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Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
From the changelog:

quote:

Mentally broken people no longer have normal thoughts.

:v:

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Jet Jaguar
Feb 12, 2006

Don't touch my bags if you please, Mr Customs Man.



Sieges are kinda annoying, but it is so satisfying to blow up their supplies or watch a bunch of boomrats eat them all.

Feels like there is some fine-tuning to do, I have a lot of dead animals turn up after a few months since the first animals eat all food and later generations starve to death. I'm also not 100% into the "throw wave after wave of bad guys at you" raids. but maybe it's more fun in other games? Though the worst are the killer squirrels, without a real melee option, they're quite difficult to beat.

The kidnapping is an interesting twist, lost my best researcher that way in my last game.

Pornographic Memory
Dec 17, 2008
I really like how individual raiders will lose morale and go "gently caress this, I'm out of here" even while his buddies are pressing on. I had a decent sized siege set up, maybe over a dozen guys, but I had four mortars of my own already built. So I had my people man them in shifts, and scored a hit or two before the raiders had even fully set up, killing one and destroying a mortar. They tried to make another but my barrage whittled them down with a heavier volume of fire, resulting in a couple running off after being injured, and a couple even had mental breaks that caused some infighting in the raider camp. Eventually a really lucky hit destroyed two of their mortars and killed some guys besides, leaving them with no more mortars so I just let my people go back to their business until the assault came. By the time the game gave me the "raiders have begun their assault" message, only two of them were left, wandering around in a daze, so I just sent out a couple of my best fighters to melee them to death and captured one.

I'd really like a story teller that would gradually ratchet up the difficulty, but instead of making waves where you have to put your whole colony into the fight to survive the only ones, it would make those rare and most of the time you'd be fighting small gangs of raiders who were just a nuisance.

Abongination
Aug 18, 2010

Life, it's the shit that happens while you're waiting for moments that never come.
Pillbug
For those that haven't delved into the modding scene just yet I suggest you mosey over to the Rimworld forums and go nuts, I must have about 20 installed at the moment and it adds a ton to the game.

Mods are being released and updated to alpha 5 every day!

Abongination
Aug 18, 2010

Life, it's the shit that happens while you're waiting for moments that never come.
Pillbug
Just thought I'd drop a few pics in from some of my recent forts. This is a fun game with much fun to be had and enjoyment, all the mods I am using can be found here. *Edit - You need to make a forums account to get some mods that are released as forums attachments.


A peaceful fledgling colony


A short time later


Urban Combat


Probably should have destroyed that Buzz-Ant nest


The dangers of taking in the homeless


Modlist

Abongination fucked around with this message at 19:27 on Jul 18, 2014

Moridin920
Nov 15, 2007

by FactsAreUseless

Oh wow I totally didn't realize this game had mods.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
really really good mods that are actively being integrated into core

just checking back in to say this game owns & gets monthlyish updates that only add more greatness

NiknudStunod
May 2, 2009
The ai for this game needs a little bit of work. I have defeated every single siege with a sniper rifle and a guy with 10 in shooting. The funny part is when the siege invaders turn on each other when all there mortars are dead. I have also had siege invaders run through my turret maze to get to my metal stockpile on order to finish building their mortars.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!
I bought this and started playing. I love the artstyle.

I need more options.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Rhonyn Peacemaker posted:

I bought this and started playing. I love the artstyle.

I need more options.

register on the forums and go hog wild with mods

Abongination
Aug 18, 2010

Life, it's the shit that happens while you're waiting for moments that never come.
Pillbug

Drink Cheerwine posted:

register on the forums and go hog wild with mods


I'll save em the trouble.

Had a bit of spare time and want to encourage people to play this awesome game. Here's some of the best mods I've found so far for Alpha 5 and nice and bundled up for ya.

Just extract all the folders to your Rimworld/Mods folder, dont replace your original core or do, don't think it really matters. Then launch the game and activate/deactivate mods from the main menu under mods. Don't worry if it gives you some random errors, just force hide that poo poo and you're ready to go.

Link: Mods.Rar on Dropbox

Included Mods-

•AlphaMuffalo 1.2 - Adds Alpha Male versions of the cow like Muffala.

•AtomicPower - Adds the ability to build Atomic Reactors but they can cause radiation and damage themselves.

