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Volmarias posted:Unrelated, there doesn't seem to be a "install peg leg" operation anymore, do I need to use prosthetics? I had this same question a while back and it turned out I didn't have enough spare wood. Kind of silly.
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# ? Dec 23, 2016 16:28 |
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# ? Jun 5, 2024 00:47 |
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Pilas are really really dangerous. They will sever limbs like nobody's business. Best to micromanage your colonists when pila throwers are around so they can dodge the physical projectile.
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# ? Dec 23, 2016 17:09 |
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Danaru posted:I had Randy give me toxic fallout and nearly 20 manhunter boomrats at almost the same time. The map doesn't have grass or trees anymore Randy gave me a day 10 raid against 3 raiders, one with a Good sniper rifle, another with an assault rifle, and a third with grenades. The sniper immediately heartshot my best fighter, turned around and noscoped my best melee pawn, then everything went downhill from there as nobody left had a combat skill above 2. Entire colony wiped out by three raiders. Is it just me or are mercenary snipers the single deadliest thing raiders can throw at you? I make it a point to never give them a chance to fire their guns anymore.
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# ? Dec 23, 2016 17:35 |
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Cup Runneth Over posted:Pilas are really really dangerous. They will sever limbs like nobody's business. Best to micromanage your colonists when pila throwers are around so they can dodge the physical projectile. I knew it was bad, but then the guy closed to melee and I thought "oh good, they can't throw their pila" and then proceeded to chop off someone's leg in melee. I didn't even realize they could be used for both melee and ranged!
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# ? Dec 23, 2016 18:02 |
Magic Rabbit Hat posted:
The only thing I consistently lose colonists to is those damned rockets.
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# ? Dec 23, 2016 18:13 |
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Hieronymous Alloy posted:The only thing I consistently lose colonists to is those damned rockets. One of those fuckers just gutshot my colonist and instantly killed him at point-blank range. Sniper rifles are insane.
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# ? Dec 23, 2016 19:13 |
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Even if you're full melee, you can build some walls with choke points that negate all the ranged badness. You don't even build doors to close it off completely, just a nice choke point that the enemies path around: If you have brawlers and you roof it over so it's dark you have a pretty hefty advantage. e: for maximum gankage, make the entire inner wall out of doors so you can attack groups all at once with your 20 brawlers
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# ? Dec 23, 2016 19:51 |
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Flesh Forge posted:Even if you're full melee, you can build some walls with choke points that negate all the ranged badness. You don't even build doors to close it off completely, just a nice choke point that the enemies path around: This works extremely well with mixed ranged/melee since your ranged guys can chew up melee raiders while they approach then fall back and let the melee troops clean up then wait for the ranged raiders to approach and give them hell.
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# ? Dec 23, 2016 20:15 |
The darkness defensive boost was removed in A16 unfortunately. I've been really liking this setup: http://images.akamai.steamusercontent.com/ugc/112986234414027085/68D0E097B59357AE2B05CD91EEBD67C679FB686D/ Raiders feed in through the single tile and then are in range of all my defenders, with no defensive cover.
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# ? Dec 23, 2016 20:42 |
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Hieronymous Alloy posted:The darkness defensive boost was removed in A16 unfortunately. I've been using this setup at the center of my base: Total firepower isn't that great but it completely prevents friendly fire which is how I mainly lose colonists, if they get into melee range I just retreat into the bunker and let them die from exploding turrets.
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# ? Dec 23, 2016 22:07 |
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I've finished updating all of my mods for A16: Better Pathfinding Zhentar's Vanilla Fixes & Zhentar's Vanilla Tweaks (though "fixes" only has one fix now) Auto Flick Designation Sun Lamps
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# ? Dec 23, 2016 22:53 |
Class Warcraft posted:I've been using this setup at the center of my base: I really like that. Mind if I steal for my guide?
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# ? Dec 23, 2016 23:24 |
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Hieronymous Alloy posted:The darkness defensive boost was removed in A16 unfortunately. What was the change note for this exactly?
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# ? Dec 24, 2016 00:55 |
Flesh Forge posted:What was the change note for this exactly? Dunno, but it's gone in game if you mouse over.
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# ? Dec 24, 2016 00:58 |
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I mean I guess it makes ranged combat more useful at night but I would have preferred more options for long range lighting personally.
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# ? Dec 24, 2016 01:09 |
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Hieronymous Alloy posted:I really like that. Mind if I steal for my guide? Of course. I'll upload a pic later with the colony at action stations so it's clearer to see how it works
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# ? Dec 24, 2016 01:14 |
OwlFancier posted:I mean I guess it makes ranged combat more useful at night but I would have preferred more options for long range lighting personally. My guess is he felt it made defensive positions too strong.
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# ? Dec 24, 2016 01:23 |
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Manned cross bunker: If the enemy is only coming from one or two sides I usually put snipers on the corners as well, like in this screenshot. Also, I finally learned that infestations are no joke, but neither are trained attack cougars. She managed to take out four bugs before dying of her wounds.
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# ? Dec 24, 2016 08:30 |
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A pack of tamed Yorkshire terriers showed up at my base, so I gave everyone a pet puppy. It's been a black comedy ever since as they steady die off like clock work. They've been bitten by snakes, eaten by panthers (first day), eviscerated by giant bugs, reduced to ash by mechanical monsters, machine gunned, clubbed, blow up, irradiated, and my personal favorite struck by lightning while napping outside. Rimworld is cruel to the small and furry. Now my artists crank out poo poo like this:
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# ? Dec 24, 2016 08:41 |
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One of the things I like the most about this update is that it's not hard to find coastal hills/mountains any more, I like that.
