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No Dignity
Oct 15, 2007

Yeah, currently rolling 19933 corn :grin:

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Azhais
Feb 5, 2007
Switchblade Switcharoo

FISHMANPET posted:

Do you have a mod that changed the stack size on that corn to 750?

There are a few larger stack size mods. I generally use it just so I don't need to have a 40x40 freezer while waiting for a bulk trader to grace me with their presence

Siets
Sep 19, 2006

by FactsAreUseless
I got paged to the thread to read JonathonSpectre's post and I just wanted to say that I am not at all disappointed. Also mad respect for not Googling for solutions to every problem. I know that takes a tremendous amount of willpower, especially in a game where the stakes are very high (depending on how invested you get in your characters.)

wit
Jul 26, 2011

JonathonSpectre posted:

OK so I know I'm like the kid who just discovered Pokemon and can't shut up about how awesome it is, BUT I just had a super cool experience last night when my first infestation occurred in the far north of my base. I did a tribal start and at this point I still have barely any decent weapons (bolt-action rifle being my hard-hitter), 8 colonists (2 of whom are brawlers and 1 other who I couldn't risk because they are A)old and B)incredible at everything), and no idea that infestations even were a thing. Surprise! I have a bad habit of ruining games like this by immediately Google min-maxing everything and taking the joy out of it, so I've been very, very light on looking things up, mainly just poo poo like "how do I make my crafters drop things" and "why the gently caress can't I bury this rotting corpse God drat it." So it was quite a shock when my last, still-under-construction bedroom suddenly erupted in slime and alien bugs.

But the game itself gives you a lot of info on enemies, so I check these Zerg out. There's 3 Star-Trek-II giant earworm "stelopedes," 3 "megascarabs," and, most ominously, the "megaspider." Sounds like these guys are coo- ... oh... an armored bladed nightmare the size of a bear that lives to kill, eh. poo poo.

I still have no idea wtf is going on but there are 2 "hives" that say "reproducing in 5 days." That sounds bad. These things don't open doors, though, so that's good. I start trying to figure out how the gently caress I'm going to kill them. I have a rifle and a revolver and a bunch of loving short bows and clubs. I look at their info again. How can I kill them without having to fight them? I'm under a mountain... can I cause a cave-in? I don't know how and I don't have any explosives. gently caress. Wait a second... maximum comfortable temperature 50C eh. Maybe I can roast them? If they're uncomfortable will they beat down a door? How hot could I get it? I have lots of stuff that will burn but no way to burn it.

So I coat the floor at that end of the hall with campfires (since I have no molotov, incendiary of any kind, etc.) and, not yet knowing these loving things have a little secret, mine until there's a 1 block width of slate between them and me. The plan is to build 4-5 AC and set them to vent into the (slimy and disgusting 6x6) room while burning these 12 campfires in the 2x6 hallway outside. I've set the door to the room to remain open to let the heat in and made another to run through screaming. My toughest, fastest colonist is going to throw open the bug door, charge back down the hall to where I built the non-staying-open door, and run through it. The colonists in the new room I mined below the bug room to hold the ACs is then gonna flip the switch and hopefully start roasting these fuckers in their shells.

This may have been the worst plan in history but it's what I came up with with what I had at hand and without knowing anything about the nature of the threat aside from what you can get by clicking the i on their pane. I wonder if it would have worked? I never got to find out because surprise! Stelopedes can eat rock.

So I had my good shooting colonists prepared in case there was some kind of a gently caress-up. My base is a long, 2-wide hallway with rooms on one side and kitchen/dining/crafting rooms on the other, so I had guys in doorways with my rifle, pistol, and bows facing down the hallway toward the bugroom. The plan is about to be set in motion when I find out that these motherfuckers can eat rocks when one bites through the one-square wide wall in between bugroom and AC room. I pause the game in horror and realized I was about to watch my tribesmen very likely all die.

