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And remember you can check this for daily progress: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
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# ? Nov 9, 2014 21:10 |
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# ? May 4, 2024 01:46 |
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Reworked economies? Maybe this heralds overland trading between settlements. There really are a lot of commodities that an enterprising colony can capitalise upon, like food, weaponry, and good, old-fashioned human prostheses. Hell, just give me a reason, and I'll sell a nearly functioning human being - as is, and all sales final.
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# ? Nov 9, 2014 21:36 |
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Huszsersvn posted:Reworked economies? Maybe this heralds overland trading between settlements. There really are a lot of commodities that an enterprising colony can capitalise upon, like food, weaponry, and good, old-fashioned human prostheses. I'd rather make all of them into food.
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# ? Nov 10, 2014 01:51 |
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Nobody in my village of 4 goes around and researches unless I turn of all their other options. Then the guy locks himself in the research chamber and nearly hits his mental breaking point because he stays inside until he starts to starve. Doesn't help that he thinks his room is spatious and then he thinks his bed is cramped.
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# ? Nov 10, 2014 05:26 |
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IAmTheRad posted:Nobody in my village of 4 goes around and researches unless I turn of all their other options. Then the guy locks himself in the research chamber and nearly hits his mental breaking point because he stays inside until he starts to starve. Doesn't help that he thinks his room is spatious and then he thinks his bed is cramped. Use manual priorities (checkbox in the overview menu). Goes 1-4 and off, 1 being highest priority. Always set firefighting and patient to 1, excluding your main doctor(s), who get patient 2 and doctoring 1. For people you want researching, set hauling and cleaning to 4, researching to 3, and any tasks they should focus on when needed (growing, hunting, mining, etc) to 2.
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# ? Nov 10, 2014 10:37 |
Manual priorities are great. If you're not using them you should give them a try. I use the normal priority stack as my 'everybody clean up this shithole' mode and have everything unchecked except for hauling and cleaning.
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# ? Nov 10, 2014 15:50 |
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I escaped my first colony today, but only barely. Three out of my six colonists died in the last 15 minutes to various threats including mechanoid slugs while I frantically tried to finish the ship engine. Accidentally left a prisoner behind locked in the dungeon but what can you do.
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# ? Nov 10, 2014 23:35 |
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I try to make my researcher have priority 2 research and priority 1 cooking, so when mealtime hits and others go eat, it triggers him to go cook.
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# ? Nov 11, 2014 00:09 |
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I'd really like to see M-24s toned down at some point, as they are ridiculously lethal at the moment. It's very telling that out of the 12 colonists dead in my current game, 7 were from one-shot sniper kills that destroyed their torsos. As individual organs like the heart can be hit, it doesn't really make much sense for the whole torso itself to be 'destroyed' by a single sniper bullet.
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# ? Nov 11, 2014 02:39 |
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The Romance Mod v0.2 by Lord Fappingtonquote:Current Features and Progress FairyNuff fucked around with this message at 03:08 on Nov 11, 2014 |
# ? Nov 11, 2014 02:46 |
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so loving glad that's a mod and not the official changelog
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# ? Nov 11, 2014 02:53 |
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When I asked for more combat options I didn't mean in the bedroom.
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# ? Nov 11, 2014 03:03 |
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Making everybody have mental breaks because of heart breaks and jealousy when they're all cooped up with nothing to do but each other would certainly be one way to nerf cave fortresses.
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# ? Nov 11, 2014 03:11 |
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awesmoe posted:so loving glad that's a mod and not the official changelog Apparently the developer has something like that planned as well, though? Pretty sure I read that somewhere.
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# ? Nov 11, 2014 06:44 |
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Drunk in Space posted:Apparently the developer has something like that planned as well, though? Pretty sure I read that somewhere. Relationships and rivalries could add some interesting color to the setting, and add some interesting mood modifiers when some people hate each other, or someone's friend is injured/killed, etc. It doesn't have to be as, uh, detailed, for lack of a better word, than the mod described earlier though.
