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Is melee not viable because personal shields don't last long? Or is it because rocket launcher and chain guns
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# ? Jan 4, 2017 17:50 |
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# ? Jun 6, 2024 13:46 |
TipsyMcStagger posted:Is melee not viable because personal shields don't last long? Or is it because rocket launcher and chain guns Imho melee puts colonists into too much danger. The ideal battle is one where your guys are behind 75% cover and the opponent's are are in the open and vulnerable. You can't really set that up with melee.
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# ? Jan 4, 2017 17:55 |
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If you have or can set up broken terrain, melee is very powerful. It does not compare well against 20 guys armed with assault rifles or sniper rifles but on the other hand it's more fun/less lame. e: it fails completely against centipedes though because Tynan thinks they should be giant dumb damage sponges Flesh Forge fucked around with this message at 18:08 on Jan 4, 2017 |
# ? Jan 4, 2017 18:06 |
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Hieronymous Alloy posted:Imho melee puts colonists into too much danger. The ideal battle is one where your guys are behind 75% cover and the opponent's are are in the open and vulnerable. You can't really set that up with melee. 75% cover and in darkness.
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# ? Jan 4, 2017 18:25 |
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Aleth posted:75% cover and in darkness. Didn't they take out the darkness boost?
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# ? Jan 4, 2017 18:26 |
Yeah darkness bonus is gone now.
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# ? Jan 4, 2017 18:31 |
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They did? Boo.
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# ? Jan 4, 2017 18:32 |
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Medicine is harder but people don't actually suffer from decreased accuracy when shooting at people they can hardly see RimWorld.txt
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# ? Jan 4, 2017 18:33 |
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Galaga Galaxian posted:I always feel like I'm "falling behind" though. Usually my pawns are so busy I barely remember to stop and do research or some other long-term usefulness task. Not when there is infrastructure to build, blocks to carve (so I can build rooms, I try to switch from wood ASAP), fields to plant, so much hauiling, etc etc Man same, I always feel massively behind after about the first hour on the planet, and there's always something I've straight up forgotten.
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# ? Jan 4, 2017 19:38 |
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For me that is really where the fun of the game is, those first few hours when you don't have all your poo poo together, as opposed to when you have an unbreakable wall of assault rifles/turrets/whatever.
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# ? Jan 4, 2017 19:55 |
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I never catch up though, I just fall further and further behind until the colony dies. I'm a Dorf Fort vet though, so my mantra is Losing Is Fun!
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# ? Jan 4, 2017 20:02 |
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Galaga Galaxian posted:What I've done in the past is the first room I build (which tends to be large) generally starts out as a sleeping shelter but gets the kitchen/freezer built next to it and after the beds move out (or just the sleeping spots removed) becomes the dining room or a crafting room. You really need to manually change their priorities before you hit the leisure-manpower. Especially craft, art and research; make these things one priority above everything else for the colonists who are experts on this domain. However, with research, you basically lose that person for that activity. You might not always be crafting something, or sculpting something, but you definitely are going to be researching something all the time. Before you can divert one colonist to be the appointed researcher, just give them the basic survival tasks (bedrest etc.), maybe also plant stuff, cut stuff (if you lack people) and research. For example hauling takes too much of their time.
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# ? Jan 4, 2017 20:53 |
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I find I have to specify 1 person for hauling and cleaning for every 4 people and leave that person to just haul and clean. For Clothing: Does devilstrand not provide any heat/cooling benefit for clothes? the wiki doesn't list keep cool keep warm for devilstrand. Also, how does clothing affect comfort? is it just quality or is it material?
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# ? Jan 4, 2017 21:01 |
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For some reason it is not obvious, but if you make room for the "appointed specialist activity" also the bedroom for that colonist, you save time and space. Put a small table, dining chair, plant pot and some nice small statue to that room, and it will be nice enough for that colonist even with the manufacturing item and perhaps a small cache of resources. If that person is the only one/mostly the only one using that manufacturing table, it will not bother them too much since most of the time there will be no-one to use it while they sleep.
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# ? Jan 4, 2017 21:13 |
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TipsyMcStagger posted:For Clothing: Devilstrand does not alter the base insulation stats of apparel. Clothing has no impact on comfort at all. I documented the complete rise and fall of my sea ice colony: http://imgur.com/a/itHYa
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# ? Jan 4, 2017 21:26 |
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Only exception to that idea is the stonecutter's table, which should go into an alcove in the main storage room with easy access to the dump yard, since that will be heavily used even to the late-game bases. I personally consider double-wide beds to be a waste of resources; the relationships and married couples are uncommon enough that you will have an ample time to build something nice for them. Also, the prison ce--- recruitment room should be built so that if you are at the moment lacking space, turn that room into the bedroom for that colonist. The TV set can be removed, one in the master dining hall with view area over the dining table will work nicely enough. Also, I never build the highest-tier beds since they provide little to no benefit. That little benefit can always be covered with an ample availability of smokeleaf joints and beer, which everyone besides "chemical interest"-colonists will use in reasonable moderation. The other drugs I usually only make for sale. Also, do not forget that you can make the outside paths ans common areas easily beautiful by planting some roses and daylilys next to the path. And one tip for the mid-to-end-game; traders usually have bad sculptures and furniture made from steel, plasteel or other variants. Deconstructing them for the resources tends to be much cheaper than buying them in bulk. Or at least provide an extra source of resources.
