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Messages - the_red_kraken

#1
I suppose it takes longer to rescue transport pod crashes. Im not sure if raids taking longer to reach you makes the game relatively easier or not. Your map having more material does make it a bit easier I guess.
#3
So is it just me, or do normal raids not simply do not go through killboxes, but try to (as far as I can tell) individually dig around your base as if they were small groups of sappers?
#4
General Discussion / Re: Infestations kill me
October 24, 2018, 03:13:49 PM
You can build a defensive room in the middle of your colony with turrents and sandbags. When the infestation occurs, try getting there and fighting it. Its better if the room is kept at -18 celsius so the infestation wont spawn there.
#5
General Discussion / Re: Guide to mastery of the game
October 23, 2018, 03:38:19 PM
Its a silly mechanic to be honest, manually degrading itens is a very silly and boring thing.
#6
General Discussion / Re: Your DLC Wishes
October 22, 2018, 04:46:53 PM
Big Pack of Events DLC:

A colony has setup in your area. A few colonists come by and start building defenses/hunting/farming. You can ignore them if you want to, but they will not leave and continuously hunt/mine/use the natural resources, so you will be forced to at least eventually go to war with them.

Demand tribute from outposts. You can be demanded tribute from as well.

Prison Break, from other places. A big group of prisoners/slaves has just escaped, and they are passing through your map. You can choose to accept them peacefully, in which case they ALL become colonists, or you can refuse, in which case they will attempt to invade you and takeover your post.

Death demands. A faction demands that you kill one of your colonists, and is willing to pay you for it. Some flavor reason, like they believe your colonist is reponsable for some murder in the past w/e. Refusal means you go to war.

Outposts can call your help like you call them for military aid.

War in your map. Two rival colonies armies are about to crash, and they are meeting in your map. You can choose to help one side, attack both, or neither. There could be collateral damage from their battle.

Refugee crisis. Same as the prisoners one tbh, just a massive ammount of wanderers join. They are not leaving, you can choose to accept a few of them. They will wander around desperate for food though.

Coup in another outpost. You receive a call from a nearby outpost. They want you to go there and murder one of their members (could be their abusive leader/whatever flavor). They will strike back but as soon as you manage to assassinate the target, they will stop and pay you a reward (or improved relations, or both)

Different kind of outposts. A huge slaver camp, wants to kidnap colonsits. A big commercial outpost, great for trade, but has a big level of threat of ambushes around. A very civilized one (with a great hospital you could possibly travel to). A massive military one, that demands tribute from everyone (maybe they also offer protection against raids), kinda like the Saviors from the walking dead.

Agressive factions. One faction in particular could be agressively expanding nearby you. You can ignore them, running the risk of they eventually getting to you much stronger, or help outposts defend themselves.

Vehicles are a must as well I think. Doesnt have to be to complex, just build like a Big Travel Truck, think mad max style, very cyberpunk, to make travelling easier. Although now that I think about it, it could render travel muffalos kinda useless. Maybe as a late game thing so you could easily transport troops for military purposes.
#7
Quote from: the_red_kraken on October 21, 2018, 02:42:27 PM
So a sapper raid came. I tried to use the lance on the one carrying the rocket launcher. However, I could aim it (passing the mouse through the raider, it showed the little red cirle aiming sights) on every single one of them, except the one carrying the rocket launcher. Is it some kind of protection of the sapper party leader or something, that they cant be hit by the lances?

Actually, I just realized he was psychically deaf, and Im an idiot. Feel free to delete this post if you want mod, or leave it to show my stupidity.
#8
General Discussion / Has the psychic lance been nerfed?
October 21, 2018, 02:42:27 PM
So a sapper raid came. I tried to use the lance on the one carrying the rocket launcher. However, I could aim it (passing the mouse through the raider, it showed the little red cirle aiming sights) on every single one of them, except the one carrying the rocket launcher. Is it some kind of protection of the sapper party leader or something, that they cant be hit by the lances?
#9
General Discussion / Re: On trading X minimizing wealth
October 18, 2018, 02:31:04 PM
Would it be better to be picky when it comes to recruiting colonists, then?
#10
General Discussion / On trading X minimizing wealth
October 18, 2018, 10:29:50 AM
So, I'm a pretty casual player who had sucess on the lower difficulties but is looking to climb up. My strategy used to be beer production to trade. That would allow me to buy all the other things I needed.

However, I constantly read in this forum about the raid escalation problems that occur with wealth on the higher difficulties. So, my question is, is it still worth to mass produce beer to trade for things as weapons, or would it be optimal to just produce weapons myself, that way the wealth is not spiking up?
#11
Quote from: Third_Of_Five on July 26, 2018, 05:32:09 PM
Quote from: bobucles on July 26, 2018, 02:30:59 PM
It would be pretty neat if you could upload your dead colony as a "bones file" in the cloud. That way you can see all sorts of dead things. Obviously most of the wealth would need to be plundered and the map in ruins, but it'd provide a virtually unlimited source of new maps.

I like this idea actually, but again, that just seems like more work for little reward. I'd like to hear what Tynan thinks of this, it's a very interesting idea.

Hopefully we can summon him
#12
Quote from: AileTheAlien on July 25, 2018, 09:40:25 AM
This seems like a massive undertaking for what will probably be limited value. It would probably be better to just tweak whatever algorithm makes enemy bases right now. Give it a few different layout randomizers or whatever, for additional variety.

Yeah, I'm not sure how feasible it is, just that Prison Architect has one and works really well and *looks* relatively simple. The bonus point is that, in the future, players will always build better bases, and we could always have them in the game.
#13
Well the whole point is that you get to choose really... Download challenges, easier challengers, just random players bases, or nothing at all.
#14
So, I really like invading rival settlements. However, they are not that impressive. This is kind of a ripoff from prison architect idea (they have a prison escape mod that lets you use players prisons).

I think it would be a great addition to Rimworld, we could use a system similar to theirs. Players can upload their bases to steam, or whatever platform, and others could download them and have them spawn as rival settlements. That way it would be a nearly infinite variety (as much as you want to download) as well as creativity from players into building truly hard to invade bases, or whatever kind of madness of a colony players choose to build (and you to download them)

What are your thoughts on this?
#15
So, I really like the warfare part of the game. However, some things I think are lacking in vanilla are:

-More interesting rival settlements. If there were really powerfull bases, it could be a great addition to the game. Like, a powerfull extremely difficult to invade settlement, but with great rewards inside (gear, silver, rare items, w/e)

-Actual reason to invade other than roleplaying. For instance, for smaller/medium settlements, instead of just getting their stuff, the reward could be their submission, sort of like a vassal state, and they would be forced into sending x ammount of resources/time. Could even go further into slavery by forcing them to send a certain type of colonist ("I want all the best crafters in the region or I'll burn their bases").

-More dynamic diplomacy. Maybe, when all-out wars are declared between factions, there could be a period of intense raidings, where they try their best to invade your bases (real tough raids) and we try to invade them as well, and whoever wins gets X rewards (war tribute, w/e).

Are there any mods similar to those things? Sorry if its an obvious question, I did search a bit but couldnt find it, Im new to the game.