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# ? Nov 11, 2014 07:28 |
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yeah insane jealousy would be kind of fun, mechanistically simulating that with sex acts is the
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# ? Nov 11, 2014 07:44 |
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Pornographic Memory posted:Making everybody have mental breaks because of heart breaks and jealousy when they're all cooped up with nothing to do but each other would certainly be one way to nerf cave fortresses. Rimworld: Days of Our Lives 90210: Revenge
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# ? Nov 11, 2014 10:27 |
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Midrena posted:Rimworld: Days of Our Lives 90210: Revenge Considering some of the cast may be sword wielding psychotic cyborgs, Revengeance might be a more appropriate subtitle.
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# ? Nov 11, 2014 10:39 |
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OwlFancier posted:Considering some of the cast may be sword wielding psychotic cyborgs, Revengeance might be a more appropriate subtitle. Jaws optional!
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# ? Nov 11, 2014 13:06 |
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I'm giving the whole mountain fortress thing a try now, any tips or advice? (The northernmost room is actually the medbay and the southern room the jail, I just had to shift them around temporarily when I turned a prisoner.)
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# ? Nov 12, 2014 09:30 |
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My tip with mountain fortress is to fully commit. Building in a mountain is really, really slow, which is the trade off. The advantage is enemy mortars can be safely ignored. However, with your current layout, enemy mortars will still gently caress up many important parts of your base. Try moving the cooking and crafting areas inside, with their own battery backup power supply. Later on you can use hydroponics to grow food safely. Unfortunately you can't get underground power generation, so that's always going to be vulnerable.
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# ? Nov 12, 2014 09:46 |
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Splode posted:My tip with mountain fortress is to fully commit. Building in a mountain is really, really slow, which is the trade off. The advantage is enemy mortars can be safely ignored. However, with your current layout, enemy mortars will still gently caress up many important parts of your base. Try moving the cooking and crafting areas inside, with their own battery backup power supply. Later on you can use hydroponics to grow food safely. The mountain contains geothermal vents, you just have to find them.
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# ? Nov 12, 2014 10:17 |
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Man, minami techtree makes the game way more complicated and difficult, but it is so worth it. Infact, in a way I almost feel it's the full experience of Rimworld. My colony has gone from a bunch of stranded people on a backwater planet, scavenging for food, sleeping on mats in a cave and cooking things over a unsafe fire that gave my slow yet strong luddite farmer/builder cataracts to a pretty sizable old-timey town with streets lit by oil laps, wooden houses and neatly organized farm fields. Earlier, I encountered my first raider siege (I haven't played much of vanilla rimworld yet). It came right after an attack that killed a bunch of traders. Thankfully, the traders managed to kill enough of the raiders in the process that I survived, but the raiders set fire to much of the town and wounded two of my five colonists (an extra person was found incapacitated in a drop pod. I had to arrest and convert them for some reason though, which was kinda weird/twisted ). The siege came almost right after. I stacked everyone except my researcher who's too afraid to fight along the side of a cliff near the raider's artillery. Though I had really awesome guns from the previous raid, they had insane weapons right out of unreal tournament. A colonist who iv'e dubbed "aimbot" due to the fact she always gets a headshot leaned out and immediately was sprayed with a wave of green plasma shots from some kind of insane weapon. She was quickly wounded and only managed to get one shot off. However, apparently that's all she needed. She had an anti-tank rifle I found on one of the dead traders from before. She hit none of the raiders, but she DID hit one of the mortars which began to spark, then explode. This caused the other mortars to explode soon after, killing most of the raiders and sending the rest fleeing. I ended an entire siege with one bullet. Now, my colony has the insane future-weapons they've pried from the pirate's dead hands. I welcome them to visit again sometime I do have one question though. When the visiting traders arrive, how do I actually trade with them? I sent someone to their tent, but it says I have 0 of everything. Even the things in my stockpile. Do i need to stockpile stuff next to their tent? Because that sounds pretty inconvenient. EDIT: V Yep, that was what I needed. It works for the tents too, not just ships. I sold a ton of artificial hearts that dropped from the sky in pods for stuff I needed and medicine. OrangeSoda fucked around with this message at 22:18 on Nov 12, 2014 |
# ? Nov 12, 2014 21:53 |
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Not sure if it's different for the mod you're using, but if you haven't already you need to build an orbital trade beacon (in misc tab) in an outdoors (no roofs) area, and set stockpiles within its range.