•BASE - >>IMPORTANT!!!<< Activate this mod first from the in game menu then restart the game and activate the rest all together.

•BASE MAPGENPAC ^Same as above.

•BetterPower+ - Adds some sweet power options.

•BlastingCharges - Adds charges to blow holes in rock/enemies.

•Boars Mod - Sweet boars.

•Burn Clothing - Burn last seasons fashion.

•Clutter - Bunch of decorative desks and cabinets and poo poo.

•Colonist Creation Mod - Lets you alter/name your starting characters and the amount of them up to 5 (can save loadouts).

•CORE - A default game folder, don't know why I put this in there. Use your own one.

•Embrasures - Awesome mod, gives you the option to build metal or stone embrasures you can shoot through.

•Glassworks - All kinds of pretty glass stuff.

•Jaxxa_Shields - Power hungry shields!.

•Lancer's Mods Bundle - Few things, Antelope type creatures, dustrats, sniper turrets, smaller turret explosions, carbon dioxide generator and tribal slaves and slavers.

•MachineGunNests - Manned machines nests, not that great.

•MechanicalDefense - Better turrets.

•Meteorite - Self Explanatory.

•Miscellaneous_w_MAI_-_HiRes - Pretty cool, adds the ability to build a AI's called MAI that have 200 health and won't have emotion problems, takes a while to research all the upgrades.

•Modular Tables - Self Explanatory.

•ModularSolars1.4 - Modular solar panels.

•Mushrooms - Self Explanatory.

•No Boomrats - No.more.loving.boom.rats.

•OmniGel - Can be grown and turned into all kinds of poo poo.

•ProjectArmory211 - A huge amount of new guns, Sperg excel list of DPS and stuff. - Check this out.

•ProjectArmoryEquiptmentRack - Makes all guns set to off on the equipment rack by default so you dont have to turn em all off manually (there's a shitton).

•Quarry - Lets you create Mineral nodes so you wont run out of metal/stone/silver/uranium etc. One of the best mods.

•Rimrats - loving annoying, don't know why I included them. Eat electrical poo poo at random times.

•Rimzard - Lizard.

•Stackable Meals- Lets you stack 5 meals at a time, super useful.

•TargetPractise - Target for your chumps to boost their shooting on.

•T Bundle -
Crops.
Cotton.
CottonCarpets.
MoreFloors - Better everything, install all of the T Bundle for sure.

•TrapPack - Traps.

•TTMCustomEventsA5 - Custom events, some of them are kind of iffy and the creator had some trouble with english. Luckily this game is super easy to edit! See editing rimworld below.

•Workplaces - Adds workplaces to pull apart and build guns, can't build anything really that good though.
•Workplaces_PA_Extension

•ZZComp - Some other thing?.
•ZZcompTrade - ^ See above.

While I'm at it :

Editing Rimworld-

Rimworld is also super easy to edit in notepad to be precisely how you want to play it. For example I've edited the negative mood value of seeing a corpse to 0 in my megafort as it's surrounded by the corpses of my enemies and I just dont have time in between assualts to clean it up, my dudes were going crazy.

One thing I recommend everyone does even without mods is go to RimWorld\Mods\Core\Defs\ThoughtDefs\Thoughts_PsychicDrone and set all the "baseMoodEffectvalues" to 0.

The creator of the game suggested this as the drones are brutal on colonist mental health.

Abongination fucked around with this message at 01:57 on Aug 1, 2014

Apoplexy
Mar 9, 2003

by Shine

Abongination posted:

I'll save em the trouble.

Had a bit of spare time and want to encourage people to play this awesome game. Here's some of the best mods I've found so far for Alpha 5 and nice and bundled up for ya.

