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Average Bear posted:Oh hey if you ran into an Antediluvian in your travels how would you go about sucking its soul or taking it home? It's got 80 damage soaking I did that once. Kite him into daylight until he begins to dig a hole. Melee him with pawn which will usually cancel the "dig a hole" action in favor of self-defense (your pawn will also usually die). Repeat until Antediluvian is downed due to sun exposure, build a roof next to him, park your vampire under it so that he wont get exposure himself and start sucking. If it looks like Antediluvian will die to sun before he is sucked dry, build a roof over him and deconstruct it a few seconds later to make him last a bit longer. Timing is important, because he recovers sunlight exposure extremely quickly and if he recovers enough to stand back up, you are back to square one. After several saves/loads you should be able to suck him dry. If its night then lol you are hosed.
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# ? Dec 29, 2018 01:06 |
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# ? May 20, 2024 19:44 |
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Managed to suck a 4th gen. The fight lasted 20 hours and ended when the victim was weak enough to fall for a Sleep spell. They fell down and I cracked open a cold one.
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# ? Dec 29, 2018 01:19 |
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oh god he came back to the colony and the beast took over because he has a blood pool of 50 points now. He sucked the bears dry and now he's killing every colonist
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# ? Dec 29, 2018 01:32 |
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Yeah, that sounds about right.
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# ? Dec 29, 2018 01:38 |
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This mod sounds hot.
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# ? Dec 29, 2018 01:41 |
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I poked around a bit and didn't see one, but is there any Warhammer Fantasy Battle conversion/add-on projects in the works? I saw the 40k one, but I'm playing both Total War: Warhammer 2 and Rimworld with the A Rim of Magic mod and I'm really surprised there isn't one.
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# ? Dec 29, 2018 02:34 |
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Imo the warhammer 40k mod needs psykers who have a special break that just causes a map wide demon incursion. I have no idea about the benefits they would bring, but you should basically just make the 40k rpg perils of the warp table a thing in game.
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# ? Dec 29, 2018 04:37 |
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TaintedBalance posted:I poked around a bit and didn't see one, but is there any Warhammer Fantasy Battle conversion/add-on projects in the works? I saw the 40k one, but I'm playing both Total War: Warhammer 2 and Rimworld with the A Rim of Magic mod and I'm really surprised there isn't one. Out of curiosity, assuming that sprites and statistic balancing isn't a problem, how difficult is it to implement new factions and weapons, stuff like that? If I have no modding experience, how difficult would it be to knock something like this up? Or rather, for us to knock something like this up?
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# ? Dec 29, 2018 12:08 |
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You can add new weapons and factions and such to the game very easily, with just XML. Even new races, with the Alien Humanoid Races mod as a dependency.
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# ? Dec 29, 2018 13:22 |
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TaintedBalance posted:I poked around a bit and didn't see one, but is there any Warhammer Fantasy Battle conversion/add-on projects in the works? I saw the 40k one, but I'm playing both Total War: Warhammer 2 and Rimworld with the A Rim of Magic mod and I'm really surprised there isn't one. So this dropped literally just this morning, I guess you weren't the only one interested.
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# ? Dec 29, 2018 17:44 |
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Keeshhound posted:So this dropped literally just this morning, I guess you weren't the only one interested. Oh me oh my.
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# ? Dec 29, 2018 17:52 |
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Keeshhound posted:So this dropped literally just this morning, I guess you weren't the only one interested. Praise Sigmar! Edit: Looks like its just a base layer setting up for Warhammer stuff. No new races or anything yet, but does add Chaos Wastes, Chaos Taint and gets rid of everything post-medieval on the tech tree. Maybe I'll see about contributing. TaintedBalance fucked around with this message at 19:41 on Dec 29, 2018 |
# ? Dec 29, 2018 19:38 |
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There's a game called Meeple Station that is somewhat adjacent to Rimworld - it's quite a bit simpler mechanically, but on the other hand it's got Z-levels https://www.youtube.com/watch?v=1zRdVAXS5cY e: oof, it is extremely alpha Flesh Forge fucked around with this message at 23:45 on Dec 29, 2018 |
# ? Dec 29, 2018 22:37 |
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I finally got over my anxiety and used a tornado generator defensively. In completely non-Rimworld fashion, it worked beautifully.
