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Messages - bbqftw

#31
its cool this finally got slated for attention
#32
yeah most caravan rewards are trash, things like legendary plasteel shelf is just going to give you extra raiders for what?
#33
You're not the only person that has molotovd a field in response to blight.

Better than getting carpal tunnel.
#34
some number = 30

#35
Quote from: Yoshida Keiji on October 09, 2018, 08:51:48 AM
Quote from: 5thHorseman on October 09, 2018, 08:04:44 AM

Are you saying you frequently had enough stuff breaking down that you forbade some broken down things to instead fix others when low on components?

Well...I don't know you but to me B19 & v1.0 has made RimWorld a resource scarce plus ultra-mega-hyper grinding game. You have very little components and at the same time absolutely everything requires components... even regular prosthetics...and all three flak armors...I don't understand why flak gear requires components...

Then even IED traps require double the shells compared to previous versions.

I am currently past day 200, and with 13 pawns, half of them are already Robocop like. I have 6 Thrumbo horns stored since forever but no exotic traders come to pick them up...and sell prices are 2/5... which makes profiting extremely hard...and I'm minimalistic and none greedy, I hardly spend money or build luxurious stuff.

In a Temperate Forest map, I already had a Toxic Fallout & 3 Cold Snaps, Mechanoids make limbs fly like winter levees and hardly had proper protection before the harder threats come in.

Pathfinding is still awful and tons of bugs are still unattended... I don't understand how version 1.0 can come out this month... either the entire community has already given up on Tynan or he ignores everybody else, as in all veteran/expert players/pro-testers...
The latest update is the Food priority setting...pets still eat my Fine Meals and zone restricting sucks, I don't understand why we cant get proper Home Freezers where meals are stored at a height pets won't reach...

Honestly, I'm just running a test game because I overlook the wiki content, but as a player I'm no longer interested in this game and you can see in my Steam account that I spend my gaming time in other titles already... By the way...in Civilization VI, there is a feature in which you can pair up units...a frequently requested feature for RW too for those who die on Predator Attacks...which is kinda prohibited by law in decency gaming...

I posted earlier than the LMG fires on two different sides of a wall...which is impossible in real life, even with 100 miss chance, you just cant shoot to the opposite side of a wall when aiming in a single direction...ufff I will never end with all the problems currently affecting the game...but somehow no change logs around that leaves everybody with insights completely baffled on how much Tynan actually cares for feedback... and I'm a 5.000+hs in game user...

Plasteel from disassembled mechaoids is 5 for the small ones and 10 for the bigger ones... I never ever had so little resources... Apparently Tynan was trying to make it harder for the "Never ship launch - eternal stay" players but... that resulted in paining the fast launch players instead.

To me, everything looks completely messed up that I have been abstaining from doing proper bug reports because I don't know how much seriousness is left in Ludeon Studios... I don't understand why I'm the only one in the forums commenting like this... Did everybody else already leave?

maybe you should learn to wealth control since spamming bionics recklessly is heavily punished in b19. Its possible that for highly damaged individuals its better to kick them from the colony, spend more than 10k wealth per colonist and you going to have problems.

Instead of spending resources on making useless/counterproductive bionics you can gift it to outlanders, spam caravan and soon you end up with overflowing plast

For fastest victory I am convinced that ship journey on standard 30% settings is the better option for all 4 starts. There are people winning in less than an year on merciless.
#36
General Discussion / Re: Worst 6 traits?
October 06, 2018, 02:58:40 PM
Some traits like beautiful / ugly have very large market value modifiers.

QuoteWhenever I recruit a new pawn, I look to see if there's an existing, equivalently-skilled pawn with bad traits that I can get rid of.
Yep. This seems to be what the game pushes you to do.
#37
General Discussion / Re: Worst 6 traits?
October 04, 2018, 05:10:59 PM
Quote from: Limdood on October 04, 2018, 04:11:49 PM
Quote from: bbqftw on October 04, 2018, 03:53:55 PM
Quote from: Limdood on October 04, 2018, 08:36:59 AM
Really don't get the people who say "just play around pyro/gourmand/chem pawns"

how?