The first stelopede who ate the rock comes into the room, cutting off two of my colonists in the AC room. I accept they are dead. They start fighting the stelopede and the 2 megascarabs. The other two stelopedes wander, one at a time, into the hallway, where my guys open up on them, causing them to charge. About three seconds later, here comes the megaspider.

My animals charge up and form a cordon of bodies. Two turkeys and a monkey are holding back this tide while we are peppering them from the hallway. Both turkeys go down and the monkey goes down, unconscious but stable. Here comes the insect tide! gently caress gently caress gently caress.

My 2 brawlers, Ox (55 year old woman, the heart of the colony, best miner and builder I have, armed with a loving steel club I took off a dead raider) and Diamond (24 year old woman, beautiful, 14 melee with double flames, armed with a superior steel ikwa I took off a dead raider) step up and stem the tide. Both of them are getting their loving asses kicked but they keep fighting. One stelopede falls. THE MEGASPIDER FALLS! Diamond is getting torn to shreds. Ox has a sliver of life left. There are still 2 stelopedes alive, and 2 megascarabs. These have finished with the colonists in the AC room and are now coming down the hallway.

My two barbarian women hold them off long enough for 1 stelopede and 1 megascarab to die. Ox falls. Diamond falls. These last few things, bleeding slime and blood everywhere, surge down the hallway towards the last colonists, Thorn, Spirit, and Carica. Thorn and Carica are caught and fall into melee and start getting pulverized. Colony leader Spirit fires two more rounds, hits with both, and kills both bugs. Thorn immediately collapses, bleeding heavily.

The colony is a horror. There's blood everywhere. There's slime everywhere. There's mounded up bug corpses in a pile in the hall, destroyed furniture, weak cries for help from the survivors, including both in the AC room the survivors will have to climb over said corpses to get to. Carica, Spirit, and Eagle (the old woman I didn't want to risk) are who's left ambulatory.

Now Spirit is amazing, double passion for growing with green thumb and double passion for shooting, but she is also... incapable of caring. Carica is a healer (captured tribal) but is badly hurt with cuts on all 4 limbs. Eagle is an old woman (9 in medicine with one flame), and now it's pretty much left to her to treat 4 severely wounded people, 2 wounded people, and a half-dozen badly wounded animals. She goes to tend Ox and Diamond. Looking at their wounds I'm 100% sure both are going to die. The loss of Diamond would be bad, but losing Ox would really, really hurt. Malone (doctor) and Mincago, the AC room fighters, are both badly hurt. Mincago looks like he'll be okay, but I'm sure Malone is going to die. Spirit starts to clean up the blood and gore and Eagle understands why "incapable of" sucks so bad as she begins several days of non-stop medical care on all these wounded people.

Later that night, Diamond dies of blood loss, as does one of the hero turkeys who held the hallway for a few crucial seconds. Ox isn't getting any better, and neither is Malone. After one day of bed rest I force Carica up to help. Carica and Eagle barely sleep for several days, constantly prioritizing feeding and treating everyone. Ox hovers on a sliver of life for a week and then, miraculously starts to recover. Mincago wakes up and is well enough he can help. Malone stabilizes and begins to recover. So does Thorn.

Eagle, held out of combat due to her age and importance, has saved the colony with an assist from Carica.

Now it's a few months later. I'm still at the same 7 people in my colony who fought those beasts that night. The walls have been rebuilt and the colony expanded and improved, but the room the bugs came in and the AC room have been left alone as a memorial, slime, broken furniture, and all. Malone had a heart attack and has developed some health problems as a result of her wounds, but everyone else has recovered without lasting damage.

I buried Diamond outside next to the river under a willow tree and the colonists visit it frequently. A new hive appeared several weeks ago in a far-away cave loosely connected my colony. The hive is listed as "dormant-not reproducing," and it has an escort of 2 megaspiders who never walk more than 3-5 tiles away from it. It doesn't seem to be a threat, but there is so much the colonists don't know about these things.

