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Jose posted:also i got raided but an early weapons caravan sold me a mutagun which instantly downed one of the raiders so i stopped paying attention but it turned him into a cougar that attacked a duck that decided to join me Rimworld: i got raided but an early weapons caravan sold me a mutagun which instantly downed one of the raiders so i stopped paying attention but it turned him into a cougar that attacked a duck that decided to join me
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# ? Apr 18, 2020 00:46 |
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# ? May 22, 2024 14:15 |
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Protip: Whenever you get some temporary dudes assigned to you by the empire make sure to operate on them steal all their implanted toughskin glands and whatnot. They're worth a pretty good amount and it's free medical XP since it doesnt matter if they die.
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# ? Apr 18, 2020 01:46 |
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HiroProtagonist posted:Rimworld: i got raided but an early weapons caravan sold me a mutagun which instantly downed one of the raiders so i stopped paying attention but it turned him into a cougar that attacked a duck that decided to join me My game is covered in mods and takes an age to start. Decided to go all in on bionics and such using prepare carefully and wow the one character who is kitted out is insane. Then she got killed because a raider was a chronomage and made her age so that she died of an artery blockage lol
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# ? Apr 18, 2020 01:55 |
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do people want a new thread title for the dlc
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# ? Apr 18, 2020 02:05 |
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I stopped playing for awhile and I have no many mods I have no idea what's new in the dlc aside from titles/quests.
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# ? Apr 18, 2020 02:07 |
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Omnicarus posted:I'm thinking of trying out the androids mod but I was wondering how it interacted with Royalty. Do pawns that save their consciousness lose their rank? Not sure, you don’t want them to be royals since they make really lovely psycasters. They have 0.15 psychic sensitivity, same as Mechanoids. They also don’t quite reap the same benefits of having a nice bedroom the way humans do, since they don’t sleep.
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# ? Apr 18, 2020 02:54 |
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Jose posted:also i got raided but an early weapons caravan sold me a mutagun which instantly downed one of the raiders so i stopped paying attention but it turned him into a cougar that attacked a duck that decided to join me Jose posted:My game is covered in mods and takes an age to start. Decided to go all in on bionics and such using prepare carefully and wow the one character who is kitted out is insane. Then she got killed because a raider was a chronomage and made her age so that she died of an artery blockage lol oddium posted:do people want a new thread title for the dlc Literally either one of Jose's last posts would be a perfect thread title tbh lol Rimworld: My game is covered in mods and takes an age to start
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# ? Apr 18, 2020 03:00 |
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I'm waiting for Jose to snap and make Rimworld: Democratic primary edition.
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# ? Apr 18, 2020 03:11 |
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I feel like that would be a very good overlap with Rimworld: SCP edition to contain some of the candidates. Which I'm sad isn't a thing honestly, there's been some SCP monster mods but the framework for the game would be super well suited to "design and build a containment facility while protecting it from attacks from the outside and breaches while stopping your staff going insane from memes or their job stress"
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# ? Apr 18, 2020 03:14 |
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Piell posted:Protip: Whenever you get some temporary dudes assigned to you by the empire make sure to operate on them steal all their implanted toughskin glands and whatnot. They're worth a pretty good amount and it's free medical XP since it doesnt matter if they die. this is a bug, fwiw, and isn't possible for the vast majority of surgeries that would cripple them somehow. you can't steal prosthetic limbs, for ex.
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# ? Apr 18, 2020 07:05 |
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oddium posted:do people want a new thread title for the dlc RimWorld: Praetor is the newest system shock RimWorld: Joint Policy: Once Every Day RimWorld: Kingdom Come: Drug deliveries RimWorld: My idiot doctor has brain damage and won’t take drugs about it RimWorld Royalty: a royal pain in my rear end RimWorld Royalty: A fortress to dwarf all others RimWorld Royalty: Fine Meal (Corn, Human Meat) RimWorld Royalty: New Lovers, Toxic Fallout RimWorld Royalty 2020 edition: Plague (Extreme) RimWorld Royalty: Kidneys, Lungs, and other consumer goods RimWorld Royalty: Money printer go Bzzzt None of these are any good, sorry
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# ? Apr 18, 2020 07:53 |
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Jose posted:My game is covered in mods and takes an age to start. Decided to go all in on bionics and such using prepare carefully and wow the one character who is kitted out is insane. Then she got killed because a raider was a chronomage and made her age so that she died of an artery blockage lol This is why I can never seem to finish a game with Rimworld of Magic. It's great in concept and fun when you've got all the cool stuff, but a Chronomage or Astral Mage (sometimes a strong Lightning Mage) can mean basically instant death to a character that you basically can't stop. And a Blood Mage at just the right moment can be a total colony wipe. At least most other stuff has an out, like a Gladiator's grapple has fairly low range so they're not just going to teleport one of your pawns from sniper rifle range.