The random unproductive breaks are bad enough WITHOUT considering the resources used up.  Add in the resource cost and it COULD be a real drain.  The part that is impossible to play around, though, is the fact that these pawns can break in the middle of combat.  Even a drugless base doesn't avoid this, as a pawn can break when a dead raider drops some flake, wander out, and get shot and killed, and (this is the important part) there is NO way to prevent it....in a game that is all about putting in the prep work to mitigate and prevent disaster damage.
we are asking the question of which traits are the worst for win%, so traits that are consistently bad are generally stronger than conditionally bad traits

Incidentally, playing on savage is like having a free optimist + hardworker on all colonist, you're not getting the full misery experience
Hey nice assumptions there. 

btw, "consistently bad?"  all of the mood penalty colonists are conditional...they're not broken all the time.  Ditto with traits that cause more fights.  In fact, the ONLY negative traits that can be considered not conditional are the work speed penalties.  Every other trait is only bad sometimes....i tend to look poorly on ones that CAN kill with no counterplay besides "don't accept them" or "hope they don't break at an inopportune time"
chem int break is ~50 day mtth last time I check and that is with eligible drugs on map, depressive under a lot of game states is going to put you at mental break or bump you up severity tier far more than once every 50 days.


Technically workspeed also conditional since you can just make them haul all day. Negative workspeed also beneficial for crafters under some situations too
#38
General Discussion / Re: Worst 6 traits?
October 04, 2018, 03:53:55 PM
Quote from: Limdood on October 04, 2018, 08:36:59 AM
Really don't get the people who say "just play around pyro/gourmand/chem pawns"

how?

The random unproductive breaks are bad enough WITHOUT considering the resources used up.  Add in the resource cost and it COULD be a real drain.  The part that is impossible to play around, though, is the fact that these pawns can break in the middle of combat.  Even a drugless base doesn't avoid this, as a pawn can break when a dead raider drops some flake, wander out, and get shot and killed, and (this is the important part) there is NO way to prevent it....in a game that is all about putting in the prep work to mitigate and prevent disaster damage.
we are asking the question of which traits are the worst for win%, so traits that are consistently bad are generally stronger than conditionally bad traits

Incidentally, playing on savage is like having a free optimist + hardworker on all colonist, you're not getting the full misery experience
#39
In almost all situations raiders behave in unimmersive ways, not just in refugee raids. Just view them as abstracted agents of pawn permanent damage and property destruction.

They are simply instruments of storytelling.
#40
If simulating playing bad is so close to actually playing bad that the two are indistinguishable how can it be an exploit????
#41
General Discussion / Re: Worst 6 traits?
October 01, 2018, 10:48:14 PM
Nudist only like -3/4 (can't remember), so its not even as bad as a depressive lol
#42
Undocumented change/bugfix: thrumbo base manhunter chance upon harming increased from 35%->100%
#43
Simple helmet provides like 30% protection against a brainshot. Even a typical power helmet gives you 50% against typical weapons.

Not like there is much difference between 3/10 brain and dead since you typically go years between serum offers. Or in recent 7 year victory, no serums at all.

Helmet is just psychological, best is play in super conservative way where you don't get hit at all. Any time you let an enemy fire at your unshielded pawn it is a mistake. Even against sappers this level of play is possible.
#44
General Discussion / Re: Deterioration change?
September 30, 2018, 07:12:37 PM
During a recent reactor sequence with 14 pawns (20 raids, 15+ humanoid), the enemies combined dropped like 100k+ worth of weapons and gear. What is most offensive is sieges, these things drop like 500 steel and a bunch of psms, really rude, you have to go to the edge of the map and haul it. So is burning their stuff cheating? If I left the stuff alone my raid size would double from all the clothing (even tainted, 400+ corpses worth of stuff adds up) and dropped weapons. I am unsure of the rulebook!

I wish you could fine enemies for littering, let them live in exchange for picking up their dead comrades stuff off the map.
#45
General Discussion / Re: Deterioration change?
September 29, 2018, 06:35:59 PM
you talk about exploiting the AI with cheap killbox esque designs and you say other people are cheating, whatever makes you feel better I guess.

I still maintain that there's still some challenge, I took one hit during the reactor sequence instead of zero!! about 1/200 chance of brain damage is very spooky.

anyways if this change is reverted, its simply back to what was originally the correct plan, which was burning all masterwork+ weapons and other equipment you accidentally create, since in practically no case is this worth the extra wealth imposition.