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I use sterile tiles and a sink from Dubs hygiene and my cooks still manage to poison my goons Food poisoning is pretty much the whole reason I went all in on paste
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# ? Apr 3, 2024 21:04 |
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# ? May 28, 2024 16:20 |
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Yeah, nutrient paste rocks. With ideologies there's just no strong incentive to use anything else
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# ? Apr 3, 2024 21:14 |
jokes posted:e: Oh it was a siege. Couldn't you just trigger their assault and book it back into your defense/chokepoint? Honestly, if you wanted to commit to your caveman Rimworld game you should probably live in a cave. Any challenge should be more or less possible with melee in defensive positions with the exception of sieges which are a pretty solid hard counter to melee only settlements. Just live underground and that's not an issue anymore.
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# ? Apr 3, 2024 21:18 |
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devkill a few of the siegers, op
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# ? Apr 3, 2024 21:22 |
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I've put in hundreds of hours and literally never used nutrient paste. Gonna have to try it.
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# ? Apr 3, 2024 21:46 |
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Same tbh!
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# ? Apr 3, 2024 21:47 |
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George Sex - REAL posted:Yeah, nutrient paste rocks. With ideologies there's just no strong incentive to use anything else Unfortunately paste doesn't scale well if you have hungry big bois from Big & Small, since they grab one meal from the dispenser when they need six. Also carnivore/herbivore genes are a real bitch to manage, though I think I saw a mod to allow pawns to grab preferred ingredients from a dispenser that I need to check out again. The infrastructure requirements for Transhumanism also gets pretty taxing when you have twenty pawns demanding biosculpting and neural superchargers. I think Fabricors have zero food poisoning chance by default though.
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# ? Apr 3, 2024 21:57 |
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The food poisoning risk from dirty cooking environments and the risk from low cooking skill are rolled separately and do not interact, so a skilled chef can’t offset a dirty room, but unless the room is tiny, innately dirty work stations like butcher’s tables and stonecutter benches won’t lower the cleanliness enough to risk food poisoning from filth. They will however push it closer to that threshold, so it takes less blood or vomit or whatever to make the room a hazardous cooking zone.
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# ? Apr 3, 2024 22:03 |
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Eiba posted:How does a melee only tribal trigger a siege without massive casualties? Sieges have a 10% chance of assaulting whenever you deal damage, but how do you safely do damage when you have to approach a dozen people with guns out in the open? The Meat Is Cheap. Maybe send in a few braves, knowing only a couple (or none) will return?
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# ? Apr 3, 2024 22:17 |
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worm girl posted:I don't understand what you're driving at. If you aren't using high tech gear, you aren't likely to run up against problems with wealth. this is just not correct at all, producing a lot of food or high quality furniture (even pre-complex furniture) piles up wealth. also if you arm up with all the piles of gun loot you stop being especially tribal. sure you can set up a bunch of traps and kill the raiders wearing power armor and toting assault rifles and put that stuff on. congratulations you're now spacer tech. I'm not saying the game is unbeatable, I'm saying the game does not want you to have a low tech slow advancing tribal experience (said this pretty clearly already). Danaru posted:I use sterile tiles and a sink from Dubs hygiene and my cooks still manage to poison my goons Food poisoning is pretty much the whole reason I went all in on paste skill issue (of the cook) Flesh Forge fucked around with this message at 22:39 on Apr 3, 2024 |
# ? Apr 3, 2024 22:37 |
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I've hit pretty high wealth levels very quickly just by smoothing walls and floors
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# ? Apr 3, 2024 22:48 |
haven't they dialed down the values of smooth floors? For a while smooth floors were a siren call to getting raided. cause gently caress that crap +1 or +2 i'm going back to covering these rocks with wood or some half rear end carpet if that's what it takes, i don't give a poo poo. Imo it's basically not worth it unless you have like 5 people passionate about construction.
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# ? Apr 3, 2024 22:56 |
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Smoothing takes forever and my guys like, never actually do it. Even if I prioritize construction they will wander around aimlessly before actually smoothing stuff.