They are monitoring the situation closely, and last night Carica brought something to the stockpile all the colonists had been looking forward to. It's a superior quality incendiary launcher, and it's gonna burn those bugs to ash if they come back wanting more. After putting it in the stockpile, he immediately went and visited Diamond's grave.

This is seriously the best $30 I've ever spent on any sort of entertainment. If you don't own this game you should BUY IT, and you should play it like me: in the dark, without Google, and finding things out the hard way.

Screw it story, you're coming to the next page because I'll be damned if any rimworld player or person thinking of playing should miss this buried under its praise. :five:

e: wrong one, fixed.

wit fucked around with this message at 22:35 on Jan 19, 2018

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Azhais posted:

There are a few larger stack size mods. I generally use it just so I don't need to have a 40x40 freezer while waiting for a bulk trader to grace me with their presence

There's also the Extended Storage mod, which adds various buildable containers, including ones that can take multiple items of clothing at the same time. I like it as a middle ground vs. just making stack sizes bigger.

Mzbundifund
Nov 5, 2011

I'm afraid so.
I like bigger stack sizes just because I think it makes bases more aesthetically appealing to not have to devote vast ugly rooms to warehouse space.

Warmachine
Jan 30, 2012



Upon realizing just how valuable organs are, but also valuing my colonists' sanity, I have decided to take a leaf from the playbooks of supervillains and world governments and establish a Black Site for further prisoner containment. Run exclusively by a bloodthirsty warden and his cadre of unfeeling autonomous warden droids, it will serve to supply the main colony with silver through slaving, organ farming, and other gross violations of human rights, all while keeping said violations out of sight of more moral ethical squeamish folk. I'll report back once the prison is complete.

Coolguye
Jul 6, 2011

Required by his programming!
i am unironically very interested to hear how that works out. especially if you can establish drop pods between the two sites.

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat
So a quick update on the Clan of the Cave Bear...

Last night I had my first SIEGE! event. I'm buried in a mountain, I have like 4+ years of food stored, and I don't give a gently caress about your mortar. But oh, OH would I ever like to have it. Still, there are 12+ pirates and I've really only got 6 fighters, 4 of whom are shooters, so I decide to just hunker down and deal with it. But oh, oh, OH do I want that mortar, I have literally a perfect place for it. Ah well. I'll have it researched 2 years from now. High-explosives and incendiaries start going off outside while we play poker. And then...

FRIENDLIES: A bunch of dudes from some other faction have come to gently caress poo poo up.

These friendlies, 15+ of them, spawn directly south of the pirates and engage them. This leads to by far the biggest firefight I've seen in-game, and it's a God-damned bloody massacre mess. When it's over, 8 pirates are dead, 3 friendlies are dead, and that loving mortar with 11 high-explosive shells is just sitting there. There are also piles and piles of guns, far better than what I have, including a 100/100 superior LMG and a 75/100 superior sniper rifle.

Let's just say the next bunch of dudes to raid my camp got quite the loving surprise. There's a little area at the edge of the river cave where enemies almost always enter my base that all their long-range shooters always cower in because there's some cover there. Ka-boom, motherfuckers. Last night I watched Eagle trundle out of her room, load an HE mortar shell and land it perfectly in the midst of them and kill or mortally wound 5 of 10 while Malone was busily perforating the other 5 with that LMG. I cackled. I did not laugh, nor chuckle, nor giggle. I cackled, and it felt so good.

Just before I quit last night a "psychic ship" landed and started making some horrible drone that was bothering my guys immensely. I'm pretty sure there's something in the psychic ship, and tonight I'm going to find out if whatever it is is immune to an essentially infinite series of high-explosive mortar rounds. I'm guessing the answer is "no."

