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Messages - erdrik

#556
You mean in game? because all that is already accessible via modding..
#557
Ideas / Re: Mechanoid Balancing
January 12, 2015, 05:13:18 PM
They have a melee attack in their data files(its a headbutt as far as I can tell), but Ive never melee'd one to confirm.  :-\

EDIT:
I like to imagine their entire head shoots out on a piston. ;D
#558
Ideas / Re: Mechanoid Balancing
January 11, 2015, 11:09:38 PM
Quote from: Agalyon on January 11, 2015, 08:48:40 PM

Erdrik, It may sound like BS, but the only way I've ever killed one efficiently was with grenades, and it took quite a few. In most cases, it takes at least 50 hits to bring one down (haven't tried a shotgun, I try to keep my guys safe, ill try it if I get the chance), I think the best I've done was 30 to 40 sniper hits. The case I described with the 100+ shots involved 1 machine gun, 2 turrets, and 2 snipers, and it did in fact have at least 100 wounds on it. I should have taken a screenshot, was a little preoccupied at the time, lol. But, I'm sure a lot of that had to do with (at least I have to assume) the machine gun having low damage. I have managed to kite one very well once, but only after it was pretty much crippled anyway. Its easy enough to do, but the ones that don't have chain guns have enough range to hit anything but snipers, and unless the snipers are very well trained, they usually have a terrible hit chance despite the size bonus.

Odd. That sounds way off base with my experiences. (not calling BS, could be a lot of factors involved)
Granted the Centipedes with charge lances are indeed scary death machines...

The last Centipede I took down, I did so with 2 shotguns, 2 M24s, and an LMG15.
The Centipede had a charge blaster. IIRC, it took about close to about half the day to kill and I took no losses...
Not sure what your snipers had, but it doesn't sound like that much more fire power than what you had...

What tactics did you use, and did you have enough cover?

(I do agree with Anduin1357, tho. If you get your hands on some EMP grenades I imagine they will help immensely.
I only just recently got my hands on some, so Im looking forward to testing them out.
As an aside, Prioritizing getting trade capability is a great way to get access to some better gear for fighting Mechinoids.)
#559
Ideas / Re: Mechanoid Balancing
January 11, 2015, 06:03:03 PM
Honestly, Ive never really had a problem with Centipedes.
They are slow as snails, which means you can easily re-position to your advantage.

And Im not sure what you mean taking days to incapacitate, unless all you have is the starting pistols and lee?
That early yea its pretty terminal, but even a shotgun is enough change the tide...

Don't get me wrong, I do think they should be mid game opponents at the earliest.
I just haven't seen the Centipedes be as much of a threat as your describing.


As for what they are...
I like to think that humanity has been in space for much longer than the usable tech would suggest.
That a loooong time ago humanity conquered the stars.
Then started warring with themselves, and built the Mechinoids as tools of war.
Then insert standard "AI goes rogue" scenario and humanity unites in a galactic war against them.
The war leads to humans winning, but both sides are devastated.
Humans lose their unity and some tech, through lost infrastructure and regression over time.
Meanwhile remnants of the Mechinoids roam about trying to continue their 'work'.
By the time the game takes place, humanity is still fractured and Mechinoids are trying to make a comeback.

But that is just my thoughts on it. Maybe it'll be something completely different.  :D

#560
Ok.
It took me a while to figure it out even after you posted this.
I could have sworn I had done that previously, but after looking around and checking the colonists I realized I had missed Daniels.
He was way out at the bottom corner and I had missed him.  :o

This can be closed if this was the cause.   :-[
I feel like the cook should be able to override the reservations of raw food tho...  :-\

Anyway thanks for the help.
#561
@Coenmcj, I have more than 10 squirrel meat in total, as indicated in my opening post.

@skullywag, sure.
I have attached them. (I had to zip up the save file)
Maxwell is my primary cook and he is standing right next to the stove.
When you load up the save he should be moving to try and eat some squirrel meat on the floor so you may have to pause it as soon as it loads.

[attachment deleted due to age]
#562
Uh. Yes. The bill has worked successfuly unchanged for almost an in game year before it broke.
#563
Unfortunately no veggies. It near the end of winter, but still too cold for growth.
#564
You think that counts for crash surviving spacers?
If so I wonder who is appreciative?
#565
Ideas / Re: Draft: Escort Out
January 09, 2015, 08:51:48 PM
Ok. If I see it again Ill try and get the log and report it.

