typically only play tundra biome, I usually can't rescue pawns unless it's summer because they end up succumbing to hypothermia outside after trying to get up and leave asap, unless they happen to be geared for the weather.

Edit: Lol, Walls the slave turned caravan leader sounds awesome.
#20
The new colony wealth requirement for centipedes in ancient ships seems to be pretty reasonable now, much better than before.  ;)

Started a new game, NB (two pawn start though) Phoebe - Hard.

https://imgur.com/DC8vF0L - Got my first ancient ship (psychic) with 1 centipede (minigun) + 1 scyther at 45,320 colony wealth.
Used a Tornado Generator that I picked up from an ancient danger on the ship because I was curious.
The tornado completely destroyed the ship, damaged the mechs to about half before it dissipated. Was fun to watch.

https://imgur.com/gwF16Fg - Second ancient ship (poison) had 1 centipede (minigun) + 2 scythers at 58,329 colony wealth.

https://imgur.com/AMo8Ibh - I'm loving these caravan requests. Just what my colony needed! Jessica has asthma in both lungs, Mason has artery blockage, and Claire has a peg leg (was bitten off by thrumbo) and an arm destroyed (Serina clubbed her a little too hard trying to arrest her when she went beserk).

Edit: Also, every time my colonists got food poisoning, the cause was always unknown. =/ Was hoping to actually see more details about it.
#21
Quote from: Tynan on June 29, 2018, 04:39:04 AM
New build going up.

Here's the raw changelog:

----


Increase raider death rate a bit now that rescue quests are more of a thing.
Made an alert when a pawn is assigned to recreation or in need of recreation is bored of all recreation types, with an explanation of what to do about it.
The game now informs you why a pawn got food poisoning.
Fix: Food poison chance from room doesn't apply if roomless. Chanced food poison chance from room cleanliness from a factor to an offset.
Slight rebalance on centipede; he's a bit faster now.

Increased raider death? Nooo! I often end up with a lot of dead bodies during raids, normally the ones I want to recruit. Oh well, I guess I just have to accept more random refugees.

I don't remember writing a response to this, but I thought about it so here it is. More details on recreation and alerts are nice adds, very helpful to newer players. Current expectations, how much tolerance falls each day and the recommended amount of recreation types is great.

Food poisoning details is also another nice add. Did you by chance change the effects of food poisoning? I was playing on a new save yesterday on version 1.0.1948 and I had a pawn get food poisoning, but she didn't become incapacitated. Just threw up all over the place while she was moving around. Then, the same pawn got food poisoning some days later but this time she was incapacitated and then was rescued and brought to her bed.
#22
TL;DR: The difficulty of the second poison ship event felt right to me, maybe even a little easier than my first poison ship.
First poison ship - 2 centipedes, 1 scyther (around 42k colony wealth) against 5 colonists with steel clubs, a bolt action rifle and one revolver.
Outcome: 3 dead pets - 2 wargs and a panther. No colonist death.


Second poison ship - 4 lancers and 1 inferno canon centipede (62.4k colony wealth) against my team below.
Outcome: 1 dead colonist.



(Naked Brutality - Phoebe - Hard)
This is my second poison ship event, didn't really think about taking notes of the first one, but here's the second.

My team and their equipment:

Kent: Steel club, Steel simple helm, Flak vest, Bluefur parka, Flak pants. His main job is to carry downed colonists to safety and tend to them since he's my highest doctor (medical 11).

Serina: Assault rifle, Steel advanced helm, synthread pants and shirt, power armor. My best shooter w/ 16 in shooting. I had her targeting the centipede.

Cedric: Steel longsword, Steel advanced helm, t-shirt, Flak vest, Bluefur parka, Shield belt, Flak pants. With 13  in melee and super-immune + tough traits, he's my favorite melee/tank colonist right now. I've grown quite attached to him.

Michelle: Bolt-action rifle, Steel simple helm, Heavy fur tribalwear, Bluefur parka. 12 in shooting, Cedric's wife. Pretty much the only things that stand out about her.

Yoshi: Steel club, Steel advanced helm, Flak vest, Bluefur parka, Flak pants. He only has 7 in melee, I brought him as back up EMP grenade thrower in case something happened to Loreen.

Blanca: Heavy smg, Steel simple helm, Flak vest, Bluefur parka, Flak pants. Trigger-happy with only 6 in shooting. Saved refugee. I wouldn't have accepted her into the colony if she wasn't Michelle's mother. Another shooter doesn't hurt I suppose but she's not very good at much else.

Mitsuya: Chain shotgun, Steel simple helm, Bluefur parka, Flak pants. Only 6 in shooting but skilled in social and intellectual. She joined the colony after I rescued her from an ancient danger. Abrasive Cannibal.

Loreen: EMP grenades, Steel simple helm, Bluefur parka, Flak pants. Was in the same ancient danger as Mitsuya, also joined the colony after I healed her up. Unfortunately, she's a body purist gourmand. She helped Kent cook meals though, which was good.

Maid: Bluefur tribalwear, Muffalo wool parka. Her job is to carry downed colonists/pets back to safety before they bleed out. She's not good at combat.