Oh and on a sad note I bought a slave who I didn't notice was addicted to drugs and during her withdrawal she snapped and cold-bloodedly murdered an 8 day-old Labrador puppy. I have her under lock and key now and after she is rehabbed she will become the colony's designated corpse-hauler, animal-poo poo-cleaner, and most-dangerous-position-in-the-battle monkey for the rest of her loving life. I've built her a little hut out in the barnyard, right next to Morris's (the puppy) grave, where she has to see it every time she comes home or leaves for work.

She should have killed a turkey, I'd have been fine with that. Those turkeys must gently caress 24/7, they're everywhere.

HelloSailorSign
Jan 27, 2011

Coolguye posted:

i am unironically very interested to hear how that works out. especially if you can establish drop pods between the two sites.

Me too. Since I'm using Nature's Pretty Sweet I'm near both volcanic fields and redwood forests and I was thinking of establishing a secondary base at one of them. Since I use Giddy Up! with the caravan add-on, drop pods won't really be necessary if I saddle up a pair of horses to ferry high value things back and forth.

If I can make my secondary base be an abysmal volcanic shithole where bad prisoners are thrown into the lava after they've spent time mining or finding lava rock for me... while the rest of the colony trundles along blissfully ignorant... well...

JS I'm literally :f5: waiting to see what happens next.

wit's right - you get this game and then you sit at work thinking about "what next."

Twist And Pout!
Sep 3, 2011


Pictured: me learning a very valuable lesson about hunting too many deer. Had no idea they would turn on me like that. They gored the hunter in the skull and now are beating down the door.

I've got 4 recurve bows. RIP.

wit
Jul 26, 2011

JonathonSpectre posted:

So a quick update on the Clan of the Cave Bear...

Last night I had my first SIEGE! event. I'm buried in a mountain, I have like 4+ years of food stored, and I don't give a gently caress about your mortar. But oh, OH would I ever like to have it. Still, there are 12+ pirates and I've really only got 6 fighters, 4 of whom are shooters, so I decide to just hunker down and deal with it. But oh, oh, OH do I want that mortar, I have literally a perfect place for it. Ah well. I'll have it researched 2 years from now. High-explosives and incendiaries start going off outside while we play poker. And then...

FRIENDLIES: A bunch of dudes from some other faction have come to gently caress poo poo up.

:munch:

Love this story. Keep going your way.

Just my two cents from the seats as I watch it: As for that goddamn druggy scumbag, space drugs and breaks feel like they make people into monsters. If the person just has a trait that means they'll do it again, screw em go with the plan, but if they don't have any reason to be addicted to drugs then I would lore it up as something done to them by the slavers that you can fix. Someone here mentioned that they send druggies off to start another colony gulag away from the good people until they're clean. That's maybe beyond your tribe, but its a cool lore friendly game thing thats possible. I just want your story to have all heroes!

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Twist And Pout! posted:



Pictured: me learning a very valuable lesson about hunting too many deer. Had no idea they would turn on me like that. They gored the hunter in the skull and now are beating down the door.

I've got 4 recurve bows. RIP.

Tbh this is dumb as hell and you should not feel especially bad about savescumming or just cheating your way out of it unless you're some kind of masochist.

Twist And Pout!
Sep 3, 2011
Eh I took it as a sign to restart another game. I'm handicapping myself too hard by trying all these tribe starts when I haven't even gotten to the first winter yet! Something about working my way up tech-wise is alluring though so I can't stop doing it.

Gonna try some crashlanded starts for now and maaaaybe turn off Permadeath for when the wildlife gets aggressive next time.

HelloSailorSign
Jan 27, 2011

Flesh Forge posted:

Tbh this is dumb as hell and you should not feel especially bad about savescumming or just cheating your way out of it unless you're some kind of masochist.

And lo did the gods suddenly strike lightning everywhere!

...and then extinguisher on the fires....

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Twist And Pout! posted:



Pictured: me learning a very valuable lesson about hunting too many deer. Had no idea they would turn on me like that. They gored the hunter in the skull and now are beating down the door.