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# ? Jan 4, 2017 21:38 |
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Day 25: Corn falls from the sky! A brief respite from cannibalism.
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# ? Jan 4, 2017 21:42 |
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Flesh Forge posted:Day 25: Corn falls from the sky! A brief respite from cannibalism. I wonder if tribals think that stuff comes from gods.
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# ? Jan 4, 2017 22:12 |
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Check out who raided my base...
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# ? Jan 4, 2017 22:27 |
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Tristesse posted:Check out who raided my base... ...are those traits just a random coincidence or did Tynan decide to poke fun at himself
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# ? Jan 4, 2017 22:33 |
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Traits are randomly generated.
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# ? Jan 4, 2017 22:36 |
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Very suspicious
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# ? Jan 4, 2017 22:41 |
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TipsyMcStagger posted:Is melee not viable because personal shields don't last long? Or is it because rocket launcher and chain guns I usually assign undesirables (no dumb labor, pyromaniacs, etc) regardless of their skill. Hide them in an alcove by the sandbags, I use them to target people throwing grenades to tie them up when they threaten my shooters
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# ? Jan 4, 2017 22:51 |
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Even though I'm playing on randy random rough (maybe I should just up the difficulty now that I'm typing this) I only get somewhat worrying raids when there are multiple at a time. I have a pretty decent defense set up but the only time I got close to being in deep poo poo was when 3 raids and a mechanoid raid all happened within 2 minutes of each other. Really wish it would just detect that I can kick a pretty decently sized and well armed groups rear end and just send a gently caress ton of dudes at me. I have such a massive rich colony that I want to actually die with a fight but they'll just sent 8 dudes to mine into my bedroom hall to get slaughtered. Sieges have also been super rare, only had 2 and that was near the beginning of the complex being built. Current base: Each colonist bedroom has a superior or mastercraft wood or marble statue, the dining room has 4 superior/master statues, running red carpet through the whole base besides Steroid, the leader, who has a royal bed, 2 superior statues, a megascreen (I think its called) TV and a floor of silver (will have walls of gold once the next bulk trader comes by). Every colonist has either a good or better quality assault rifle LMG or minigun. all have armor (going to work on getting power armor soon). Muffallo for transporting spoils of war/trading with my other mining outpost when it goes back up (stripped 1 clean already). Food basically always sits at over 200, I usually sell a few hundred for a couple grand. Making everyone half robot is next on the list, component deficiency is a big problem at the moment. Might actually start making a small market of just selling stone blocks due to having a poo poo ton of chunks and they sell for 1.00~ per block, so I'm sort of sitting on a lil gold mine of another 10k silver that I can pump in. Slumpy fucked around with this message at 23:07 on Jan 4, 2017 |
# ? Jan 4, 2017 22:53 |
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I keep dying on that challenege before I can build a heater and hut
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# ? Jan 5, 2017 00:35 |
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This is my kind of exploit-y start sequence: Build a tiny hut with a campfire. Don't finish the walls so you can cancel them without losing any wood. (The mini hut heats up faster; honestly it might be a net savings on wood even if you fully build and then deconstruct) Make a series of trips outside to build the heater and turbine, and gather the materials to finish making the walls. Seed the nutrient paste dispenser and, if going the orbital trader route, a comms console. Finish off the walls, deconstruct the campfire. Once the larger room has warmed up, deconstruct the incomplete walls of the small room. If you don't exploit like me, it can help to build 4-5 walls out of silver, carrying it on your trip up towards the wood. edit: my last run, I managed to get the campfire deconstructed safely after burning only 3 wood!
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# ? Jan 5, 2017 00:56 |
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So I've gotten pretty decent at modifying the xml files to make changes, but every update wipes my changes out. Is there a way to make xml edits into a mod so they'll persist through updates?
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# ? Jan 5, 2017 02:19 |
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LORD OF BOOTY posted:...are those traits just a random coincidence or did Tynan decide to poke fun at himself code:
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# ? Jan 5, 2017 03:19 |
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My latest colony is going half decent, I actually feel like I'm not falling behind too badly. I've got gun production up and running, just kind of out of components and not much compacted machinery on the map. Of course, I still need to pretty-up the dining/rec area and everyone's bedrooms. I'm just lucky the two wanderers that forced-joined were pretty useful contributors with no major issues. When my first four colonists all end up women I kept expecting to get a "Dislikes women" colonist.
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# ? Jan 5, 2017 03:24 |
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My colony's population suddenly jumped from 4 to 9 within a few seasons, and a fair few are useless. 4 who don't hauls and a pyromaniac. I know who's on the chopping block when the food runs out.