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# ? Apr 3, 2024 23:02 |
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SniperWoreConverse posted:haven't they dialed down the values of smooth floors? For a while smooth floors were a siren call to getting raided. Yeah smooth stone floors have a value of 8, same as stone tile floors. For comparison, carpets have a value of 13, and wood floor has a value of 4.
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# ? Apr 3, 2024 23:10 |
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I straight up changed smoothing speed to be ten times faster and it still takes forever for some of.my bigger rooms to get done
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# ? Apr 3, 2024 23:13 |
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Smoothing has always been a downtime stat raiser for me
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# ? Apr 3, 2024 23:22 |
My guys consider smooth floors to be ULTIMATELY CRITICAL construction jobs and walls to be They think the only thing more important than smooth floors is the sacred temperature regulation implements, better to starve than leave a tile unsmoothened. I have not adjusted any priority lol
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# ? Apr 3, 2024 23:23 |
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The solution is 20 constructors.
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# ? Apr 3, 2024 23:23 |
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jokes posted:Can't you stack a melee defense in your favor by having 3 melee people blocking a 1-tile entrance so that the first guy is always engaged in melee with 3 of your guys? I also don't know how you can be melee only, tribal bows are no joke. I tried that but I couldn't peel them away from the encampment. I only had a few good gunmen and they just got injured when they tried. Also I was playing as neaderthals so melee is kind of my only option. Like I said, though, if I had mortars of my own, or jet packs, or even just some explosives or smoke launchers, things might have gone differently.
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# ? Apr 4, 2024 00:12 |
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psycasts do help a whole lot but the problem is getting through the few years it takes to build up a couple of really good combos like invisibility + berserk pulse or Neuroquake. although again this kind of pushes away from the tribal gimmick and into something else.
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# ? Apr 4, 2024 00:19 |
Jabarto posted:I tried that but I couldn't peel them away from the encampment. I only had a few good gunmen and they just got injured when they tried.
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# ? Apr 4, 2024 00:22 |
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I'm not surprised that if your tribals manage to get space ikea up and running that they're eventually going to get some pretty big raids
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# ? Apr 4, 2024 00:25 |
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I usually just kept a psychic lance on hand for sieges when I was doing melee. Gauranlen are also surprisingly decent at charging in with the boys.
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# ? Apr 4, 2024 00:26 |
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i miss when you could just send tame boomalopes into the enemy siege. they're not that effective on their own, but they were effective for burning down the sieges
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# ? Apr 4, 2024 00:27 |
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My go-to anti-siege strategy is to fire an incendiary shell onto the enemy's mortar stockpile. I used to try to counter battery their mortars directly with HE shells, but I find that one incendiary shell landing in the general area of the mortar shells is enough to cook them off and cause the enemy to attack directly, as opposed to drop podding in more supplies to rebuild a destroyed mortar. You do lose out on all the siege mats that get burned up but that can be a good thing for wealth management. I suppose a theoretical strat for early tribals is to keep around some flamebows or use the impid fire ability and try to spread some fire into the siege area and blow up the shells that way. I don't think it'd be very effective though since you'd still need to assault spacers who'll outrange and outgun you from a fortified position.
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# ? Apr 4, 2024 00:41 |
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Smoothing is a down time all hands activity at lowish priorities for me, and I tend to run mountain bases, so I have a lot of surfaces and corriders to cover, and often at least 3 people who just can do that for hours. It adds up. I think I have archonexus several times within a ingame week/month. Because skills also influence weath that adds to it too since people skill up a bunch.
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# ? Apr 4, 2024 02:51 |
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yeah the 1st round archonexus value is only 40k, really easy to hit that (mod it to be more like 500k imo)
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# ? Apr 4, 2024 02:59 |
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I didn't realize when I did the archonexus quest that you permanently had a bad vibes monolith in the center of your map, that was kinda pants
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# ? Apr 4, 2024 03:04 |
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I mod floor values to virtually nothing, because the beauty bonus that floors provide is completely irrelevant compared to one(1) singular mediocre art piece so the gameplay benefit is minimal and I aesthetically want actual floors instead of lovely dirt and rock everywhere.