I've got 4 recurve bows. RIP.

knock knock open up the door it's deer

Pharnakes
Aug 14, 2009
Deer who?

Coolguye
Jul 6, 2011

Required by his programming!

THE NON-STOP POP POP OF BLOOD-STAINED STEERS

Coolguye fucked around with this message at 02:42 on Jan 20, 2018

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Twist And Pout! posted:



Pictured: me learning a very valuable lesson about hunting too many deer. Had no idea they would turn on me like that. They gored the hunter in the skull and now are beating down the door.

I've got 4 recurve bows. RIP.

[ Music: "Jaws Theme" ]
[ open on interior, apartment ]
[ doorbell sounds ]

Woman #1: [ moves to chain-locked door ] Who is it?

MOTHERFUCKING DEER: [ muffled voice ] Mrs. Ramilarghh??

Woman #1: Who is it?

MOTHERFUCKING DEER: [ muffled voice ] Plumber..

Woman #1: Plumber? I didn't ask for a plumber. Who is it?

MOTHERFUCKING DEER: [ muffled voice ] Telegram.

Woman #1: Oh. Telegram. Just a moment.

[ unlocks door, and opens it. The head of the MOTHERFUCKING DEER appears, grabbing her arm and pulling her into the hallway as she screams. ]

[ SUPER: "Jaws II: Deer" ]

A Moose
Oct 22, 2009



so I decided to try and play as pirates, and live off of attacking faction settlements. It... did not go well. I started with 10 guys, and used Prepare Carefully to give them all Bloodlust, Cannibal and Masochist, spawned with an array of pump shotguns and heavy SMGs, with grenades and gladii as sidearms ,a helmet and vest for everyone and about 100 meals.
I gathered everything up and trekked 2 days to the nearest faction base and got loving murdered. As soon as I get on the map, I get hit with an incendiary mortar shell and 3 of my guys catch fire and spend a few minutes running in circles. The rest of my guys sneak around to the side dodging mortar shells, and take out a solar panel and then just get swarmed to death. They had shields, molotovs, incendiary launchers and hunting rifles and they hosed my poo poo up good. And then some of my animals went berserk and the enemy actually ended up fleeing their own base, but not before all of my guys were downed, and they all died to infection/bleeding out/starvation. I either need more guys or better equipment or both.

Mister Bates
Aug 4, 2010
I decided to try a tundra tribal start and didn't manage to produce enough food during the short growing season to make it through the entire winter. I hunted what I could, but eventually I was forced to eat the frozen corpses of the raiders who had recently attacked me. Food stores started running low again, and I started wondering if bodies exhumed from the graveyard can be butchered.

Turns out they totally can, it was pretty grim. We also got lucky when a visiting trade caravan stopped by - not only were we able to purchase some actual food, but two of them weren't properly clothed and succumbed to hypothermia. Into the stewpot with you, friends, your sacrifice will be remembered.

No Dignity
Oct 15, 2007



This is becoming concerning

No Dignity
Oct 15, 2007



Things have taken a turn for the worse

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
You should get that looked at.

No Dignity
Oct 15, 2007

The colony of Fisherman's Township has died.

So, I knew the bugs would be a problem from a while back. I savescummed a few trial runs of burning them out but either the heat dissipated in their nest or the roof collapsed in the trap zones stopping the tunnels reaching critical temperature. As I had nowhere near the resources to build a killzone of the scale required to defend against an infestation of that size I set up a final all-wood trap zone lined with incendiary IEDs as a final failsafe against invasion - which nearly worked, but with the tunnels coming out onto a pond I was unable to reinforce the entrance strongly enough to stop the bugs escaping before the fire reached a critical state.