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# ? Jan 1, 2019 03:39 |
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TaintedBalance posted:I poked around a bit and didn't see one, but is there any Warhammer Fantasy Battle conversion/add-on projects in the works? I saw the 40k one, but I'm playing both Total War: Warhammer 2 and Rimworld with the A Rim of Magic mod and I'm really surprised there isn't one. Rimworlders are pretty much Skaven.
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# ? Jan 1, 2019 04:45 |
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Keeping a boomalope herd outside my base is proving to be surprisingly effective as part of my defenses. Some of them are getting pretty torn up though and I had to give them peg legs, and one time there was one that lost its spine so a colonist rescued it bringing inside my barn - turns out they still explode when you euthanize them.
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# ? Jan 1, 2019 10:27 |
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Was there a multiplayer mod that went up recently? I thought someone had posted about it here but can't find the reference.
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# ? Jan 1, 2019 17:59 |
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SetPhazers2Funk posted:Was there a multiplayer mod that went up recently? I thought someone had posted about it here but can't find the reference.
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# ? Jan 1, 2019 19:36 |
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Boomalopes producing chemfuel is still one of the best design ideas this game has had.
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# ? Jan 1, 2019 21:16 |
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Boomalopes are literally the best animal in the game. Produce chemfuel and you just set an area to a siege and assign a few to it and theyll detonate the siege in one go For how many of them spawn and how easy they are to train, they're probably the most broken mechanic in the game rn
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# ? Jan 1, 2019 21:49 |
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On mountainous maps with few points of entry, how many units of chemfuel stored in shelves would cause a large enough explosion to set out a smattering of shelves that, when hit with a mortar, would not only be near guaranteed a hit by said mortar (at least one shelf is in range) but also would detonate their fellows to cause a massive explosion to wipe out raids? Well time to test this. A kill corridor lined with neighbor detonating shelves could also work
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# ? Jan 1, 2019 23:46 |
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HelloSailorSign posted:On mountainous maps with few points of entry, how many units of chemfuel stored in shelves would cause a large enough explosion to set out a smattering of shelves that, when hit with a mortar, would not only be near guaranteed a hit by said mortar (at least one shelf is in range) but also would detonate their fellows to cause a massive explosion to wipe out raids? You don't need a mortar for this. Several IEDs would work fine and be more reliable.
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# ? Jan 2, 2019 00:39 |
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HelloSailorSign posted:On mountainous maps with few points of entry, how many units of chemfuel stored in shelves would cause a large enough explosion to set out a smattering of shelves that, when hit with a mortar, would not only be near guaranteed a hit by said mortar (at least one shelf is in range) but also would detonate their fellows to cause a massive explosion to wipe out raids? This is literally the ied roof collapse hallway premise, except using roof collapse makes it way more effetctive.
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# ? Jan 2, 2019 01:48 |
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The pristine ruins event- I’m 99% sure im running vanilla and it needs tweaking. I’ve done a few of them now and what a couple have been are maps chock full of loot. Tons of rare resources and extremely high value items along with infrastructure and production. What happens when you hit one of these is if you manage to run off the massive and well armed forces the moment they leave the map another equally powerful force will raid due to all the value lying on the map. The one I entered tonight had tons of materials and high value items like gold plate armor. They were going against a bunch of gold mini turrets and I managed to attack their flank without too many injuries but the next raid came in HUGE and right on top of me. Other pristine ruins are a fraction of the value. I hit one that was an empty map, no structures or loot at all.
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# ? Jan 2, 2019 03:10 |
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Of course, not only do I make something far more complicated, it’s the same as a well known strategy I was oblivious to.
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# ? Jan 2, 2019 03:11 |
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Rube Goldberg murder machines are never a mistake though.
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# ? Jan 2, 2019 04:18 |
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I had a Boomalope named Paco in my recent game and he literally fueled my empire by himself until a Scyther sliced off his "Hump", which is apparently where the fuel is made. He never fueled again, but lived a life of luxury and relaxation. He self-tamed on like day 3 of the map, so I just saved his fuel for years until I needed it. By the end, I had to build a chemfuel reactor because Paco couldn't do it anymore
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# ? Jan 2, 2019 17:06 |
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Did he still explode when he died?