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# ? Nov 12, 2014 22:06 |
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Splode posted:My tip with mountain fortress is to fully commit. Building in a mountain is really, really slow, which is the trade off. The advantage is enemy mortars can be safely ignored. However, with your current layout, enemy mortars will still gently caress up many important parts of your base. Try moving the cooking and crafting areas inside, with their own battery backup power supply. Later on you can use hydroponics to grow food safely. Slow but steady progress: I'll be closing the northern entrance once the southern chokepoint is finished. The new solar panel farm is to the north of the base. Not really sure how to deal with the stockpile though, how do you guys balance security vs trade capability? Actually, do raiders even destroy or steal equipment and materials?
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# ? Nov 13, 2014 09:44 |
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Raiders will orbital drop on top of your beacon so I generally put it outside the compound in its own little bunker.
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# ? Nov 13, 2014 10:38 |
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OwlFancier posted:Raiders will orbital drop on top of your beacon so I generally put it outside the compound in its own little bunker. Guess who found this out last night. There were no casualties on my side, but some serious hospital time was needed.
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# ? Nov 13, 2014 10:53 |
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Well, time to start over again. I'll just chalk this up as a loss. I had a great little base going. Eight people, some of them really well equipped for combat (two of them augmented with proper bionics), stable food supply, plenty of meds, etc: Then 4 Scythers dropped north of my base and I left them alone for too long. Their drone started to gently caress my people up and I've tried to engage them several times, each time resulting in disaster. Doesn't matter though, it's a good learning experience. Now to try again, but this time with some mods.
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# ? Nov 13, 2014 18:38 |
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I played DF for so long that my initial instinct was to dig into the mountain and make a base there; it didn't even occur to me that I could make one outside until I saw screenshots of people doing that.
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# ? Nov 14, 2014 04:30 |
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Opal posted:Slow but steady progress: A heads up, but sandbags don't help protect turrets. They also explode in a 7x7 area, so your center one on the left there will damage/chain explode the others by it. Sandbags are helpful with turrets if you're designing kill chambers though, as the AI will prefer to walk over whatever tiles give the best walk speed, and sandbags severely hampers that.
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# ? Nov 14, 2014 19:47 |
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Sandbags on turrets encourage invaders to hunker down well inside the turret's explosion radius. Well, that is if there are no alternatives. Raiders don't seem to care about your material goods; they are bent on murder and kidnapping.
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# ? Nov 15, 2014 01:16 |
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Huszsersvn posted:Sandbags on turrets encourage invaders to hunker down well inside the turret's explosion radius. Well, that is if there are no alternatives. Nah, just having things free to take cover behind forces hunkering while being shot at, regardless of what your turrets position looks like. Ideally you don't want enemies taking defensive positions either. Your turrets are better off being your forward defenses, leaving colonists back to snipe enemies trying to advance through while the guns soak the hits. Turrets are great for that. But their damage drops off as the game goes on, when enemies are better armored and your colonists better armed. Funneling enemies in through a stretch of wall enclosed land, flanked by turrets, with defensive positions at the way in to your outpost/base for your people to take cover behind is way effective to the point that it's silly. If you want to prevent guys from sniping turrets, removing sources of cover that are outside your turrets range is the second most effective thing you can do. #1 is funneling so they cant see your turrets until they're already in range. Skaw fucked around with this message at 01:37 on Nov 15, 2014 |
# ? Nov 15, 2014 01:32 |
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Skaw posted:A heads up, but sandbags don't help protect turrets. They also explode in a 7x7 area, so your center one on the left there will damage/chain explode the others by it. That's good to know, thanks. I did revise my defence quite a bit, I'll post it later for some further advice! Skaw posted:If you want to prevent guys from sniping turrets, removing sources of cover that are outside your turrets range is the second most effective thing you can do. #1 is funneling so they cant see your turrets until they're already in range. Exactly; I ended up doing something simple like this which worked well: Keeps those irritating bowmen from sniping your poo poo out of range. Opal fucked around with this message at 23:06 on Nov 15, 2014 |
# ? Nov 15, 2014 23:00 |
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OwlFancier posted:Raiders will orbital drop on top of your beacon so I generally put it outside the compound in its own little bunker. How do you protect it? No roof zone with turrets around it or what?