As for them being unconscious:
I noticed one went to sleep just before the rest of the group left, but did not see the other at that time.
From what I saw they were not 'knocked out' tho.
After the group had left both ended up sleeping in my colony at least once more.
Right on the cafeteria floor to be specific.
#566
Nope. That cell was clear of obstruction.
And nothing changed on that cell when I gave the butcher order.
(which lead to a single successful use before breaking again)
#567
Quote from: MikhailBoho on January 09, 2015, 06:23:59 PM
I think the issue has less to do with realism and more to do with game balance. If clubs did little damage to power armor, then late game raids from tribals would be easy and meaningless. Considering the player can get a whole army of power armor clad warriors and you can make your enemies only the tribal factions, it would throw late game warfare completely out of whack if their primary wweapons were not a threat to you.
Well sure if they only ever had stone weapons.
But the fact you get raided is pretty good evidence that these towns are not in a vacuum.
Just give late game tribals better weapons.
Steel clubs are something they could conceivably learn to make. (mid game)
And Plasteel is something they could conceivably trade for and craft into clubs. (late game)

For the last time, clubs vs power armor is not what I have issue with.
It is stone clubs vs power armor.

Thats why I asked if it is just a balance issue not gotten to yet.
Because frankly the current setup is not balanced. Its either lazy or incomplete.
And I know Tynan is not lazy. A simple look at the change log shows that much.
#568
Quote from: Kinakin on January 09, 2015, 09:32:57 AM
Now that beeing said I belive we should be carefull when asuming power armor is a 100% body covering armor wh 40k style. Yes it covers arms and legs but where does it says it covers all of it?
And yet it is significantly better at stopping bullets.
In the very next game, my power armor equip shotgunner withstood 4 barrages of a mechaoids charge blaster with no injury.
Pretty sure the fat bugger would have been injured if power armor was not full coverage.

Quote from: Goo Poni on January 09, 2015, 09:35:36 AM
You seem to have fallen into that classic trap of trying to apply real world logic and physics to game logic and physics, OP. Zerkuran is not helping this.
I only brought up real world stuff in response to Zerkuran.
Typically I try to avoid the subject because:

Quote from: Goo Poni on January 09, 2015, 09:35:36 AM
Real world science is irrelevant.
For the most part, but not entirely.
Depends on the game, and Rimworld does seem to want to try to link itself to realism in some small degree.
In this case realism is important so far as immersion and in game consistency is concerned.
Basically its a colony survival game that follows certain recognizable rules.
Unlike Don't Starve, which is an individual survival game that follows a made up set of rules.
Thing is... Don't Starve is far more 'real' to me, because it is consistent and immersive in how it follows those rule sets.


Quote from: Darth Fool on January 09, 2015, 11:17:09 AM
In real life, kevlar will stop some bullets, but it will not stop a club. Heck, Kevlar will not stop knives.  It should be no surprise that different armor types will effect attacks from different weapons differently.
When did I claim Kevlar could stop a club?!
No shit it won't stop knives, its basically synthetic cloth.
The point was that bullets are powerful and can penetrate metal, and it requires obscene thickness or special tech to stop them.
It was a specific argument to a specific point.


Quote from: juanitierno on January 09, 2015, 01:08:06 PM
Similarly, a non-dampened ironman suit hit by a truck, would be like Tony being hit by an armor-shaped truck.
The mass of a stone club is not equal to the mass of a truck.
The mass needs to manageable so the person using it can actually wield it

Why is everyone acting like I don't want stone clubs to do damage?!
I understand they are heavy. I get they hit hard.
Im saying, based off what else power armor can take, and its described tech level, it should be able to take most of it.

Quote from: juanitierno on January 09, 2015, 01:08:06 PM
I think a large stone club actually hits harder than a bullet. ...
I don't. Show me a video of a stone club penetrating 1/2 in. thick steel plate.
Then I will believe you.

Quote from: juanitierno on January 09, 2015, 01:08:06 PM
(you are essentially catching another bullet with your bare hand, its just this second bullet is larger and has a grip). Now imagine being hit in the hand with a large stone club :)
Why would I imagine that? The argument is against a power armored individual, not a bare hand.


#569
No mods.
While trying to fix it, I set everyone to cooking in the overview before trying to prioritize them.

@Encode: All of my colonists are less than 15% food. Im unsure if they will survive destroying then rebuilding the stove.
This happened after a rather draining time on my food stores. :(
#570
Ideas / Re: Draft: Escort Out
January 09, 2015, 04:36:42 PM
Ah. Nope, unfortunately the log does not contain the info for that time.
It seems it rewrites it when you exit and reload the game?
I had problems later involving interaction with my colony's stove, and reloaded a couple times.
Sorry. :P