Well, it loving worked. Thank you so much for whipping that up for us/me! I'm really loving just how much it adds to the game in sheer quantity, it's like Starsector/Starfarer and its mods in the scale, where any given mod has 15 times the amount of poo poo the original game had.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
So, I tried installing the mod pack linked above, but my game locks up as soon as I go into the mod menu. Anyone else experience this or know how to fix it?

canepazzo
May 29, 2006



Alpha 6 just hit: https://www.youtube.com/watch?v=5omZG5ZIOyQ

Ludeon posted:

A quick recap of improvements in Alpha 6:
World generation added. You can now generate a world from a seed value and choose where to land your escape pods.
Biomes added. There are six biomes on the world map, but only three of them are implemented so far – desert, arid shrubland (the only choice, previously), and temperate forest.
Obviously, biomes have distinct animal and plant life which present unique challenges and opportunities.
Coastlines added. If you land on a seashore, your map will have a coastline in it (though it doesn’t do much, it’s fun to play on the beach.)
Medical system added. Instead of simply having hit points, characters, animals, and mechanoids have a body health tracker that records every wound and every body part and how they interact. Wounds will affect specific abilities, so someone with eyes burned out can’t shoot or do surgery well, and someone with leg wounds will move slow. Wounds can also become permanent if left untreated, or kill someone due to bleeding.
Pain level is tracked. A character in too much pain will become incapacitated.
Doctors and medicine now have a purpose! Your doctor will attempt to heal wounded colonists and prisoner (if the prisoner is marked to receive care). If there is medicine available, he will use it to increase the chance of giving quality care. Wounds treated with quality care are much less likely to become permanent.
Delicate body parts like brains or eyes usually end up with permanent damage when harmed.
Characters now have personality traits which affect gameplay! Enjoy playing with colonists who are lazy or hardworking, neurotic, psychically sensitive or deaf, bloodlusty, or nudist.
EMP weapons added. Useful for fighting mechanoids, and for enemies attacking your turrets.
Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.
More translations added and existing translations updated.
Lots of other small improvements and dozens of bug fixes, as well as new bugs to discover!

Demiurge4
Aug 10, 2011

Nice! Finally some good medicine changes and the wound system sounds great, time to play space Dwarf Fortress. Also the personality traits finally work :getin:

OwlFancier
Aug 22, 2013

I wonder if I set someone on fire they will become incapacitated due to pain?

VendoViper
Feb 8, 2011

Can't touch this.
I wonder how these changes are balanced in regard to the availability of medical supplies, and the size/nature of attacks. In alpha 5 I don't think I had a single combat encounter where most of my forces didn't end up badly battered about, and aside from purchasing them from the combat supplier you have to get pretty lucky with a drop to get band-aids.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Here we go, the game is now on a definite course for greatness!

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

VendoViper posted:

I wonder how these changes are balanced in regard to the availability of medical supplies, and the size/nature of attacks. In alpha 5 I don't think I had a single combat encounter where most of my forces didn't end up badly battered about, and aside from purchasing them from the combat supplier you have to get pretty lucky with a drop to get band-aids.

Mod that poo poo yourself if you don't like it. The game is so open it makes grandmothers blush and this is in alpha, balance isn't at the front of his mind.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

HerpicleOmnicron5 posted:

Here we go, the game is now on a definite course for greatness!

I am seriously impressed with the amount of new, meaningful content this guy is managing to push out with every alpha, it's so refreshing.

Walliard
Dec 29, 2010

Oppan Windfall Style

Generation Internet posted:

I am seriously impressed with the amount of new, meaningful content this guy is managing to push out with every alpha, it's so refreshing.

A nice side effect of an indie dev having actual professional experience (even if it was on a stinker like Bioshock Infinite).

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Is the modpack from Alpha 5 posted earlier on the page compatible with Alpha 6?

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Had my first funny as hell death spiral. I had four colonists, two of whom were not capable of doctoring (this will become relevant), and two prisoners. I got attacked by a group of 8 or so raiders, and held it off with only one of my colonists incapacitated (on of the ones capable of doctoring), and took four prisoners. So, my remaining doctor went to work, single-mindedly healing up the various injuries. Unfortunately, she prioritized the prisoners over the incapacitated doctor, and even more unfortunately, she was so absorbed in her work that she forgot to eat. Eventually, she suffered a mental break, and I had to arrest her as well. This is when I found out that doctors are the only ones who can feed incapacitated people. So, one doctor slowly starved to death, and the other was a prisoner, and my last two colonists were rushing around, trying to recruit SOMEONE who could salvage this mess. Then one of my prisoners went on a rampage and had to be killed. THEN, my remaining doctor, who'd had a break, went on a rampage as well, killed her cellmate, and then was incapacitated by one of my two remaining colonists, and starved to death. By the end, I was left with my two colonists, and two prisoners, one of whom had a 3% chance to be recruited, and the other, who was perpetually under the loyalty threshold. Everything was pretty much stable though, so I figured I would be okay.