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# ? Apr 18, 2020 09:35 |
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I think you can turn off specific types in the options if I remember right?
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# ? Apr 18, 2020 09:37 |
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Rimworld: Quarantined with hellspiders but at least I'm a necromancer
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# ? Apr 18, 2020 09:44 |
Vengarr posted:They also don’t quite reap the same benefits of having a nice bedroom the way humans do, since they don’t sleep. if you set them to use battery instead of food, does the room with the charging pod count as a bedroom?
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# ? Apr 18, 2020 11:28 |
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I can't remember but either way they don't get any mood effects from it as far as I'm aware.
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# ? Apr 18, 2020 11:31 |
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My dumbass drow, despite being highly intellectual, picked two fights with the only ladies in the colony and twice he got headbutted by them, one who had a loving horn growing out of her head. The dude has 11% consciousness and can no longer function besides being talked to, and while I'd like to harvest him for organs, he was one of my starting colonists and I'd hate to see him go. So now I'm waiting on a tradeship to pass by to hopefully have one of those health restorers so I can get rid of his brain scars. So how are y'alls colonies going?
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# ? Apr 18, 2020 12:24 |
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I jumped back into Rimworld after a months-long hiatus. How do you beat these mech clusters? I accepted a quest to protect some royal prisoners and the first mech cluster absolutely destroyed me. I had to reload a prior save and refuse the quest
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# ? Apr 18, 2020 14:02 |
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sharkbomb posted:I jumped back into Rimworld after a months-long hiatus. How do you beat these mech clusters? I accepted a quest to protect some royal prisoners and the first mech cluster absolutely destroyed me. I had to reload a prior save and refuse the quest Kite em. EMPs. Mortars. Kill zones. There's nothing particularly special to suggest besides all the obvious. I use mods.
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# ? Apr 18, 2020 14:11 |
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sharkbomb posted:I jumped back into Rimworld after a months-long hiatus. How do you beat these mech clusters? I accepted a quest to protect some royal prisoners and the first mech cluster absolutely destroyed me. I had to reload a prior save and refuse the quest Depends on the design of the mech cluster, but smoke grenades used on your troops means their turrets can’t lock on to those under the cloud, which is huge for a decent number of mech clusters. Other mech clusters land with a weakness, like the unstable power cell - pop those and the explosion is huge.
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# ? Apr 18, 2020 14:11 |
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Griz posted:if you set them to use battery instead of food, does the room with the charging pod count as a bedroom? yes, they will claim the pods as beds when they are set to battery mode. i got some of those vanilla extended mods and they have somehow slowed my game down drastically despite just being new items, its weird i started a multiplayer game with a friend with basically every mod but alpha animals and the cthulhu cults mod turned off (anything that adds a new races seems to gently caress up multiplayer as soon as some visitors arrive to your colony), and it was very noticeable how much faster it was running.
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# ? Apr 18, 2020 14:55 |
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sharkbomb posted:I jumped back into Rimworld after a months-long hiatus. How do you beat these mech clusters? I accepted a quest to protect some royal prisoners and the first mech cluster absolutely destroyed me. I had to reload a prior save and refuse the quest Kite the ranged enemies, run up and stab the melee enemies. Lancers and pikemen are pretty easy to kill once you get into melee and they can't shoot you anymore. If turrets are you problem, you can often peek out of a corner, shoot, and retreat behind it again before they can fire at you. IIRC EMP Grenades are relatively low in the tech tree (Microelectronics which you'll want pretty quick anyway) and make taking mechs out much easier. Piell fucked around with this message at 15:45 on Apr 18, 2020 |
# ? Apr 18, 2020 15:34 |
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On the other hand, nuclear weapons
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# ? Apr 18, 2020 17:31 |
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On the other, other hand, EMP spells and force lightning
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# ? Apr 18, 2020 17:37 |
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I had a quest like that that dropped two mech clusters. I wasn't sure how to handle it, until my allies in Operation Bugspray, a marine unit from the AvP mod, podded in about 100 guys and just slowly swarmed over everything on the map. What exactly has to happen before a mech hive counts as "defeated?" Whatever it is isn't working on my map because there are still walls I can't deconstruct.
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# ? Apr 18, 2020 18:01 |
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Usually it's destroying all the structures associated with the main push of the mech cluster, namely turrets, drop points, mech caskets, and the special buildings (assembler, fart cloud maker, etc.). Sensors, anti-mortar shields, and unstable power cells aren't part of that - you can pick up the power cells, but not the others. I had hoped to snag a mortar shield.