After it was clear the incendiary trap had failed the entire colony evacuated to the outer courtyard, the bugs started wrecking the base by destroying my power grid so most of the inner-wall killbox was inactive, though the geothermal powered turrets still managed to bag a few. The colonists fought well though and managed to kill about a quarter of the hive before they were overwhelmed. Also, a poison ship crash landed during the final stand, I've let the game run for a little while and this is the result:



A blighted, bug-ruled land

HelloSailorSign
Jan 27, 2011

I’ve never seen the “shooting star” event that spawns the crash site world location. That was really awesome, especially since I only had 4 guns beforehand.

Fighting mechanoids with crossbows has been rough.

OwlFancier
Aug 22, 2013

You might find grenades work better, medieval ones in particular are instant detonation. They don't do a lot of damage but they should bypass the mechanoid bullet resistance. Though admittedly they're better against things that bleed and feel pain.

Also blunt weapons will punch above their weight so try a warhammer if you've got one.

HelloSailorSign
Jan 27, 2011

I’ve only recently started making my own armor. There are so many drat choices from medieval times, and then that shooting star event I think cracked open an ancient danger, so I wound up fighting 6 glitterword soldiers in combat armor. I went to comparing combat armor since I needed to move away from my “allow most things” low effort clothes dressing as I added some awesome additions from that fight and didn’t want my nonviolent nudist to grab one of the combat helmets. Now I’ve got Standard (mobility, temperature, ranged bonus), brawler (melee hit, armor coverage, shield belts, temperature), and good shooter (wearing that awesome combat armor and dusters).

So, I guess it’s time to look at weapons then. Is there any reason to go with sharp melee over blunt? Otherwise I’m going to try and find melee weapons I can mass produce for ease of arming.

Pharnakes
Aug 14, 2009


I'll put it in their bedroom.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

HelloSailorSign posted:

So, I guess it’s time to look at weapons then. Is there any reason to go with sharp melee over blunt? Otherwise I’m going to try and find melee weapons I can mass produce for ease of arming.

Certain sharp weapons like the Claymore have a significantly higher base damage than the other weapons but the big caveat is they can only be made out of steel, so when you start piling up some plasteel then you want to start trying to smith some high quality plasteel longswords. The advantage of using blunt weapons is that they tend to disable pawns a lot more often and their wounds generally don't bleed, so if you want a lot of prisoners then you want maces.

But Not Tonight
May 22, 2006

I could show you around the sights.

Pharnakes posted:



I'll put it in their bedroom.

was leslie hiding in the armoire or what, you got some some kinda pervert artist or something???

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Don't kink shame

Pharnakes
Aug 14, 2009
Can you not harvest eyes from prisoners?

A Moose
Oct 22, 2009



Finally finished building a ship for the first time! I decided to start a tribal colony. Day 1 I start in a mountainous rainforest, find a nook in the mountains to start a roofed stockpile, made some sleeping areas, and then drafted all my guys to hunt some food. There was a group of capybaras nearby so I decided they'd make good food, as opposed to the panthers and cassowarys that might fight back. 1 attack and BOOM, 10 manhunter capybaras. RIP colony.

Is there a way to disable group manhunters from hunting, as opposed to a manhunter pack spawning?

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Coolguye posted:

THE NON-STOP POP POP OF BLOOD-STAINED STEERS

gently caress waiting for you to hunt it on your own

Manhunter deliver to ya

Warmachine
Jan 30, 2012



Cup Runneth Over posted:

gently caress waiting for you to hunt it on your own

Manhunter deliver to ya

Yes this is great and all but when the manhunters are tiberium mutated muffalo there's really not much to be done with meat that is a little crunchy and makes your mouth taste like you licked a 9V battery.

On a related note, tiberium is great for bringing down thrumbos with zero effort. 3/3 horns, meat, and fur because the dumb giraffes wandered into the fields of green.

Lockback posted:

[ Music: "Jaws Theme" ]
[ open on interior, apartment ]
[ doorbell sounds ]

Woman #1: [ moves to chain-locked door ] Who is it?

