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Messages - Halinder

Pages: 1 2 [3] 4 5 ... 16
31
Suggestions / Re: Minigun, careful shooter
« on: January 23, 2015, 06:57:24 PM »
Here's something some people in the community found out after a while:

If there is an enemy you are trying to shoot and miss horribly, force-aim at enemies behind them, as your original target will now 'block' shots rather than be directly fired on. If it's a single person, you can use and abuse sleeping spots behind them, force-fire on the sleeping spot, then delete it once they're nice and dead.

32
Suggestions / Re: Late Game Opposition. Idea Thread
« on: January 22, 2015, 09:39:07 PM »
Colony Strife from Within:

Fractionalization: What if, once a hierarchy system was included, there were political subgroups. One "faction" could be for leaving the planet, another, for staying and wiping the other settlements off the map, another for planetary unification. There could be any number of subgroups, depending on end-game options. This could, depending on the player's choice, lead too...

...Civil War: Inter-faction warfare with the goal of pushing their own end-game agenda.

Secret Agendas: What if psychotic, or any other evil traits that end up being developed, characters performed actions linked to secret agendas, depending on occupation. A cook or doctor with said trait, for example, would have a small chance of poisoning, or implanting a bomb, or performing some other nefarious action against other colonists?

For this to happen, you'd need lots of colonists. Maybe add something to increase population?

33
General Discussion / Re: Concerned about endgame
« on: January 17, 2015, 03:45:04 PM »
However, even if you make everyone friendly to you, you can still be assaulted by mechanoids. Whether you prefer raiders/tribals over mechanoids is your choice, though.

34
I seem to recall fertilizer pumps reclaiming land from shallow water, but stopping at deep water. Could be wrong on my part.

35
Stories / Re: Operation Red Prairie
« on: January 11, 2015, 10:43:37 AM »
"BREACH!" Asher yelled as Beacon finalized the molecular deconstruction of the door, exposing a long, thin corridor of poorly lit titanium. Has'isos and She'sha stepped away from the door with such delicacy that for a moment they could have been dancer, but a deep chuckle from the two of them signaled something far more sinister. They began unloading their Projectors into the hall, a flurry of explosions sending flames dancing out for flammable materials, but to no avail in the cave.

After a minute's time the two stopped, surveying the damage they had done. If there were any shooters left, this choke point would do them no good - it looked more like a quarry now, the only remains of any construction being a single stone door at the end.

"You could do /all that/, but not blow up a single door? Okay, fine." Bringing her EMRG up to bear, Asher knelt and let off a shot, puncturing the door and sending it flying from its hinges.

Mistake.

A pair of enormous crimson guardians plunged through the rock wall with such ferocity that it shook the squad's feet. They towered over any human being, and had to be at least twelve feet tall, crashing through anything that would make their height inconvenient. Their eyes, of which there were six, shone from pink to a dark red as their sight fixated upon the group, stalking towards them like gorillas. A pair of tusk-like tentacles from each sank into the ground.

"BACK UP AND OPEN F-.." The commander was interrupted by a tugging feeling at her feet, glancing down only to find her vision shot towards the sky as the tentacle grasped her ankle and smashed her into the ground. From the grunts around her and sporadic gunfire into the sky, she could tell her squad mates suffered a similar fate, before the tentacles retracted and left them lying on the ground. She pushed up against the dirt, glancing upwards to find the pair of medics standing their ground (for their had only been four tentacles, and they were stood at the back) firing shot upon shot towards the beings. Each round tore off a large piece of carapace, though nothing seemed to stop the beasts.

She attempted to stand only to find one upon her in moments, feeling a fist crash into her torso with a pang -- a few ribs broken, no doubt -- before being picked up and throttled into the ground. Another round from the medic and the being paused for a moment, its hand having lost a great deal of flesh, though it did not cry out. Asher loosened her rifle from the gap, raising it, and without a moment's notice fired directly into the guardian's face.

And it fell, noiselessly, body caving in upon itself thanks to the hole punctured through its skull down to its core. Its partner seemed to shudder for a moment, though it had not been damaged nearly as much, but fell all the same, its carapace shedding into neat plating as it died.