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# ? Jan 5, 2017 03:33 |
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So I see people suggesting the use of smokeleaf and beer, I've tried this in my colonies and everyone ends up with serious liver problems and huge penalties for various important things. What is the sensible drug policy here?
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# ? Jan 5, 2017 04:21 |
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Vegetable garden and endless smoothies
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# ? Jan 5, 2017 04:22 |
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yoloer420 posted:So I see people suggesting the use of smokeleaf and beer, I've tried this in my colonies and everyone ends up with serious liver problems and huge penalties for various important things. Drugs used if there's a major break risk that you cannot solve short term, on an as needed basis. Also, for celebrations
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# ? Jan 5, 2017 04:24 |
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yoloer420 posted:So I see people suggesting the use of smokeleaf and beer, I've tried this in my colonies and everyone ends up with serious liver problems and huge penalties for various important things. I point them to TCC for tips on responsible and safe heroin dosing
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# ? Jan 5, 2017 04:50 |
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I haven't had problem with smokeleaf
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# ? Jan 5, 2017 04:54 |
yoloer420 posted:So I see people suggesting the use of smokeleaf and beer, I've tried this in my colonies and everyone ends up with serious liver problems and huge penalties for various important things. This is just my best guess but I suspect that happens when people don't have enough other joy sources. I would suggest not setting up drugs until after you have other joy sources set up - rec room, tomb, telescope, etc. Even then, set up a custom policy limiting drug use to every other day max.
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# ? Jan 5, 2017 04:57 |
I've had decent success with 'every day but only if mood AND joy are low' and then forcing people to go blaze one as needed if they don't happen to go on their own. My cats on the other hand are all a bunch of cirrhotic perpetual drunks and a couple of them are stoners too, and I have all my booze stockpiles and booze producing areas restricted from animal access so I have no idea how the gently caress they're getting into it, but I have two cats with cirrhosis and a third with alcoholic brain damage and most of the rest have some sort of booze tolerance.
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# ? Jan 5, 2017 05:06 |
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There's a new "eat random" "feature" where animals will occasionally decide to eat the closest ingestible, even if it's outside of their allowed area and/or forbidden and/or a drug, and then proceed to consume the full human dose with effects adjusted based on body size. I think (although I have not actually checked) that they do still respect forbidden doors, or you can just surround your drugs with kibble.
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# ? Jan 5, 2017 05:34 |
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Post cat photos on the internet instead.
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# ? Jan 5, 2017 06:22 |
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# ? Jun 6, 2024 13:46 |
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Wow this thread moves fast! I took the advice a few pages back about starting off on easy Cass and then ramping up Randy as you get settled and I did that. Pretty fun. Early on my base got nearly wiped out in an electrical fire. Three out of four of my colonists died and I was sure that the last one, Josefson, was going to die. But he survived, and he single-handedly rebuilt the base and got food production going again. Much later on when the colony was up to around 8 people, he turned 77 and got dementia. Started having fits of confusion, then started getting violent. Went berserk while carrying an assault rifle. Got thrown in prison. Then that night he broke out of prison, ran to the stockpile, grabbed grenades, then went to the animal pen and started blowing up the animals. Another colonist had to run up and take him out. This has sort of stuck with me all day, like how Josefson was the entire reason that colony ever existed, and it's really unlikely anyone living there really understood the hardship he faced because by the time everyone else showed up things were really stable. Then, after all that, the end of his life was confusion, chaos, and an undignified death. Maybe I should have euthanized him when I had the chance. I just didn't know. It's just that, you know, life is ultimately incredibly meaningless and small and RimWorld has a great way of giving you a sandbox in which to explore that feeling. I felt pretty good I got my colony up to surviving raids pretty well, but then thought about the various endgame scenarios and none seemed really tempting or poetic enough: constructing the ship to get off planet seems like an absurd 'life is meaningless' loop most likely where the ship just crashes on another lovely planet like at the beginning of the game and then they're just someone else's problem in some other RimWorld install. Roaming the area raiding factions seemed a bit 'you can't kill the monster without becoming the monster'. Or I could keep upping the difficulty until my colony is completely destroyed, but I don't really want to see that either. I feel like the game is most fun in its early stages when you only have a few colonists who are really battling for survival and you can feel a closer personal connection to each one. After 5 or so colonists they become sort of anonymous automatons to me unfortunately. Great game... One game a while ago I installed the Cults mod with the extra creatures mod. The cults mod I really missed on the above playthrough. I feel like that gives my colony a really interesting story and dynamic to it... I did a human sacrifice that went awry. I would load the cults mod into the current colony I have going so I have something more fun to do but I figure that will break things? Anyway, if you like Lovecraft or anything really sort of demented, the Cults mod is really awesome. I don't necessarily recommend the creature mod that can accompany it, unless you like your base being attacked by creatures that REALLY upset your colonists whenever they see their corpses or them at all.
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# ? Jan 5, 2017 06:23 |