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Messages - Halinder

#46
Mods / Re: [Mod request] Fog of war
December 28, 2014, 08:19:25 PM
Fog of war would add a whole new level to the game, in the way of tensity. Having to research things like cameras or non-item portable maps/scanners for your colonists would also be extremely neat. It'd make raids actually scary, though I think if anyone adds this, they should feel obliged to reduce the power of sniper rifles as well -- being able to shoot that far and with the chance of someone not even seeing you would make one-shot kills even more B.S.-like
#47
General Discussion / Re: Can uranium be found naturally?
December 28, 2014, 05:23:33 PM
In the native land of Commconsolia...
#48
Stories / Re: Vengance of the Long-Gone Ancestors
December 28, 2014, 04:52:31 PM
No wonder they died. There's no butchering table to cannibalize each other!
#49
Stories / Re: Your Ironmen
December 28, 2014, 04:46:15 PM
I've had a colonist shot so many times that they almost died of blood loss, despite doctors taking turns over the course of two days patching his wounds..
#50
General Discussion / Re: A jolly good punch up
December 27, 2014, 07:04:31 PM
The thing about mechanoids is that they'll occasionally lower the cannons and just punch you to death, and they are strong enough to kill a colonist in one hit -- even worse, they attack using blunt/brute damage.
#51
General Discussion / The Most Annoying Thing In Rimworld
December 27, 2014, 09:35:50 AM
What do you find to be extremely frustrating or otherwise mildly annoying in Rimworld?

Inferno cannons. What's that, you managed to kill the heavy charge blaster mechanoid doing all the actual damage? We'll now send these fuckers at you! You'll have to micromanage your colonists to unmilitarize them and manually extinguish so they have enough time to react, but even that doesn't matter because they shoot further than your /goddamned snipers/. You wanted to move closer? Please enjoy watching your colonist run twenty feet in a complete U-turn as they try to escape fire only to be pain-incapped a few moments later!

...screw those things.
#52
General Discussion / So About Butchering..
December 27, 2014, 07:59:14 AM
Is the method of dying ever going to effect the output of meat by an animal? I feel like if I shoot a muffalo's legs off, it's going to have less meat. Same goes for animals dying of starvation. Just a thought I had while desecrating nature.
#53
General Discussion / Re: A jolly good punch up
December 27, 2014, 05:53:54 AM
Well, first of all you have to look at the types of weapons. I'm not too familiar with melee weapons myself but perhaps we can make sense of this together.

From what I've noticed, the material of a weapon changes the base damage, and the quality of the weapon changes the damage multiplier -- for example, a normal plasteel knife would have a base damage of 8 (or so I recall) but a masterwork plasteel knife would have damage of 8 plus a multiplier of around 2.41, letting it do a lot more damage. I could be wrong on this part.

Moving on. Shivs and knives appear to be fast-hitting but low-damage, and don't seem to hurt bones much. They also deal 'sharp' damage, which is a shame as most armor has protection against sharp damage more than anything else.

A gladius is the bridge between knife and longsword. It deals average damage and hits decently fast.

Shivs and knives are meant to be very fast, but do poor damage compared to other weapons. Sharp damage, again.

A longsword is great because, if you build one of great quality and good material, you can easily dismember someone in a single hit. It's still slow, though.

I'm not particularly sure if this answers your question. BUT as a word of advice -- if you're dealing with tribals, use sharp weapons, but mostly a blunt weapon can be a lot more useful.

Blunt weapons, namedly the club and mace, hit in decent succession as well as deal blunt/brute damage. This surpasses most armor considerably better than sharp damage, and while it may not cause the enemy to bleed to death, chances are you'll bludgeon them first anyway. They have a tendency to damage bone which leads to extra devastation. So uh. That.
#54
Building your entire base revolving around a dev-mode built ship with all appliances needed save for food stocks, trying to scramble to feed them all, only to have a great deal of them starve to death while planting berries.

And then deciding 'meh' and launching the empty ship, leaving nothing behind but the gun batteries and /every single room that had the appliances needed for your people to live./
#55
If anything, I must thank you for dev mode 'drop small army' -- a hilarious way to say "nope, not today" to any otherwise self-respecting ork squads. Screw those guys.

Also, "IAmTheOneWhoMods!!"
#56
General Discussion / Re: Growing question
December 24, 2014, 10:35:52 PM
The mod for industrial heaters and vents can be found here: https://ludeon.com/forums/index.php?topic=8476.0
#57
General Discussion / Re: Turn OFF seiges?
December 23, 2014, 01:42:22 PM
Usually that early on it's quite easy to deal with, there should maybe be three mechanoids tops unless your challenge setting is really high. If you're in a mountain area, abuse cover to make it so that you can hide whenever the mechanoids aim. Their firing time is much slower than that of most weapons, so you can hide behind a rock wall and they won't be able to fire at you. Of course, they may try flanking you..
#58
Bugs / Colonists Social Chat Buff weirdness
December 22, 2014, 05:20:25 PM
So during a dev-mode run building a situation where a single colonist had to get medicine to heal 3 badly injured colonists in cryptosleep caskets, I noticed something odd. My original colonist had gotten a peg-leg onto another that had lost their leg, but later during a fire got burnt and needed treatment. He went into the medical room where the cryptosleep caskets were and started speaking to colonists inside the caskets, both sides gaining the "Had social chat" mood buff despite the person in the casket being more or less braindead for the time being.
#59
General Discussion / Re: Scyther brains
December 22, 2014, 04:01:35 AM
Is this part of a mod? I've only been able to remove their knife protrusions.
#60
The fact that my colony called Unfortunation has been the most successful of all 27 of my colonies.

The constant juggle between a planter planting trees and a builder building power conduits.

(Guns+ mod only) An entire raid's worth of people being on three cells when my colonist fires a grenade launcher.

Animal insanity of squirrels. Click a squirrel outside my base, double-click to see the rest of the squirrels in that area -- 26 in my base.

Those poor hypothermic tortoises.

And finally the beauty of releasing a prisoner into the wilderness in hopes of peace with a pesky enemy faction, when the visiting faction starts firing shots after him. This did not kill him. What killed him was the MASSIVE raid that popped up /literally about ten cells from his escape/. The people at the front beat him to death without question, but hey, at least they got shot in the back doing it.