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# ? Nov 16, 2014 12:22 |
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Read the entire thread, and I have been irritating myself over all you ineffective organ harvesters. You can remove the stomach as well, they will just starve to death. If you have the extended surgery mod (you should), you can cut off two arms, two legs, a kidney, a lung, a stomach and then a optional organ. If you have a slave trader ready, you can skip the optional organ and sell the stomachless starving prisoner instead. At 150 per part, you can get 1200 out of a prisoner. And you can make clothes to sell of the skin. Either make food out of the flesh, or put it in a remote stockpile. Not sure if animals will eat it though.
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# ? Nov 16, 2014 18:17 |
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Dunno-Lars posted:Read the entire thread, and I have been irritating myself over all you ineffective organ harvesters. You can remove the stomach as well, they will just starve to death. If you have the extended surgery mod (you should), you can cut off two arms, two legs, a kidney, a lung, a stomach and then a optional organ. If you have a slave trader ready, you can skip the optional organ and sell the stomachless starving prisoner instead. At 150 per part, you can get 1200 out of a prisoner. And you can make clothes to sell of the skin. Either make food out of the flesh, or put it in a remote stockpile. Not sure if animals will eat it though. This should be on the website's frontpage.
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# ? Nov 16, 2014 18:28 |
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Tias posted:How do you protect it? No roof zone with turrets around it or what? You don't, the bunker is to keep the raiders in, so that when they drop, they take a while to get out, giving you plenty of time to rally your colonists to the front gate, which the orbital beacon should be well outside of.
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# ? Nov 16, 2014 18:47 |
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Dunno-Lars posted:Read the entire thread, and I have been irritating myself over all you ineffective organ harvesters. You can remove the stomach as well, they will just starve to death. If you have the extended surgery mod (you should), you can cut off two arms, two legs, a kidney, a lung, a stomach and then a optional organ. If you have a slave trader ready, you can skip the optional organ and sell the stomachless starving prisoner instead. At 150 per part, you can get 1200 out of a prisoner. And you can make clothes to sell of the skin. Either make food out of the flesh, or put it in a remote stockpile. Not sure if animals will eat it though. this is amazing
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# ? Nov 16, 2014 18:58 |
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Dunno-Lars posted:Read the entire thread, and I have been irritating myself over all you ineffective organ harvesters. You can remove the stomach as well, they will just starve to death. If you have the extended surgery mod (you should), you can cut off two arms, two legs, a kidney, a lung, a stomach and then a optional organ. If you have a slave trader ready, you can skip the optional organ and sell the stomachless starving prisoner instead. At 150 per part, you can get 1200 out of a prisoner. And you can make clothes to sell of the skin. Either make food out of the flesh, or put it in a remote stockpile. Not sure if animals will eat it though. I'm still on the fence how much of this post is true if it is any amount greater than 0% I am buying thank you.
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# ? Nov 16, 2014 19:12 |
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# ? May 4, 2024 01:46 |
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100%.
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# ? Nov 16, 2014 19:15 |