NOPE. An ancient ship crashed next to my settlement, and was putting out a psychic signal that would eventually drive everyone mad. I manned the mortars to try and take it out, but no one could hit it, so I had the bright idea to grab some molotovs and burn it down. It was guarded by a scyther, which promptly one-shot my molotover, and then the ship sent out a psychic pulse that drove all of the animals insane, so my last colonist went down under a mountain of squirrels. RIP

E: Oh, and I figured out after my second-to-last guy died that metal don't burn so good :(

Lprsti99 fucked around with this message at 00:06 on Aug 14, 2014

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Generation Internet posted:

I am seriously impressed with the amount of new, meaningful content this guy is managing to push out with every alpha, it's so refreshing.

Yeah, the fella keeps it constant and full of content. And the modding community is surprisingly active. I look forward to the actual art is put in to replace the placeholders, I'm very curious as to what sort of thing he's trying to go for, though I do really like the current look of it. Makes one wonder how much he can churn out in a year if he does this much monthly. As soon as my guys could walk around a space wild-west settlement with dusters, I was hooked.

Also, anybody playing with the modpack, how does one stop people walking through barbed wire? I'm thinking just placing it around walls I don't want destroyed.

E:

Lprsti99 posted:

NOPE. An ancient ship crashed next to my settlement, and was putting out a psychic signal that would eventually drive everyone mad.

That thing should be turned off, as described here since it's far too powerful.

HerpicleOmnicron5 fucked around with this message at 23:17 on Aug 13, 2014

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

HerpicleOmnicron5 posted:

That thing should be turned off, as described here since it's far too powerful.

"The crashed ship part event seen in the release video is still present."

E: To clarify, I was going off of what the event message said, I didn't see if it was actually doing anything, but I'm on the latest version, and he edited it out himself, so yeah.

Lprsti99 fucked around with this message at 00:30 on Aug 14, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Kinda curious about that ship, as one of my starter characters has some trait that he's retardedly psychically attuned, and has like 90% psychic mind strength or something. I didn't know what it did, but was figuring something like the brain scorcher from STALKER.

Love the world building and biomes. I now have a lake-side cabin settlement that I'm sure will turn into a Jason movie soon.

Also I lost someone similar to the above poster due to failure to eat. Two random factions were wandering around my hood, and got into a fight, and my good-natured Commissar got hit once in the crossfire (from a pistol, he may have also taken a couple stones at some point too). He was "impaired" but only in medium pain. Shortly thereafter a squirrel went rabid and bit him like twice before dying. Commissar Eli refused to eat, and just hung out in bed. He'd get up to put out fires, or if I ordered him to do so, but that's it. No way to make him eat either, even if he hauled food from point A to point B. I guess at that point he needs someone else to feed him, but neither of my other two colonists could (or were set up to) do that. He was perfectly happy all the way up to the point where he just died, completely healthy otherwise.

Pretty sure it's a bug, as he had no other health issues (other than minor pain), wasn't in shock, but still refused to eat.

-e- Also, if you're like me and haven't touched the game in a while (version 4 in my case), it's shocking how much new content is in the game and how much more polished it is. And if you haven't played the game, and are even remotely interested, Rimworld is absolutely worth your time. Put it this way: I don't compare it to Dwarf Fortress by thinking "Oh, I wish X feature from DF was in this game." I think "Wow, I wish DF would take after Rimworld."

Leif. fucked around with this message at 01:16 on Aug 14, 2014

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Leif. posted:

-e- Also, if you're like me and haven't touched the game in a while (version 4 in my case), it's shocking how much new content is in the game and how much more polished it is. And if you haven't played the game, and are even remotely interested, Rimworld is absolutely worth your time. Put it this way: I don't compare it to Dwarf Fortress by thinking "Oh, I wish X feature from DF was in this game." I think "Wow, I wish DF would take after Rimworld."

Well, you're a decent pitchman. Sold. I've been looking to scratch the Dwarf Fortress itch for a while, but....not with DF. This looks real up my alley.

OwlFancier
Aug 22, 2013

Leif. posted:

Pretty sure it's a bug, as he had no other health issues (other than minor pain), wasn't in shock, but still refused to eat.