MOTHERFUCKING DEER: [ muffled voice ] Mrs. Ramilarghh??

Woman #1: Who is it?

MOTHERFUCKING DEER: [ muffled voice ] Plumber..

Woman #1: Plumber? I didn't ask for a plumber. Who is it?

MOTHERFUCKING DEER: [ muffled voice ] Telegram.

Woman #1: Oh. Telegram. Just a moment.

[ unlocks door, and opens it. The head of the MOTHERFUCKING DEER appears, grabbing her arm and pulling her into the hallway as she screams. ]

[ SUPER: "Jaws II: Deer" ]

:perfect: I love this loving game.

edit:

:sigh:

Warmachine fucked around with this message at 20:47 on Jan 20, 2018

boar guy
Jan 25, 2007

just a heads up for those of you still at the stage of the game where you get very invested in individual pawns: http://steamcommunity.com/sharedfiles/filedetails/?id=1188524738 adds a tab that tracks major events in your colony. The output looks like this:

6th of Aprimay, 5500: Landed in pod: Rissa 'Rissa' Gransier.
7th of Aprimay, 5500: Eclipse: Rissa 'Rissa' Gransier.
10th of Aprimay, 5500: Raid arrived.
10th of Aprimay, 5500: Raid: Sakura 'Roth' Roth.
10th of Aprimay, 5500: Heatstroke revealed: Sakura 'Roth' Roth.
10th of Aprimay, 5500: Heatstroke revealed: Rissa 'Rissa' Gransier.
12th of Aprimay, 5500: Heatstroke revealed: Rissa 'Rissa' Gransier.
12th of Aprimay, 5500: Heatstroke revealed: Sakura 'Roth' Roth.
13th of Aprimay, 5500: Played game: Sakura 'Roth' Roth.
13th of Aprimay, 5500: Animal trained - Handler: Sakura 'Roth' Roth - Animal: Husky.
14th of Aprimay, 5500: Played game: Sakura 'Roth' Roth.
14th of Aprimay, 5500: Played game: Rissa 'Rissa' Gransier.
14th of Aprimay, 5500: Animal trained - Handler: Sakura 'Roth' Roth - Animal: Husky.
14th of Aprimay, 5500: Played game: Sakura 'Roth' Roth.
15th of Aprimay, 5500: Animal trained - Handler: Rissa 'Rissa' Gransier - Animal: Husky.
15th of Aprimay, 5500: Meteorite impact: Sakura 'Roth' Roth.
1st of Jugust, 5500: Animal trained - Handler: Rissa 'Rissa' Gransier - Animal: Husky.
2nd of Jugust, 5500: Raid arrived.
2nd of Jugust, 5500: Raid: Glenn 'Foster' Foster.
2nd of Jugust, 5500: Wounded: Glenn 'Foster' Foster.
2nd of Jugust, 5500: Wounded: Glenn 'Foster' Foster.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
3rd of Jugust, 5500: Played game: Glenn 'Foster' Foster.
3rd of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
3rd of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
3rd of Jugust, 5500: Walked naked: Glenn 'Foster' Foster.
4th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
4th of Jugust, 5500: Raid arrived.
4th of Jugust, 5500: Raid: Glenn 'Foster' Foster.
4th of Jugust, 5500: Prayed: Sakura 'Roth' Roth.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Downed: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: .
4th of Jugust, 5500: Wounded: Glenn 'Foster' Foster.
5th of Jugust, 5500: Journey offer: Sakura 'Roth' Roth.
5th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
6th of Jugust, 5500: Played game: Sakura 'Roth' Roth.
6th of Jugust, 5500: Played game: Glenn 'Foster' Foster.
6th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
6th of Jugust, 5500: Played game: Sakura 'Roth' Roth.
7th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.

so you can let the game track high and low points and then spice up the fiction later