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# ? Jan 2, 2019 20:17 |
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robotsinmyhead posted:I had a Boomalope named Paco in my recent game and he literally fueled my empire by himself until a Scyther sliced off his "Hump", which is apparently where the fuel is made. He never fueled again, but lived a life of luxury and relaxation.
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# ? Jan 3, 2019 00:16 |
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Well he speaks of Paco in the past tense but he doesn't say he died, just he lost his hump and stopped making chem fuel. Poor Paco
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# ? Jan 3, 2019 00:22 |
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Sten Freak posted:Well he speaks of Paco in the past tense but he doesn't say he died, just he lost his hump and stopped making chem fuel. This does beg the question of if they lose their humps, do they no longer boom? I'm sure the answer is they still explode, but it would be hilarious if the code worked as such that breaching the chemical sacs caused them to detonate prematurely, or removing them rendered them harmless.
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# ? Jan 3, 2019 00:32 |
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Goddamn rimworld modding drama. It's a suuuuuuuuper lovely thing to delete a mod you made in protest to some stupid poo poo, when it will corrupt the games of potentially hundreds of people due to it being gone. Days of RL gameplay time gone on a successful randy rough colony because people gotta be spitefully lovely to each other.
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# ? Jan 3, 2019 01:29 |
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What mod? What happened?
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# ? Jan 3, 2019 01:32 |
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Ferian Race and More Sculptures, by the same nerd. Don't even know what made them do it, but I'm trying to salvage the save. They reuploaded the race mod, but because it has a new mod ID and slightly different name the game won't recognise it as the removed mod. I mean those foxes never even spawned or got a faction as far as I could see anyway. Edit: manually placing it in the list and overriding the load order allows it to launch, so all is not lost. But still, think of the man-children, mod authors! McGiggins fucked around with this message at 01:43 on Jan 3, 2019 |
# ? Jan 3, 2019 01:36 |
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You could move the "new" race mod from \Steam\steamapps\workshop\content\294100 to \Steam\steamapps\common\RimWorld\Mods and that might work, but who knows. Mod drama is always lovely and hilarious.
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# ? Jan 3, 2019 01:43 |
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My favorite mod drama was between the 2 guys who made nude skin mods and accused one another of stealing the art.
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# ? Jan 3, 2019 02:24 |
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Lmao, nerds never change
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# ? Jan 3, 2019 02:45 |
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They reuploaded their mods from the look of things.
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# ? Jan 3, 2019 02:49 |
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McGiggins posted:Lmao, nerds never change What made it really great is just.. ok. Pawns can already be quote unquote "nude" right? They're just flesh tone. So all these competing mods did was add black dots and lines to denote nipples and genitals. Its not like you could really be artistic with that stuff and make your stuff stand out. But they had this heated argument with racial slurs and stuff. It somehow was more petty then Artmoor flipping the gently caress out when a goon made a mod that removed the oblivion gates from his open cities mod.
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# ? Jan 3, 2019 03:08 |
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# ? May 20, 2024 19:44 |
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Sten Freak posted:The pristine ruins event- I’m 99% sure im running vanilla and it needs tweaking. I’m the 1%. That event is from the Real Ruins mod, and what it does is straight-up import another players’ abandoned base into your game. Which is why the value and difficulty can deviate so much. Quickly assess the base, grab whatever you can and get out. Alternatively, if you wipe out all enemies on the map you can use the Reform Caravan screen to quickly load all the loot onto your donkeys and bail before another raid shows up. Kiting enemies into still-functioning turrets works well. Downside is that loot in the Fog of War doesn’t show up on the Caravan screen, you need to reveal it first. Which means exploring the base, which gives time for more raiders to show up. Last note on loot: Silver and other small, precious items like Advanced Components or Bionics are obvious high-priority targets, but I also like to grab advanced workbenches if possible. Particularly ones from mods that tend to be really expensive, like the AI Manager or the various EPOE benches.
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# ? Jan 3, 2019 04:05 |