I suspect he requires feeding because he's injured, he can feed himself, he just probably won't because he's a patient and patients are fed by carers.

Essentially imagine he's a big baby, a terminally stupid big baby.

Sphrin
Apr 13, 2012
Yeah, DF has some amazing systems and you wish other games could do them as well but then most Devs aren't willing to become hermits like Toady to realize their dream game.

If you want a bit more gameplay before you buy this guy has some decent lets plays of the game.

http://www.youtube.com/user/Blitzkriegsler

0lives
Nov 1, 2012

Squiggle posted:

Well, you're a decent pitchman. Sold. I've been looking to scratch the Dwarf Fortress itch for a while, but....not with DF. This looks real up my alley.

I love DF but Lief is right that this game doesn't just do a good DF impression like some games in the genre do, it's a really excellent game on it's own. Cannot recommend it enough, you made a good purchase.

Pornographic Memory
Dec 17, 2008
All the changes are pretty nice but one nobody here has talked about that I'm glad to see is the changes to the Storytellers. Hopefully now we can hit the sweet spot of regular raids that won't be a cakewalk and have a chance of causing damage, instead of the previous choices of "every raid is an existential threat to your settlement" or "every raid is a couple injured guys with pistols and t-shirts forever." I like to have a good scrap and having to rebuild stuff or adjust to losing people, but it gets really tedious when I have to have my whole settlement take up arms with every raid, and I don't want to have to build my settlement around some ugly, gamey kill zone.

Apoplexy
Mar 9, 2003

by Shine

Walliard posted:

A nice side effect of an indie dev having actual professional experience (even if it was on a stinker like Bioshock Infinite).

I didn't even care enough to finish Bioshock Infinite, but you must realize how sillily trollish your using that as an example of a 'stinker' would be, no?

Also, I beg of someone to do an Alpha 6 updated modpack!

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
I love that the alerts bar on the right side of the UI now includes notifications for when your constructions are stalled from lack of materials (and tells you exactly which ones and of what material). Now, if your building isn't finished as expected, you can quickly tell whether it is because of a resource shortage, or just because your colonists haven't gotten to it yet. (For yet another example of why DF should take a page from Rimworld's book, In the latter case, you can just right click the construction with a settler selected and prioritize finishing it's construction. Your colonist will immediately stop what they were doing and go build it, stopping to get whatever resources are necessary along the way. Just this one little touch makes the game infinitely less frustrating than WHY WON'T YOU PULL THE GODDAMN LEVER NO DON'T THROW A loving PARTY JESUS URIST WHAT IS WRONG WITH YOU!)

Fans
Jun 27, 2013

A reptile dysfunction
Had a few games of this last night and I really enjoyed it!

Made a bunch of newbie mistakes, one Colony starved because I didn't build a Nutrient Paste dispenser and my only Cook got shot. Another all went crazy from hunger and lack of sleep because I was so busy building new rooms I forgot to furnish old ones. Several ended due to everyone getting shot (Fights are horrifically dangerous even if the other side only has bows and arrows) and my last colony was going great until the battery storage next to my kitchen caught fire in a thunderstorm and then exploded, taking out most of my food and everyone starving to death.

Hoping to get further than the initial stages some time! It's tough but fun.

OwlFancier
Aug 22, 2013

Modified the OP slightly to reflect the changes in the last few patches.

The new health system has some interesting effects on colonist recruitment, because I don't really want to recruit people who I just shot full of holes. I'm having trouble keeping up with pirate raids, it certainly makes your colonists more valuable.

Demiurge4
Aug 10, 2011

Apoplexy posted:

I didn't even care enough to finish Bioshock Infinite, but you must realize how sillily trollish your using that as an example of a 'stinker' would be, no?

Also, I beg of someone to do an Alpha 6 updated modpack!

I second this! I would love a comprehensive modpack that is also internally consistent. Don't get me wrong the last super big pack was great and I love it to death but there's a few odd things in there like the cotton for beds but also lets you build high-tech beds from the get go.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
give it a few days, probably a week tops and all the mods will be updated

i haven't played alpha 6 yet, but i'll make a modpack once i do if Abongination or someone else doesn't beat me to it

Fans
Jun 27, 2013

A reptile dysfunction
gently caress me, fought my first two Scythes today, how the hell are you meant to beat those things? They ripped my ragtag band to bits in seconds.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
The new damage system creates some hilarious narrative.