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# ? Dec 24, 2016 09:19 |
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I just had a brutally quick rear end loving. My only builder (of 3) was picking up a cargo drop near the map edge and I got a raid which popped in 2 metres from her. One guy bludgeoned her with a club right away, then they decided to just kidnap her and left the map edge. Whole thing took less than 30 seconds. The builder's pet fennec fox then went berserk over her "death" and savaged the hands off my only doctor!! Ouch!!
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# ? Dec 24, 2016 13:03 |
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I've only played 50 hrs so far, but that's what so great and fun about this game, the ridiculousness of it. How so much crap can pile on top on your game in a hurry. I just had 8 days of toxic fallout, 2 raids, mad rhinos attacking, solar flare and most of my meat in freezer spoiling all at the same time. My husky died of a heart attack and one my cooks makes meat out of her almost immediately.
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# ? Dec 24, 2016 15:55 |
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Rapacity posted:I just had a brutally quick rear end loving. My only builder (of 3) was picking up a cargo drop near the map edge and I got a raid which popped in 2 metres from her. One guy bludgeoned her with a club right away, then they decided to just kidnap her and left the map edge. Whole thing took less than 30 seconds. The builder's pet fennec fox then went berserk over her "death" and savaged the hands off my only doctor!! Ouch!! The new caravan system should allow you to mount a rescue mission for the builder.
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# ? Dec 24, 2016 16:05 |
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I have a rather technical question for the experts: A recent arrival in my colony had the 'lazy' trait, which I replaced with 'Green thumb' via the magic of save file editing. However, even after several days went by, my other, industrious colonist still has a -5 dislike modifier with the new girl, because of 'hard worker vs lazy'. Where else in the save file is this info stored?? Just removing it from the 'traits' section obviously didn't do the job completely.
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# ? Dec 24, 2016 20:49 |
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You can fix that at the butcher table
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# ? Dec 24, 2016 20:56 |
Hard worker vs lazy applies from any hard worker towards anyone who isn't a hard worker / industrious. Don't need lazy trait.
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# ? Dec 24, 2016 21:10 |
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Hieronymous Alloy posted:Hard worker vs lazy applies from any hard worker towards anyone who isn't a hard worker / industrious. Don't need lazy trait. Aaah, that explains it! Thank you! I only have two colonists in total, so I didn't notice that. I'm assuming the malus would be even worse versus actual lazy people?
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# ? Dec 24, 2016 21:11 |
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Gimmick Account posted:Aaah, that explains it! Thank you! I want to say it's -10 for actually lazy folks, but I'm not 100% certain. Lazy people generally find themself on the wrong end of a human sacrifice nowadays
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# ? Dec 24, 2016 21:13 |
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Flesh Forge posted:You can fix that at the butcher table Beautiful?
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# ? Dec 24, 2016 21:35 |
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It's a -20 for lazy and -30 for slothful
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# ? Dec 24, 2016 21:47 |
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That's brutal. I didn't know the hard-working traits came with such strong social drawbacks.
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# ? Dec 24, 2016 22:06 |
Gimmick Account posted:That's brutal. I didn't know the hard-working traits came with such strong social drawbacks. It's only five points and that's on the hundred point scale. Besides if everyone is hardworking there's no issue. Cull the slack.
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# ? Dec 24, 2016 22:14 |
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Anyone got any pro-tips for getting to and conducting assaults on hostile bases?
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# ? Dec 24, 2016 22:17 |
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Hieronymous Alloy posted:It's only five points and that's on the hundred point scale. Besides if everyone is hardworking there's no issue. Cull the slack. This is the correct solution
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# ? Dec 24, 2016 22:19 |
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Hieronymous Alloy posted:It's only five points and that's on the hundred point scale. Besides if everyone is hardworking there's no issue. Cull the slack. No, I meant the more severe opinion penalty against actually lazy people that Zhentar mentioned. Believe it or not, not everyone incinerates those on sight - I usually try to find a use for every non-psychopath or staggeringly ugly person who joins. I've only edited the save file this time because I'm trying a 'little hut in the frozen tundra' thing with minimal population and no outside farming for the first time, so I need efficiency.
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# ? Dec 24, 2016 22:23 |
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please let Redistheat be updated soon my family is dying
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# ? Dec 25, 2016 00:51 |
So I am not even a year in and toxic fallout just occurred. I am thankful I can caravan my people outside the area to save them. Hopefully the fallout doesn't hit a wide area of embark sites.
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# ? Dec 25, 2016 01:27 |
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I hope they make it so that you don't need to spend metal on sandbags and other obvious not metal things. Also as much of a that human reproduction would add to the game, it would be nice to have it. Because the scenario I use gives me lots of guns and armor but disables the freebie immigrant events and without the hospitality mod and with tyians loving 67% flat chance to outright kill an raider with an otherwise non lethal take down, makes getting new pawns a pain.
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# ? Dec 25, 2016 02:49 |
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Thefluffy posted:Also as much of a that human reproduction would add to the game, it would be nice to have it. Children in a game with live organ harvesting just ain't gonna happen, it'd be less a can of worms and more a can of lawsuits and other legal poo poo.
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# ? Dec 25, 2016 03:06 |
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# ? Jun 5, 2024 00:47 |
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MadJackMcJack posted:Children in a game with live organ harvesting just ain't gonna happen, it'd be less a can of worms and more a can of lawsuits and other legal poo poo. This is dumb, you can't sue over that. There's no laws against bad things happening to children in media or Game of Thrones would be in pretty loving hot water. The real reason is that the game's timescale doesn't allow for meaningful reproduction.
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# ? Dec 25, 2016 04:06 |