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would you keep your dogs in the operating room of a hospital? ! lol at joints for prisoners
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# ? Sep 16, 2016 13:56 |
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# ? May 24, 2024 21:17 |
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I feel like I'm getting many more raids than on A14. I've had raids on days 55, 61 and then two on 63, which just seems over the top considering I've only just researched turrets and 5 raiders are coming for my three fighters (2x molotov, one club, one shotgun, one pistol). They were easy enough to deal with them because they split up and I have pigs following me around but still. e: Remind me to never, ever, ever, ever take on someone fleeing from pirates ever again. Two guys by a pistol wielder and the one I rescued one shotted by a sniper. Are refugee rescues likely to produce extra strong raiders or something? I've never seen raiders close to as capable as that on this save and I've been hovering around the same wealth and population for a long while now. Back to two guys and no power I go. Walton Simons fucked around with this message at 14:43 on Sep 16, 2016 |
# ? Sep 16, 2016 14:04 |
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You have opened my eyes and showed me that my life's goal is to re-enact every single RHH song in Rimworld.
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# ? Sep 16, 2016 14:52 |
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Well, that's it for my second colony, which didn't even come close to my A14 colony, my decision to offer sanctuary to a refugee called me off but really I hampered myself by overstretching before making sure my food supply, heating and defence were robust. I've drawn up a checklist for myself in attempt to stay disciplined when I build Colony Three. Kind of tempted to wait for a wanderer to stumble across the corpse of my base, though...
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# ? Sep 16, 2016 15:23 |
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Sieges are getting pretty frustrating. Is it feasible to make my own artillery base and just mortar them into submission? One on it's own doesn't seem to do a ton.
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# ? Sep 16, 2016 19:35 |
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Mortars work better the more you have. The only flaw is that you need one stack of ammo per mortar to be sure they'll keep firing, since if two guys want to reload at the same time, the first guy locks the stack of ammo, the second guy can't find any non-reserved stacks of ammo and wanders off for a joint
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# ? Sep 16, 2016 19:39 |
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I'm super disappointed by how poo poo the deep drills are. You can't see what the deposit is until you build the actual drill and it only drills out the square around it so you have to keep building them. I have reached the point where I have no steel or components left and having to buy them all is really loving boring. I've been out of components for 3/4 of the game in fact and creating them seems to take ages. I guess I should just start again but I feel like I should "win" the game now I'm at the point that I can.
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# ? Sep 16, 2016 20:15 |
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Zhentar posted:I'm not saying you shouldn't have three tile wide walls (it certainly does look nice), I'm saying if you do, the center tile should be open space. The game code considers any wall two or more solid tiles thick to be outdoors, so none of the heat conducting through those walls ends up in the rooms on the other side. It could be interesting to combine that with ventilation shaft shenanigans. Will raiders attack vents/coolers to get into passageways, or do they always prefer going after doors?
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# ? Sep 16, 2016 20:25 |
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Roadie posted:It could be interesting to combine that with ventilation shaft shenanigans. Raiders love to attack vents/coolers, particularly if they are the type that it says are using tactics.
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# ? Sep 16, 2016 21:04 |
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Taear posted:I'm super disappointed by how poo poo the deep drills are. You can't see what the deposit is until you build the actual drill and it only drills out the square around it so you have to keep building them. I don't even bother crafting my own components. It's very time consuming and takes quite a bit of steel. Way easier and seems more efficient to just trade for them.
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# ? Sep 16, 2016 21:04 |
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I thought the drilling was going to be you drop a drill on a node and now you get a very slow steady supply of that resource forever. I wish it was like that.
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# ? Sep 16, 2016 21:15 |
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Space Skeleton posted:I thought the drilling was going to be you drop a drill on a node and now you get a very slow steady supply of that resource forever. I wish it was like that. Tynan really wants you to build the spaceship.
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# ? Sep 16, 2016 21:18 |
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Space Skeleton posted:I thought the drilling was going to be you drop a drill on a node and now you get a very slow steady supply of that resource forever. I wish it was like that. Hah yeah. I didn't think it would have to be manned, either. It's pretty underwhelming considering how easy it is to just crank out excellent+ quality statues and just buy everything you need.
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# ? Sep 16, 2016 21:19 |
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Space Skeleton posted:I thought the drilling was going to be you drop a drill on a node and now you get a very slow steady supply of that resource forever. I wish it was like that. Mods!
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# ? Sep 17, 2016 00:32 |
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Walton Simons posted:e: Remind me to never, ever, ever, ever take on someone fleeing from pirates ever again. For real. Agreed to help a dude and fought off the raid OK, only to find he's got thoroughly mediocre skills... and a luciferium addiction. A couple days later when he flew into his first withdrawal berserk a couple of my other colonists knocked him out, and he dropped a stack of 4 luciferium. Oh, oops the default drug policy wouldn't let him take the drug he needed to live. Extremely unfortunately, my "chemical fascination" colonist was nearby and immediately ran over and popped one before I could process what had happened. Filthy refugees just bringing violence and corrupting my colony with drugs
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# ? Sep 17, 2016 01:18 |
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Things were going so well. Then a boar tore my medic's legs off. Her rescuer got maimed as well. Then a zzzt event blew up my hospital beds. Peg leg isn't showing as an option for an operation, either. Welp.