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# ? Apr 4, 2024 03:16 |
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Current gimmick: What if Tinkerbell was actually part wasp e: I DON'T CARE HOW loving CUTE IT IS AAAAAAAAAAGHGH DON'T SHOW IT TO ME AGAGGHGHGHG OMG IT'S ADORABLE AAAAAAAA She just wants to play Flesh Forge fucked around with this message at 07:04 on Apr 4, 2024 |
# ? Apr 4, 2024 03:50 |
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Herstory Begins Now posted:i miss when you could just send tame boomalopes into the enemy siege. they're not that effective on their own, but they were effective for burning down the sieges You can still do this if you have a drop pod; enemies won't attack boomalopes but they will attack boomrats. But yeah that's a lot less fun than having a bunch of boomalopes charge into enemies, or you do it with a massive flock of chickens and watch everyone get pecked to death
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# ? Apr 4, 2024 05:23 |
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I always considered smoothing walls and floors a way to train construction and a way to get nice walls and floors without having to spend 5000 materials of whatever.
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# ? Apr 4, 2024 10:15 |
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Danaru posted:I didn't realize when I did the archonexus quest that you permanently had a bad vibes monolith in the center of your map, that was kinda pants It did have some unique places in a defense wall/killbox though!
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# ? Apr 4, 2024 10:54 |
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I think Flame bows are the middle ground answer for neanderthal v. siege. If you don't care to collect the shells or meals, setting them on fire is the way to go. I use Run and Gun which makes harrying enemy positions a lot easier.
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# ? Apr 4, 2024 11:36 |
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The one-week-til-it-comes-out preview is up: https://store.steampowered.com/news/app/294100/view/4128184830673758833?l=english More stuff that I kinda just skimmed over and went ehhh at. But in play I might find it more interesting. Or as enemies.
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# ? Apr 4, 2024 19:44 |
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The skip abduction ritual sounds like some nonsense, not gonna lie. Just "oop, one of your colonists is now the victim of our ritual, better come rescue them tee hee."
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# ? Apr 4, 2024 19:50 |
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A colonist steps out of his hut, with a newly-aching Bad Back condition. He sighs, wanders over to the pit where we keep raider prisoners, and drinks a few years off a pyromaniac.
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# ? Apr 4, 2024 19:56 |
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DoubleNegative posted:The skip abduction ritual sounds like some nonsense, not gonna lie. Just "oop, one of your colonists is now the victim of our ritual, better come rescue them tee hee." it kind of sounds like it's at least on your map like to a siege or cluster, rather than to a different site - that would be pretty hard to tolerate if you have to make a caravan to respond to that. e: ahahahaha map wide berserk pulse blood rain? okay jokes posted:A colonist steps out of his hut, with a newly-aching Bad Back condition. He sighs, wanders over to the pit where we keep raider prisoners, and drinks a few years off a pyromaniac. yeah I am very on board for this bullshit it sounds hilarious Flesh Forge fucked around with this message at 20:02 on Apr 4, 2024 |
# ? Apr 4, 2024 19:59 |
Danaru posted:I didn't realize when I did the archonexus quest that you permanently had a bad vibes monolith in the center of your map, that was kinda pants Bread Enthusiast posted:The one-week-til-it-comes-out preview is up: https://store.steampowered.com/news/app/294100/view/4128184830673758833?l=english Death refusal could also be a grimly fun one to use in extreme circumstances.
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# ? Apr 4, 2024 20:01 |
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# ? May 28, 2024 16:20 |
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Conflicted on what has been teased of this latest expansion. Ideology changed the way we saw society within the rim. It affected culturally how one group related to another, how the group related to themself. It gave colonies and factions a lot more identity. It was/is very interesting. Biotech changed the way we thought about pawns and gave us an alternative to traditional pawns in the form of mechs. In a game that is based around the lives of pawns, that is hugely impactful. It was/is very interesting. Royalty on the other hand fleshes out the background of the world a little bit through the empire. Adds some abilities in the form of psycasts. It also added some variety in the events system. It is/was kind-of interesting. Anomaly, so far, seems to be a lot more in the vein of royalty over ideology and biotech. Fleshing out events/abilities, rather than reworking a core tenant of the game.
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# ? Apr 4, 2024 21:52 |