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Messages - Halinder

#196
Counter-invasions have been mentioned in three separate threads, I think. Maybe I've forgotten how to count. As for weapon crafting, I do believe there is a mod for this, but am uncertain if it's been updated to recent alphas as I watched Mr. Falcon's playthroughs and he'd been building L-15 machineguns.
#197
You don't have to get weapons by killing bandits, only armor. Combat suppliers provide end-game weaponry, it's how I loaded one of my non-modded colonies with R-4 charge rifles and my modded colonies with Barret M7041 (or something of that nature) sniper rifles. Speaking of armor being bandit-loot-only, why don't combat suppliers sell armor?

It might just be my turret-heavy play style, but geothermal generators typically don't do it for me. I have to get massive battery arrays hooked up to solars that coat half of my base and then branch out metal walls (because conduits get burnt by lightning) to three or so steam geysers to get set up properly.

As for sieges, a single sniper can clear the entire place out. Station them away from the enemy camp, force-fire on mortars to cause explosions or fires, then pick off enemies until they flee. The AI typically doesn't go out to attack you, save for snipers who stay in the camp anyway. If you do encounter a sniper, simply walk out of range and pick other spots to fire on.
#198
Ideas / Re: Rimworld on the iPad?
July 21, 2014, 01:02:08 AM
I can just imagine people tapping furiously during raids. "No, don't take cover behind the potatoes, take cover behind the sandbags!"
#199
Phoebe friendly doesn't nullify raiders, but it severely downgrades the threat (as in year 4 and the worst you get is an 11 raider party with pistols). The psychic drone apparently is also very rare, at least the crashed version. Randy Random incorporates more events than raids, but this doesn't mean you're safe -- he's probably the most likely to give you a solar flare and power armor raiders in a year or so. From what I've experienced he will let you build up more, though.
#200
I still think gunfire should do damage to stone walls. I mean, it's not like the walls are reflecting the bullets, they will crumble very slowly. Your colonists aren't building the Great Wall or something out of medieval times, they're building a six-foot wide and perhaps eight-foot tall closely packed array of stone bricks. As for doors, whilst it might be realistic to not be broken down by naked prisoners/melee pirates, removing their ability to escape or break in would severely damage the game's balance, as was said before. Perhaps if a maintenance level was added to structures and not just weapons, this would make more sense -- a poorly maintained door or wall collapses easy, whilst one with perfect maintenance wouldn't go down. It'd be balanced since you'd have to man that area to keep prisoners in or pirates out. As for items the same goes for armor. Poorly maintained power armor is going to do terribly against gunfire or even arrows at low amounts.

Oh god. Ammo? Maintenance itself is already consuming in terms of colonist work, but having to worry about ammunition could cripple any early colony. Think of this real quick. In the first few days you have to get a food source, structures for your colonists, power generators and batteries, and then a plan forward regarding research and expansion. Perhaps if you started with a lot of ammo this wouldn't be as bad, but considering the third raid is when things usually ramp up (except for Phoebe Friendly) it'd be pretty hard to keep ammo reserves going. It'd have to be really cheap and fast to make or the game would simply receive an unnecessary ramp in difficulty. Perhaps regular ammo could be unlimited, but colonists could construct special ammunition that does extra damage or is more accurate.
#201
That nuclear reactor explosion. It gets set alight by rain just once, and suddenly half my colony is in ashes. I was right to put it in the main raider-kill-hall chamber..
#202
I have quite a few idle colonists sort of just wandering about, and the requisite amount of both silver and metal. I've already hit 'start production' and have 20,000W excess power. Anything specific I should be doing or..?

EDIT: Never mind, found the issue. Rock chunk was blocking the spot that was needed to feed the machine. All good now.
#203
How does one feed resources into the automatic AI assembler?
#204
General Discussion / Re: Recruiting new colonist
July 17, 2014, 10:27:47 PM
If you're having trouble, download mods like Knockouts and the non-lethal turret mod. Knockouts makes incapacitating pawns easier through melee, and the non-lethal turret mod introduces a turret (surprise surprise) that fires rubber bullets at your enemies. Sometimes it'll kill them, but for the majority you'll have yourself a prisoner. Always fun to stick a non-lethal into a 4x4 prison shack and cut off feeding/warden time...
#205
Bugs / Re: Siege Mortar Friendly Fire
July 17, 2014, 10:23:52 PM
I don't think it's forced fire. I didn't experience it with manual control of the mortars, but it wasn't targeting just one person/area, it was shooting the closest thing to itself as if it was still a pirate mortar.
#206
Ideas / Do-Not-Fire Zone
July 17, 2014, 09:18:30 PM
As one who enjoys their artillery, it's quite nerve-wracking when you expect your fully responsible mortar crew (consisting of a single chef) decides it's a good idea to surprise the enemy at your door by opening it for them -- and of course I mean opening a hole in your previously secure blood fort. Is it possible to mark areas off for turrets/mortars to not fire on? If not, can this be made a thing?
#207
Ideas / Re: Relationships.
July 17, 2014, 05:31:32 PM
Child-bearing has already been brought up, and uh, you could always impersonate Sips if you wanted people to date.
#208
General Discussion / Re: How do you edit events?
July 17, 2014, 08:46:02 AM
Judging from developer mode, sieges and raids are two separate events, soooo..
#209
Bugs / Re: Activating mods crashes Rimworld
July 16, 2014, 01:29:39 PM
What mods are you trying to use? I know the Mechanical Defense mod, whilst being /really/ awesome when you get it to work, can be somewhat unreliable.
#210
Bugs / Re: Food pickup/ability to eat bug
July 16, 2014, 01:25:28 PM
The socially unacceptable notice refers to areas opened for prisoners and not colonists. If the area you designated for prisoners is open to the stockpile in any way whatsoever, your colonists will not use it as it is seen as being food for prisoners. Doors or walls are needed to separate these areas.