Gooch181 fucked around with this message at 01:27 on Sep 17, 2016 |
# ? Sep 17, 2016 01:25 |
Gooch181 posted:Things were going so well. Then a boar tore my medic's legs off. Her rescuer got maimed as well. Then a zzzt event blew up my hospital beds. Peg leg isn't showing as an option for an operation, either. Welp. You make the leg first at a bench.
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# ? Sep 17, 2016 01:32 |
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Ah, got ya. I also didn't have any wood in my stockpile, somehow.
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# ? Sep 17, 2016 01:33 |
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Geokinesis posted:Tynan really wants you to build the spaceship. Is this the actual endgame now? I thought it used to be billed as a placeholder.
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# ? Sep 17, 2016 04:45 |
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Jesus christ this game sometimes. Infestation in one of my exterior mines. Whatever, it's Winter, it'll deal with itself. Send my sniper to take out the hive after the it's down to 12% from the cold. Bugs die from starvation. Seconds after the Hive dies, I get a drone ship landing. Call in my other Sniper, have them go play peekaboo with the mechanoids. Kill all three, start on the ship. Raid hits, two guys with Sniper Rifles ( I have no armor yet ), two guys with triple Rocket Launchers. Great. Pull back to my colony, set up some sandbags, and prepare to fight them.......it's winter, all the predators are starving, and two bears jump the raid and slaughter it. Prep up and go back to deal with the drone ship, second raid off the back of the first. Nobody really scary except a single guy with a Sniper Rifle. Rather then attack my colony, they attack my boar pens nearby. My stud boar rushes out and kills 4 of them before they run screaming, including Sniper Rifle guy. Wish I could give him a name after that, cause King Pig deserves it. Just as I'm patching up my pigs, I get two back to back manhunter packs of 15 each. Currently sitting in my base, wondering what the hell is going on this winter.
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# ? Sep 17, 2016 05:48 |
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Spakstik posted:Is this the actual endgame now? I thought it used to be billed as a placeholder. yeah, he honestly has a way different vision of the game then basically anyone else.
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# ? Sep 17, 2016 06:56 |
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Away all Goats posted:I don't even bother crafting my own components. It's very time consuming and takes quite a bit of steel. Way easier and seems more efficient to just trade for them. But trading happens far too rarely. I'm just sat around not able to do anything because I'm waiting for caravans. I guess I can call some up but I can't guarantee that when they turn up they'll have components.
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# ? Sep 17, 2016 19:54 |
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drat, I'm getting worse at this, Colony Three lasts a mere 35 days. It was going OK, surviving well and just beefing up our heating (coldish desert) and being a little slow in building due to a lack of trees. Then a psychic pulse drove every dromedary mad and they killed everyone. Weirdly, all but 1 of my colonists had some kind of condition like bad back or angina which meant they couldn't outrun one and take potshots. I feel really vulnerable until I get some turrets down. Does anyone know if they can be hid from until they go away like regular manhunter packs? As far as I know they can only be killed once aggroed so I'm struggling to see what I could have done to not get killed there. Anyway, I decided to track which events I got from Randy and here they are: e: Wait, how do you link directly to an imgur image now?
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# ? Sep 17, 2016 20:24 |
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Walton Simons posted:drat, I'm getting worse at this, Colony Three lasts a mere 35 days. It was going OK, surviving well and just beefing up our heating (coldish desert) and being a little slow in building due to a lack of trees. Then a psychic pulse drove every dromedary mad and they killed everyone. Weirdly, all but 1 of my colonists had some kind of condition like bad back or angina which meant they couldn't outrun one and take potshots. I feel really vulnerable until I get some turrets down. You click the drop down arrow and pick share options and then you have a direct link there as well as one with bb code.
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# ? Sep 17, 2016 20:29 |
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Walton Simons posted:e: Wait, how do you link directly to an imgur image now? You gotta like mouse over the image and find the Share Links button that'll appear, something like that
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# ? Sep 17, 2016 20:29 |
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The only option I have is to zoom in on it. Copying the url doesn't give the direct link anymore and trying to get the link direct from the image goes through to this url that starts with 'blob' and a bunch of gibberish text comes up. It's all weird and when I try to share to community I get 'unknown error'. I'll try later.