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# ? Apr 18, 2020 18:07 |
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I still use mortars to gently caress up mech clusters. Someone pointed out EMP mortars will disrupt their mortar shield if there is one. If so, first target is the mortar shield. one EMP mortar fired a few seconds before the main volley, rest of volley at the shield. After that target the main building environment modifier or psychic wave maker or whatever spawns. When they or their building gets hit they'll start moving but most times they leash back to the main compound. Eventually they either make it all the way to my normal defenses after repeated hits, or the main building is destroyed. Once that happens they turn into a normal raid and path like usual towards your base. Normal defenses to take the wave out. Then go out and mop up the turrets. Do not do this part with melee, at all. Turret explosions will loving murder your pawns. This part is pure ranged fire. RIP Stingray and Gyles, your sarcophagus' make for a great recreation source. Bonus points if you can avoid taking out the self contained power modules, those things are awesome. They power my deep drills remotely with no infrastructure or maintenance, just the risk of hideous explosive death.
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# ? Apr 18, 2020 19:03 |
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bird food bathtub posted:Then go out and mop up the turrets. Do not do this part with melee, at all. Turret explosions will loving murder your pawns. This part is pure ranged fire. Seriously. The best way I know to handle this is to have a few snipers shoot the turrets from within a smoke cloud, which is perpetually refreshed by a smoke launcher colonist who is standing out of turret range. Make sure the snipers have some line of sight obscuring blocks to dive back behind in case the smoke launcher fucks up and sends the smoke into the wrong place twice in a row.
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# ? Apr 18, 2020 19:29 |
I snagged an emp launcher off of an early-ish Imperial trader, and gave it to a guy with my first suit of power armor. Sneak him in and the armor soaks the few hits he'll take before stun-locking the turret while my other shooters plink at it from range.
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# ? Apr 18, 2020 19:56 |
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With magic of rimworld or whatever how do I turn my colonists into mages of various kinds? I recruited a geomancer from a visiting group but would like to make my own
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# ? Apr 18, 2020 20:24 |
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Jose posted:With magic of rimworld or whatever how do I turn my colonists into mages of various kinds? I recruited a geomancer from a visiting group but would like to make my own Select a colonist who has the Magical Sensitivity trait and right click an arcane tome to tell them to read it. They'll consume the tome and become a wizard of whatever type the tome teaches. Get tomes from traders or quest rewards. If you want to wizard a colonist without the Magical Sensitivity trait, research enchanting to unlock the gemcrafting table and use it to craft a Gem of Arcane Insight. Tell a colonist to use it and they'll eat it to gain the trait.
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# ? Apr 18, 2020 20:49 |
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Yeah, in general getting good casters is a long term proposition. Unless you get lucky with recruitment you'll need to find the right tome, add the trait if necessary, and wait for them to get XP to get the spells you want. Considering how overpowered most mages are though it's a fair thing.
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# ? Apr 18, 2020 20:53 |
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Cool thanks. I picked up a death Knight in a pod crash event who decided to stay after I rescued and healed them. Had 2 quests giving me cataphracts in a row so although I can't steal the armour Ive got a charge Lance and rifle despite my tech being poo poo
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# ? Apr 18, 2020 21:22 |
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juggalo baby coffin posted:i got some of those vanilla extended mods and they have somehow slowed my game down drastically despite just being new items, its weird The vanilla extended mods occasionally have high cost operations for some reason, the one that most recently comes to mind for me is the power mod has several comps that loop through every object on the map that can impact performance pretty quickly on larger maps or maps with a lot of poo poo on them.
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# ? Apr 18, 2020 21:32 |
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The correct way to deal with mechanoid spawns is to use your noble ability to call in troopers and janissaries, then send them against the robits in human wave-style attacks while your colonists hang back and provide moral support
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# ? Apr 18, 2020 21:40 |
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Omnicarus posted:The vanilla extended mods occasionally have high cost operations for some reason, the one that most recently comes to mind for me is the power mod has several comps that loop through every object on the map that can impact performance pretty quickly on larger maps or maps with a lot of poo poo on them.
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# ? Apr 18, 2020 21:54 |
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Omnicarus posted:The vanilla extended mods occasionally have high cost operations for some reason, the one that most recently comes to mind for me is the power mod has several comps that loop through every object on the map that can impact performance pretty quickly on larger maps or maps with a lot of poo poo on them. This is eloraams redpower levels of bad coding.
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# ? Apr 18, 2020 22:08 |
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StealthArcher posted:This is eloraams redpower levels of bad coding. i'm given to understand vanilla itself isn't much better.
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# ? Apr 19, 2020 01:30 |
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If there was like one big technical lesson you should learn before making a game like Dwarf Fortress it's to make it multithreaded.
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# ? Apr 19, 2020 02:53 |
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# ? May 22, 2024 14:15 |
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TOOT BOOT posted:If there was like one big technical lesson you should learn before making a game like Dwarf Fortress it's to make it multithreaded. if i were making a game, i would simply do it perfectly the first time
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# ? Apr 19, 2020 04:24 |