Pets: Shadow the timber wolf and Chaos the panther. They are good boys and have served the colony well thus far.

---

https://steamcommunity.com/sharedfiles/filedetails/?id=1423782309
Start of the fight - built some granite walls for cover. I wish I had constructed cover for Loreen and Mitsuya.
I guess I figured I didn't mind if I lost them during the battle. I shot the ancient ship with Serina and out pops 4 lancers and 1 centipede with an inferno canon. I targeted the centipede with Cedric and Serina. Mitsuya bravely tanked the centipede's inferno canon with her face while Loreen used her EMP grenades on the group. Michelle and Blanca target the lone lancer to the right.


https://steamcommunity.com/sharedfiles/filedetails/?id=1423787635
Loreen's death, Shadow carried off - Loreen successfully stunned the mob of lancers with the centipede but she got gunned down by the lone lancer. First shot was to her torso, the second destroyed her heart. Rip Loreen. You did well. Yoshi runs over and picks up Loreen's dropped EMP grenades and stuns the lone lancer to the right.
Chaos and Shadow work together to take out a lancer (I told you they are good boys) while Serina and Cedric continue working on the centipede.
Unfortunately the stun wears off and a lancer downs Shadow. Chaos finishes off the lancer that downed his wolf friend and starts attacking the next lancer. By this time, their stun immunity wore off so Yoshi was able to stun the group once again, allowing Maid time to run over and rescue Shadow away to safety.


https://steamcommunity.com/sharedfiles/filedetails/?id=1423821614
Centipede down - Mitsuya, Cedric and Serina spam everything they have on the centipede and it eventually succumbs to a crack.


https://steamcommunity.com/sharedfiles/filedetails/?id=1423825408
https://steamcommunity.com/sharedfiles/filedetails/?id=1423827491
Last lancer and Last hit - Chaos bravely charged at the remaining lancer. Cedric came over for the kill steal. :D

I tried to attach the photos, but I exceeded the maximum total size.

Thoughts: I'm very proud of Shadow and Chaos. I think I will try to buy/tame other attack animals from now on and allow these two good boys to retire. Time to patch up my colonists and haul these mech bodies back to base. ^.^


[attachment deleted due to age]
#23
Do you have restrictions set? If you don't, I suggest you set up some restrictions. :)
Here's an example of mine: https://steamcommunity.com/sharedfiles/filedetails/?id=1423545172

Also, click on your colonist's Needs tab and hover over your Recreation. That will show you that colonist's recreation type tolerance.
In 1.0, they need a variety of sources (solitary, social, dexterity play, etc) to meet their recreation demands. I'm not really sure what issue you may be having which is why I asked if you had restrictions set, as well as to check your colonist's recreation need.

Edit: I don't have any mods installed, I'm just playing on the latest unstable version and I haven't had any issues. You said you have some saves with no mods at all, so that can't be the problem.

#24
Quote from: x7GoSu on June 26, 2018, 03:13:20 PM
On my current start of naked brutality day 6 of Cass/Hard a refugee was chased in incapable of violence. Raider spawned in with a normal flak vest plainleather pants and patched leather cowboyhat/buttondown shirt. I had a short bow and some regular clothing taken from a previous raid. Took close to 20 mins IRL of kiting trying to kill this guy. The flak has 100% sharp protection. I'm assuming that's what kept this guy alive for so long. I saved before the raid and replayed it a 5 times. Each time taking roughly the same amount time. Although I lost once due to a misclick and another time due to hitting an emu and it going manhuter on me lol. Some other things I've noted is that the passive cooler still says it will vanish after several days which is no longer the case. None of the power generators list their output. As a "new player" I would like to know their output w/o having to build each one. Also with gutworms (or any disease) possibly showing the info about treatmeants until healed, so new players don't feel like "is this crap ever going to go away" and they have a sense of making progress toward it.

Yeah, I was surprised after crafting my first pieces of flak armor. Didn't expect it to have so much sharp armor %. Of course after crafting 3 sets, I got a pirate raid of 18 people vs my 5 guys. I kind of chose to get raided since I gave safe haven to one of my colonist's mother (she was a refugee asking for help through the radio). No casualties, so the flak vest and pants seem pretty useful. I only had to kill about 8 raiders before the rest ran away, which was nice. I chased down 2 more raiders out of spite and killed them before they ran off the map.  >:(

Lol, you hit an emu during fighting and it went manhunter? That's pretty funny. Power generators listing their output before it's built would be very handy. Same with gutworms treatment info. When I first started playing rimworld, I had quite a few browsers opened for rimworld wiki and alt tabbed a lot during gameplay just to search for something that didn't have the info I was wondering about in game. It's not too big of a deal for me since I'm used to doing so from previous games anyway but it would be a nice addition.
#25
Quote from: Adamiks on June 26, 2018, 07:46:25 AM
Quote from: Yoshida Keiji on June 26, 2018, 07:42:29 AM
Quote from: Tynan on June 26, 2018, 02:24:55 AM
Serious question: Should I write on the scenario description "this scenario is unfair"? Because it is, and it must remain so. Especially if you're choosing biomes without healroot.