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# ? Sep 17, 2016 20:42 |
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So, I finally launched a ship: I decided to finally leave after a poison ship crash landed and I was able to call in for 3 groups of reinforcements (4?) from an outlander town to wipe out the force that popped out (7-8 centipedes and 4-5 scythers) while sending one guy with a sniper rifle to help them out without feeling the hit to my silver. Also my chokepoint where all raids had to come through was basically undefeated. Christ, I was expecting naming my colony 'Invincible' would end up being ironic, except it loving thrived. Also bonus screenshot of a worker's work speeds: Note that he really only had high skill in shooting, social and artistry. The rest were 6 or less.
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# ? Sep 17, 2016 21:22 |
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Taear posted:But trading happens far too rarely. I'm just sat around not able to do anything because I'm waiting for caravans. I guess I can call some up but I can't guarantee that when they turn up they'll have components. Yeah they can be infrequent, but trying to be completely self sufficient is just more trouble than it's worth. The component assembly bench requires thirty components to build, in addition to 400 steel. In my opinion you're better off spending those resources on setting up an indoor sunlamp area with heaters and growing your cash crop of choice to exchange for more steel/components. Seeing as how components take 30 steel to craft 1 component, you're going to have to trade for steel in the end either way.
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# ? Sep 18, 2016 03:37 |
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I really wish you could assign planting and harvesting as different jobs. Right now I have a huge farm to feed my 22 colonists which rarely gets past half planted because harvesting is a higher priority task than planting. My growers will be just starting to sow seeds on one side of the farm when a plant will hit 100% grown and they will all rush across the entire farm to harvest a few plants. Then they wander back over to start planting again and another plant will hit 100%. I wouldn't need as large a farm if I went back to fine meals but it annoys me that this would work just fine if I could change the priorities.
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# ? Sep 18, 2016 04:49 |
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Work Tab if it ever gets updated to A15?
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# ? Sep 18, 2016 04:57 |
Away all Goats posted:The component assembly bench requires thirty components to build, in addition to 400 steel. I wish I had known how expensive the bench would be after I spent ages researching it, not to mention going through all the hoops for the most advanced researching stuff, when I was facing a chronic shortage of components due to a lack of traders in my first game.
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# ? Sep 18, 2016 05:13 |
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I had a real poo poo show tonight. It all started when a psychic ship part crashed. I sent out two snipers to trigger the mechanoids and pick them off. Three released prisoners ran into the scyther and centipede from the north while a group of allies appeared from the south, triggering a big prisoner/ally/mechanoid melee. My crappy allies enraged a group of bears and a cougar and then fled north. The animals caught up to them, though. I had pulled my snipers back to base to take defensive positions by this point. While my pawns were mowing down bears at my base entrance, a raid popped up next to the mechanoids and triggered another big fight. The raiders won, but were so weak after that that one volley from my turrent wall made them retreat. All's well that ends well, I guess?
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# ? Sep 18, 2016 05:37 |
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Spakstik posted:Is this the actual endgame now? I thought it used to be billed as a placeholder. I don't know about placeholder billing/actual endgame or whatever, but Tynan has recently acknowledged it as not a very satisfying ending and said he has ideas for other options.
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# ? Sep 18, 2016 07:38 |
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Away all Goats posted:Yeah they can be infrequent, but trying to be completely self sufficient is just more trouble than it's worth. The component assembly bench requires thirty components to build, in addition to 400 steel. In my opinion you're better off spending those resources on setting up an indoor sunlamp area with heaters and growing your cash crop of choice to exchange for more steel/components. Yea I had insane amounts of steel but no components. I've had no components since around the time I researched turrets, so very very early in the game. Like I say traders are so infrequent that all I'm doing is sitting around waiting for traders. That's my game now. And it's boring, but I want to finish the game, dammit.
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# ? Sep 18, 2016 09:18 |
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Components are always a bitch without modding.Randallteal posted:While my pawns were mowing down bears at my base entrance, a raid popped up next to the mechanoids and triggered another big fight. The raiders won, but were so weak after that that one volley from my turrent wall made them retreat. People like you still exist?
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# ? Sep 18, 2016 12:28 |
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people who make typos now and again still exist, ya
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# ? Sep 18, 2016 14:29 |
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Taear posted:Yea I had insane amounts of steel but no components. I've had no components since around the time I researched turrets, so very very early in the game. You know that you can pay factions to send traders to visit with the comm station now, right?
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# ? Sep 18, 2016 15:16 |
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800 silver is obscene, though. Even if I had that to hand, I'd rather spend it on gifts to ensure I always have backup.
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# ? Sep 18, 2016 16:44 |
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It only costs 300 silver for me?
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# ? Sep 18, 2016 16:53 |
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# ? May 24, 2024 21:17 |
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So what's the trick with RedistHeat? It just seems like a huge investment in steel and components for what you get out of it. Does anyone have a working example they can post? It seems like a constant struggle for me to get the duct network to be consistently low/high enough to keep my base climate controlled.
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# ? Sep 18, 2016 17:53 |