The group stood in shock for a time, before Beacon suddenly burst. "Evolution is SUCH a /BITCH/." he yelled out, though soon finding himself laughing afterwards, joined by the assaults. The medics shrugged and lowered their handguns, not quite the type for celebration, and Asher's suit had calmed her nerves through a plethora of Glitterworld drugs enough to join the fray.

And so they stood there, six men and women among a foreign world met by foreign creatures, and they laughed -- laughed blindly of what lay ahead.

36
General Discussion / Re: Got this a few days ago. A few questions
« on: January 10, 2015, 01:46:05 PM »
A lot of things you asked about, like crafting prosthetics, gun crafting, and a /lot/ more, can be made available thanks to mods. I seriously suggest checking the mod releases section out, as while Tynan builds on the core game, the modding community here fleshes out almost everything you could imagine. If you have a simple issue with the game and want it fixed, put a mod request in, and it will probably be seen. If others have the same issue they'll be happy to assist. Usually mods are installed as easily as dragging the file into the mods section of your rimworld folder, loading the game, clicking mods in the main menu, and checking off whatever mods you want to play with.

37
General Discussion / Re: Extreme Challenge mode- how to survive?!
« on: January 04, 2015, 11:26:24 AM »
You could also stage your homes in manners that create alleys with corners rather than straight halls. Open, easy to get around in, no cheap walled-off trick, and snipers can't pop through either.

38
Suggestions / Re: deer damages through... power armor...
« on: January 03, 2015, 12:15:42 AM »
For one, the power armor (at least I last recall) does not protect the whole body. I think it leaves out hands and feet at least, maybe arms and legs. It mainly serves to guard the torso and a helmet for the head, naturally. Besides, the deer are hitting you with blunt trauma, while the power armor is designed to guard against bullets, knives and burn wounds. Still, that sword should be killing it soonish.

39
Stories / Re: Lightning Strike
« on: December 31, 2014, 08:18:56 PM »
The amount of times that they've had direct hits on my colonists..

40
General Discussion / Re: Introduce Yourself!
« on: December 30, 2014, 05:46:39 AM »
-What introduced you to RimWorld? Or to this style of game in general?

I backed a game on kickstarter, and when their forum heard I liked Prison Architect, they recommended Rimworld. I'm just trying to figure out a couple of things about the game before I buy it.

What'cha need to know?

41
General Discussion / Re: Tough game...
« on: December 30, 2014, 02:56:57 AM »
...dude, I'd take squirrels over megascarabs anyday.

42
General Discussion / Re: Best way to combat ancient ship parts?
« on: December 29, 2014, 09:01:14 PM »
Oh, yeah, by the way! EMP mortars do amazing just because of their blast radius, it hits a pretty huge area unlike the explosive and incendiary mortars that only damage 9 cells. It's enough to save about two volleys of mechanoid fire, but it should give an extra advantage to your fighters. Still, remember after an EMP blast, mechanoids will adapt and may not be stunned by additional blasts.

43
General Discussion / Re: Best way to combat ancient ship parts?
« on: December 29, 2014, 07:27:24 PM »
If you can? Build a makeshift fire base around it. A wind turbine, solars, something with power. Then set up four or so turrets around the part. Mechanoids will typically engage the turrets before firing on your colonists, so you can buy cheap distraction and get a decent amount of damage in.

EDIT: Even regular, powerless turrets will distract enemy fire.

44
General Discussion / Re: Tynan's Status
« on: December 29, 2014, 12:48:57 AM »
Tynan is apparently now a youtube celebrity.

A few days without posting content?

HE'S DEAD, JIM.

45
Mods / [Mod Request] Weapon Maintenance
« on: December 28, 2014, 08:22:32 PM »
Y'know the only issue I've ever had firing a rifle in real life? The scope. You can try your damnedest to hit a target from a hundred paces, and you might get close, but if you don't take care to make sure the scope is on /just right/, it's really unlikely. And yes, this would probably add a LOT more complexity to the game, but it'd be cool to see a weapons overhaul much like the health chart. Hell, it'd be a bit much to have a 'health' menu for weapons (Scope: Plague (untreated)) but still really cool if anyone could do this.

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