My current colony is a forested beachfront with two inland lakes, and a small strip of land between them, upon which I've got a bunch of wood cabins. I called it Lake Placid, but I should have called it Camp Crystal Lake. It's straight out of a summer camp slasher flick.

During a raid, I captured the new "leader" of my ragtag band of followers. His name is Bishop, and he is a blind space pirate. At some point before I got him, he took a Glock 18 shot to the eye (I'm playing with the Alpha 6 version of the gun pack) causing him to be nearly blind. He wears a kevlar vest underneath his cowboy duster and cowboy hat. Bishop doesn't haul, he doesn't clean. He doesn't research, and he's terrible at most common tasks. (He has great shooting skill but the eye wound apparently reduces it down to something like 4/20). He is a space pirate though, so he has ridiculously high social skill: 15/20. He is basically Morgan Freeman mixed with Shepard Book from Firefly. Blind ole' dude slowly ambles into my prison, chats up a prisoner, and bam, converts him almost every time. Except for Tiger. Tiger is a tribal healer I captured during the very first raid, because I desperately needed a good healer (did I mention Bishop has like 12/20 in Medicine too?) however, Tiger has a 90 recruitment threshold and try as he might, Bishop just couldn't recruit him. Tiger lasted a year in solitary confinement, but still couldn't successfully be recruited.

One day, we got hit with a big raid from Tiger's tribe. My small army of about 13 colonists armed with everything from Barrett M107s , VSS Vintorez, lasguns and bolters from 40K, and a (female) outlaw named Mal armed with Vera (yeah, that's in the gun pack too) hit the firing line, backed by three gun-cooled turrets.

It wasn't enough. 30 tribals ran at my firing line and flooded it with pilums, arrows, and the occasional rock. My first .50 cal sniper went down, then the second. A couple of ill-advised rescue attempts went poorly. Even old Bishop, blindly firing his bolt pistol, went down with an arrow lodged in his leg. The last surviving member finally held off the raid -- Princess, the dumb Oaf (she has the fat character model, wears only a T-shirt, and lamely wields a MAC-10 with a whopping 3 shooting skill) miraculously managed to kill one and the rest fled. After recovering the wounded, fortunately my main doctor recovered quickly, and between the two and my fat stack of medicine I had in reserve, we managed to keep everyone alive. However some suffered grievous permanent wounds, including severed limbs. Bishop....he now has an impaired left leg. It'll bother him to the end of his days. Without a job to do, Bishop wanders down to the lake edge, looking out at the sunset. As the Warden of this camp, he knows what he must do. Slowly, he hobbles his way over to the prison cell where Tiger awaits. Tiger's eyes brighten up, as anticipates a nice high-level "chat with Warden" moodlet to counter the negative of being locked in a cage for a year. Bishops blank eyes fall upon Tiger, and he calmly pulls out his bolt pistol and splatters Tiger's useless, non-recruiting, non-healing brains across the cell wall. Satisfied, he goes to eat some strawberries.

I poo poo you not, about 20 real-time seconds later at maximum speed, lighting strikes the cell.

This loving game :allears:


-e- Those tribals were loving hard. In comparison I had a siege from around 20 pirates. They built two mortars, but Mushinto the Bounty Hunter and his trusty M107 sat exactly 46 squares away from them and started obliterating heads while I hastily tried to figure out why I couldn't man my own mortar (hint: cut down the tree next to it, dumbass Leif.) By the time I got my mortar up and on target, and the first rounds started hitting on target, Mushinto had headshot 7 of them. A nice mortar shot killed another 8 in a single blast. The rest charged as soon as the mortar round hit, and fled the second they started taking losses. Incidentally that's where I captured Bishop. He took a lasgun bolt to the chest that knocked him out pretty nicely but without lasting impact.

Leif. fucked around with this message at 04:44 on Aug 15, 2014

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Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Leif. posted:

This loving game :allears:

Goddamn I cannot wait for LP's to start springing up. :allears:

E: Seriously, though, between this and Clockwork Empires, it is going to be a glorious year to be an LP reader.

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