You need to implement the difficulty unlock system. A new player shall at least finish the tutorial first in other to be able to play the other scenarios. A new player shall start with Peaceful and win it three times in other to get Base Builder. Then again, win three Base Builder difficulty games to unlock Some Challenge and so on... Same with biomes, gradual progression.

Steam only tells a player how many hours someone has played. I wish Steam could also record how many hours a player has dedicated to each difficulty level... then people like me could print screen a screenshot to show to the world how many hours we played on the basic levels...BEFORE jumping to the higher difficulties. Remember that turtle always wins over rabbit. It's a pity there's no way I can show that to everybody else as example myself.

That is a terrible idea. Some new players might have seen gameplay of it, a lot of it perhaphs, or are just naturally skilled players and find easier difficulties straight up boring.

Eh, i'm sidetracking from the topic... Sorry, won't do that again.

I agree. New players can decide for themselves if they wish to lower the difficulty, it shouldn't be mandatory to play a specific difficulty/map first. Also, hours played in a game means little compared to the skill of the player and their understanding of game mechanics. Some people are naturals, while others may take a bit more time than others. Some people also enjoy digital suffering and enjoy playing on harder difficulties even if they're new in order to challenge themselves. It really just depends on the person.
#26
Yeah, I was pretty lucky. The shaman merchant was actually selling two males and one female. I'm waiting for traders to sell polar bears since I'm trying my best to run my colony without alt + f4. lol. There's no point in playing permadeath if I'm just going to alt f4 through the bad stuff, although it's super tempting at times. It took me 17 days to tame a polar bear on my other save and he went manhunter quite a few times so definitely don't want to risk that on this save.

Ohh yeah so cougars can probably be trained to rescue/haul now too. I hope the new panther hauling isn't a bug either as they are large enough to definitely haul stuff around.

I have nothing to add regarding the new armor system because I honestly have no idea what I'm doing when it comes to combat. I hide behind walls, doors, pets and hope for the best. Would be an interesting discussion to read though, I could certainly learn more.
#27
Quote from: Scavenger on June 26, 2018, 04:28:14 AM
Quote from: Serina on June 26, 2018, 03:35:41 AM
I preferred the previous difficulty names over the new ones, which are a bit bland. However, I can understand how some people would prefer simpler terms instead. Either way, it doesn't affect me much in terms of gameplay. I do want to comment on how much I'm loving most of the new changes in 1.0. I bought a male and female panther from a Shaman Merchant that dropped by thinking I'll just train them to release since they previously couldn't rescue/haul in b18. I was pretty happy when I noticed they can now be trained to do both! Silver well spent. :D

Wait... When did he allow Panthers to haul?! And what other animals had changes like this? Panthers are my fav!

Yes! I was so excited when I found out. Panthers are so cute! Unfortunately my female panther's life was short lived.
Trained her to release and a poison ship dropped down that had a scyther and two centipedes.

Right before the chaos: https://steamcommunity.com/sharedfiles/filedetails/?id=1423014453
Rip Nala, she didn't even get to make babies: https://steamcommunity.com/sharedfiles/filedetails/?id=1423014358

Anyway, panthers have 80% wildness and training decay interval of 7 days. If panthers can now rescue and haul, maybe cougars as well? I'm not sure, I've only had warg, boomalope, muffalo, timber wolf and polar bear so far in 1.0.

Edit: Mounts would be amazing ^.^ I've seen a mod for it on steam, but never tried it.
#28
Quote from: Aerial on June 26, 2018, 03:51:37 AM
Quote from: Dargaron on June 25, 2018, 08:09:20 PM
Quote from: Aerial on June 25, 2018, 07:30:55 PM
Is this a bug or intended?  A pawn in my colony had a mental break at 72% mood.  The minor break threshold is listed at 35%, which I always took to mean pawns wouldn't ever break if their mood is above that.  The pawn doesn't have any traits that impact break threshold.

Screenshot attached.

Did he/she have the new Gourmand trait? IIRC, it causes occasional Pigging Out Mental Breaks even when a Pawn in content, the same way that Chemical Fascination causes pawns to go on Drug Binges.

She's a gourmand, so that explains it.  Thanks for the info.

I think it should be removed, though.  The Gourmand already has an increased hunger rate.  It feels pretty unfair from a gameplay perspective because it's something I can't really control except by refusing Gourmands into my colony.

At the very least, the mood tooltip needs to be updated with the exception so players aren't turned off by what appears to be buggy behavior.

I think it works the same with pyros, which is why I never recruit such pawns into my colony. I agree with you and I would welcome a change.
#29
I preferred the previous difficulty names over the new ones, which are a bit bland. However, I can understand how some people would prefer simpler terms instead. Either way, it doesn't affect me much in terms of gameplay. I do want to comment on how much I'm loving most of the new changes in 1.0. I bought a male and female panther from a Shaman Merchant that dropped by thinking I'll just train them to release since they previously couldn't rescue/haul in b18. I was pretty happy when I noticed they can now be trained to do both! Silver well spent. :D
#30
Created first masterwork item, Bluefur tribalwear, with lvl 10 in Crafting. If only I was as lucky when it comes to taming animals. :D