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Messages - Halinder

#211
Did he leave the area or did he stay around? It could just be a coincidence of the random name generator picking the same name again.
#212
Bugs / Siege Mortar Friendly Fire
July 16, 2014, 09:05:37 AM
Whilst playing around in developer mode, I decided to activate two sieges from factions that were at war with one another. It took me a few tries to get them at opposite ends of the map, so what happened was that some raiders took control of outlander mortars after murdering them, whilst the outlanders did the same for any raider mortars around. What happened was that the mortars seemed to have been preset to fire at one faction, or something of the like, as raiders would fire on themselves as close as possible and vice versa for the outlanders.
#213
Ideas / Re: MORE LOGICAL THINGY'S
July 15, 2014, 03:13:30 PM
There is currently a mod that allows for construction of a nuclear reactor, and you use uranium the same way you use food for nutrient paste dispenser hoppers.
#214
General Discussion / Re: Visitors like my colony
July 15, 2014, 12:28:58 PM
It's all fun and games until two warring factions pick your colony as the battleground and bring grenades.
#215
What I've noticed about sieges is that boomrats and squirrels are your bestest friends of all time for that limited duration. Keep the food sources for the little guys low but enough to support the population, and when the siege turns up they'll eat every packaged meal and leave the raiders starving and insane.
#216
Stories / Psychic Drone Goodness
July 15, 2014, 10:31:27 AM
Playing on Chill Cassie, I didn't expect the third raid to be power-armored pirates with mortars and energy rifles. I also had a psychic drone going on, the event without the AI core that disappears after a few days. I tried building turrets near the siege equipment to wear them down, but those got blown up and I very nearly lost colonists to it.

Then suddenly a day later, exhausted and at the whim of the psychic drone, the pirates all began gunning each other down madly. Free power armor and rifles, and the metal from deconstructing never hurts :D
#217
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 11:10:31 PM
Sit back and let your turrets do the work. Mods like non-lethal turrets (where the turrets there have a far faster fire rate and can give you colonists via prisoners) are good for this sort of stuff, I'm based in the middle of a ludeonicrous map and have turret systems covering every steam geyser, most raids die trying to sabotage my furthest geothermal reactors.
#218
When you say that Tynan spent 2 months on this update, it sounds like you mean/think he only spent time on the ship process. Alpha 5 brought more than that to the table, if that is what you mean. If you feel like the alpha is coming on too slowly, mods make way for plenty more.
#219
Your last point assumes raiders care about one another and wouldn't jump on each other's throats for a few extra bits of silver. These guys make a living off raiding because they don't produce anything on their own. Their strength is their numbers and brutality, and one would easily bail on the others if it means living another day. Your colonists, on the other hand, aren't plentiful, get queasy at the sight of bodies, and yet hold their position until they're physically incapable of fighting. They are as honorable as their mental state allows them to be, even though from all walks of life.

Moving on, the tragic points of Rimworld are the points that keep us playing. I once trained an assassin to shooting level 19 and she singlehandedly picked off 6 raids, but a wave of psychotic boomrats field-cremated her in a successive wave of explosions. Things like that make you want to be better prepared for next time. The entire progression part of Rimworld comes off of making it through things to reach a better point than where you started.

I will agree that kidnapping is somewhat anti-climactic in a sense, that instead of going in a blaze of glory your colonist gets dragged off never to be seen again. Perhaps later on there will be missions to raid pirate camps and retrieve colonists, but that's not here yet, so.
#220
That abomination, holy crap. I'm just glad that I had all M24's, I outran the thing and shot it to death but it completely ravaged every one of my prisoners.
#221
Ideas / Colonist Implants
July 14, 2014, 01:55:51 PM
An idea for anyone doing mods:

You know how colonists are kinda basic, not all that tough, and break easy? Why not add something to help combat this? Introduce a machine called an Implanter that takes, say, 700 power to maintain and a decent amount of metal to build (250 or something around that). You have to research the machine and each implant before using it on your colonists (and the implanter should have a long recharge time, like 10 minutes between implants, and if power goes out during that time it resets or stops). Ideas for implants so far:

Empathy Inhibitor: Reduced/completely negated 'observed corpse' and 'witnessed death' debuffs on mood. Disables doctoring ability.

Nutrient Enhancer: Reduces need for food.

Pleasant Hallucinogens: Completely negates 'very ugly' and 'hideous' environment mood debuffs, but not 'ugly'. Alternatively, if balance isn't too terribly upset, it could grant a permanent 'pleasant environment' buff.

Adrenaline: Negates 'wounded' mood debuff, however, has no effect on physical condition. (Could possibly increase movement speed).

Nanobots: Grants health regeneration outside bedrest.

All I got for now. Someone please make this a thing :D
#222
Ideas / Room Scanning and Interior Zoning
July 13, 2014, 01:44:05 PM
Perhaps among our 'Orders' tab, we could have an Inspect tool that allows us to scan areas to see how suitable they are for our colonists. We can already see the brightness of an area, but can't see if it's ugly or pleasant, a big factor on colonist morale. This would be extremely useful since I strive to make everywhere my colonists might go on a standard routine as pretty as possible.

Whiiich brings me to my second point. Cabin fever is another dent on colonist morale, one that makes fortress building somewhat harder since walling areas off automatically puts a roof over them. From what I can tell, making a no-roof zone still makes it count as an interior. If I'm right about that, then can we please get the ability to zone areas we actually want to be interiors, whilst everything else counts as part of the environment?
#223
Being able to control other people's colonists when allied is an issue though. I mean, to be friends with someone you have to pretty much give them the ability to break you apart. When allied, instead, the comm console should offer the ability to merge colonies.
#224
Ideas / Re: Turret Event Suggestion
July 13, 2014, 07:41:07 AM
That's an easy way to manage it, but if the event came in a really bad time like a raiding party, it'd make things that much more difficult.
#225
Ideas / Turret Event Suggestion
July 12, 2014, 05:40:41 PM
Just a suggestion for an additional event. The turrets (the vanilla ones anyhow) aren't top notch and are easily faulty. Because of this, an event could be a single turret goes rogue as it can't identify friend from foe. Whether or not it has to be destroyed or eventually wears off is up to whoever decides to do this, be it in mod form or by Tynan.