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Messages - Halinder

Pages: 1 ... 14 15 [16]
226
General Discussion / Operation Weasel Stomper
« on: July 12, 2014, 01:02:05 PM »
Today I have a mission for all you Rimworlders out there. Rimworlders? Eh, it works. You see those squirrels and boomrats wandering around like they own the place, nibbling gently on shrubbery and occasionally your thousands upon thousands of potatoes? They squeak and squeal when you end their miserable lives, the ingrates. I challenge you all to make a colony on the largest map type (ludeonicrous? I forget) and coat every piece of arable land with flooring to prevent anything from growing. Defend your storehouses and watch as they all starve, and then post the screenshots here. That is all I request of you, carry on your extermination of boomrats, and remember, overkill is the best kind of kill.

227
Another cool thing would be if someone had an insomniac trait, where they always had the tired debuff but slept very little and could do more work because of it. Or an insomniac machine like the psych drone.

228
Suggestions / Re: Overwhelming Waves
« on: July 11, 2014, 07:50:47 PM »
Fifteen bandits with 4 colonists (or was that what the 10+ was, can't tell which one you meant for that specific situation) and four turrets is actually quite standard. Turrets can do plenty of damage and bandits tend to have weaker equipment than your settlers. A combo of turrets and colonists behind cover (slag, rock chunks, sandbags, etc.) is enough to do a large force in. Just remember that your turrets explode in a 3x3 radius and to make sure there's only one entrance to your colony so you can set up a choke point.

229
General Discussion / Re: Are you surviving? (Cassandra Classic)
« on: July 11, 2014, 08:26:26 AM »
I have a Cleopatra run and only have nine colonists, one with a minigun and the rest with M24's. I have no mods on, and my turrets wipe most raids without needing to get to the second line of defense. I shot the psychic AI drone with mortars and have given the mechs some room so they kill raiders as well. My advice is position rock chunks slightly away from your turrets so that raiders will take cover but are too far to get good shots off. The only issue with this tactic is mechanoids, which don't really need cover and will probably wipe your defenses, and tribals, who tend to come in such large numbers that there aren't enough cover slots and they rush your defense. Works great for pirates though.

230
General Discussion / Rock Chunks vs. Sandbags
« on: July 11, 2014, 08:17:00 AM »
From what I've noticed, raiders and colonists can use rock chunks as cover, making less industrious colonies ripe for the picking by sharpshooting pirates or tribals. Sandbags have this same cover mechanic, except they can be destroyed, whereas rock chunks can only be broken down via stonecutting table. This made me wonder, do rock chunks provide less cover than sandbags, or are they both the same?

231
General Discussion / Re: AI Persona Core?
« on: July 10, 2014, 07:06:46 PM »
Alternatively, trigger the core and then run the hell away. Mortar only the core and not the things that come out of it. Congratulations, you've just traded a part of the map for free raid protection.

232
General Discussion / Re: When to remove a terrible colonist
« on: July 10, 2014, 07:03:21 PM »
When a single freaking herbalist turns all of your warehouse storage into potato slots. Since when did thirteen people need sixteen THOUSAND potatoes?

233
Suggestions / Guard Mode
« on: July 10, 2014, 07:01:45 PM »
You ever get those somewhat useless characters that can do nothing but shoot at stuff, but then you realize you've already exterminated the local wildlife with frag grenades and miniguns? Your only move from there is using them as soldiers, right?

So you hit that draft button and post them up at a checkpoint, waiting for any baddies to drop in so they can get a face full of T-9 incendiary bolts. Soon enough, however, that guy gets hungry! You have to undraft him manually and let him do his thing, before posting him up again. Lot of manual labor for a task that is only situationally handy.

My request here is that we get a 'guard mode' set up for our colonists. To enable guard mode, you hit a hotkey/click a button next to the draft button and their current weapon, and then you click somewhere else to designate an area to guard. The colonist ordered to do this won't be kept under strict control like the drafted units are (unless the target is in their guard area), but will go back to eat and sleep every now and then, and will patrol a small area instead of staying still. Yes? No? Maybe?

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