Warmachine
Jan 30, 2012



Just in case that picture isn't clear about what is going on, I just fired up my game and am reacquainting myself with the chore of containing those two massive tiberium fields. There are ten guests on my map right now, all down with some degree of tiberium poisoning because they think GREEN MEANS GOOD :shittydog:

DogonCrook
Apr 24, 2016

I think my 20 years as hurricane chaser might be a little relevant ive been through more hurricanws than moat shiitty newscasters

boar guy posted:

just a heads up for those of you still at the stage of the game where you get very invested in individual pawns: http://steamcommunity.com/sharedfiles/filedetails/?id=1188524738 adds a tab that tracks major events in your colony. The output looks like this:

6th of Aprimay, 5500: Landed in pod: Rissa 'Rissa' Gransier.
7th of Aprimay, 5500: Eclipse: Rissa 'Rissa' Gransier.
10th of Aprimay, 5500: Raid arrived.
10th of Aprimay, 5500: Raid: Sakura 'Roth' Roth.
10th of Aprimay, 5500: Heatstroke revealed: Sakura 'Roth' Roth.
10th of Aprimay, 5500: Heatstroke revealed: Rissa 'Rissa' Gransier.
12th of Aprimay, 5500: Heatstroke revealed: Rissa 'Rissa' Gransier.
12th of Aprimay, 5500: Heatstroke revealed: Sakura 'Roth' Roth.
13th of Aprimay, 5500: Played game: Sakura 'Roth' Roth.
13th of Aprimay, 5500: Animal trained - Handler: Sakura 'Roth' Roth - Animal: Husky.
14th of Aprimay, 5500: Played game: Sakura 'Roth' Roth.
14th of Aprimay, 5500: Played game: Rissa 'Rissa' Gransier.
14th of Aprimay, 5500: Animal trained - Handler: Sakura 'Roth' Roth - Animal: Husky.
14th of Aprimay, 5500: Played game: Sakura 'Roth' Roth.
15th of Aprimay, 5500: Animal trained - Handler: Rissa 'Rissa' Gransier - Animal: Husky.
15th of Aprimay, 5500: Meteorite impact: Sakura 'Roth' Roth.
1st of Jugust, 5500: Animal trained - Handler: Rissa 'Rissa' Gransier - Animal: Husky.
2nd of Jugust, 5500: Raid arrived.
2nd of Jugust, 5500: Raid: Glenn 'Foster' Foster.
2nd of Jugust, 5500: Wounded: Glenn 'Foster' Foster.
2nd of Jugust, 5500: Wounded: Glenn 'Foster' Foster.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
2nd of Jugust, 5500: Wounded: Red 'Red' Emu.
3rd of Jugust, 5500: Played game: Glenn 'Foster' Foster.
3rd of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
3rd of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
3rd of Jugust, 5500: Walked naked: Glenn 'Foster' Foster.
4th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
4th of Jugust, 5500: Raid arrived.
4th of Jugust, 5500: Raid: Glenn 'Foster' Foster.
4th of Jugust, 5500: Prayed: Sakura 'Roth' Roth.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Downed: Vitor 'Oahnip' Pinhao.
4th of Jugust, 5500: Wounded: .
4th of Jugust, 5500: Wounded: Glenn 'Foster' Foster.
5th of Jugust, 5500: Journey offer: Sakura 'Roth' Roth.
5th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
6th of Jugust, 5500: Played game: Sakura 'Roth' Roth.
6th of Jugust, 5500: Played game: Glenn 'Foster' Foster.
6th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.
6th of Jugust, 5500: Played game: Sakura 'Roth' Roth.
7th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky.

so you can let the game track high and low points and then spice up the fiction later

I havent trued it but there is a "days matter" mod that would go well with this. It makes pawns celebrate noted events like the day somebody dies etc.

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Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


I pity people who don't get invested in their pawns anymore. It's 90% of the game for me. All about my people. My dysfunctional, crazy people.

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