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My friend had a similar issue to that with prisoner beds that he fixed by deconstructing the bed and then rebuilding it, which I get rechecks that its valid. (also make sure your people can get to the room in question)
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# ? Sep 29, 2014 16:38 |
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# ? Apr 25, 2024 13:53 |
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Cool. I don't assume doors are somehow impassable to enemy combatant escorted by my men, and if so, can this be changed somewhere?
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# ? Sep 29, 2014 16:41 |
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Grabbed this while reading through the end of the Spacebase thread and having a lot of fun. I've only been able to finish 1 full game and it ended in a raid where my remaining 2 colonists were being captured by raiders except for a mentally broken raider attacking his cohorts and everyone dying in a fire. Incredible. What are some good defensive setups? I've seen one involving a 'kill box' area that's built as the first room in a cave and another with a diagonal entrances covered by turrets.
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# ? Sep 29, 2014 16:47 |
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Check this for a couple kill room setups I've made: http://forums.somethingawful.com/showthread.php?threadid=3598337&pagenumber=8&perpage=40#post433801588. It's essentially the only entrance into the colony, though you may have to double/triple up outer walls elsewhere to prevent attacks from just breaking through instead and not have to deal with your massed defenses.
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# ? Sep 29, 2014 17:03 |
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I saw a great setup on the game's forums that was just 4 small rooms in a series with a turret in the middle of them, the enemies would rush into the room to start shooting the turret and each room anyone not killed by the turret shooting them was severly injured or killed by it exploding. Another cool little option was turrets in little bunkers, the bunker makes it dark so its harder to shoot the turret then at the front or sides you want them shooting out of you put a crafting bench which can be shot over but prevents anyone from rushing into melee range.
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# ? Sep 29, 2014 23:07 |
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The "need grave" message can sometimes come up if you have some animal corpses from hunting and nowhere to put them. Rimworld decides the best place is in a grave, which I think are now off-by-default for animal bodies.
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# ? Sep 30, 2014 04:48 |
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Yeah, but when I got it, I had a dead human body in a cell and a correctly checked open grave (several, in fact) to put him in.
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# ? Sep 30, 2014 11:14 |
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Click on the need grave warning, it should take you to the problem.
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# ? Sep 30, 2014 11:31 |
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IIRC it just redirected me to the dessicating load of prison mummy on my cell floor. I'll keep an eye out if it surfaces again. Thanks for all the help, you guys are great
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# ? Sep 30, 2014 15:20 |
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I believe a correctly categorised stockpile will substitute for a grave for the purposes of getting rid of the message, so if you're having trouble just dump all your bodies in a pile outside the front gate. This has the added benefit of making visitors and raiders somewhat uncomfortable. Unfortunately it will also make your colonists a bit unhappy too so you might want to keep them inside if you do this and be sure to firebomb the corpse pile before trying to leave. Edit: "Firebomb the Corpse Pile" is the name of my death metal band. OwlFancier fucked around with this message at 15:27 on Sep 30, 2014 |
# ? Sep 30, 2014 15:25 |
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What I need now is an incendiary charges mod so that I can string a line of corpses along my town's walls that ignite into an omen of suffering and doom as raiders advance on me.
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# ? Sep 30, 2014 15:40 |
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Zigmidge posted:What I need now is an incendiary charges mod so that I can string a line of corpses along my town's walls that ignite into an omen of suffering and doom as raiders advance on me. That's probably about a two-line change to the blasting charges mod if you're curious.
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# ? Sep 30, 2014 15:46 |
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OwlFancier posted:I believe a correctly categorised stockpile will substitute for a grave for the purposes of getting rid of the message, so if you're having trouble just dump all your bodies in a pile outside the front gate. Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be.
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# ? Sep 30, 2014 15:51 |
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Slime posted:Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be. Raiders have the same mental effects as colonists so far as I know so yeah, that would probably make them a bit unhappy. Even if it doesn't break them, if you start killing them as they come into the colony, it'll make their morale break faster and result in more of them going berserk/wandering around shellshocked rather than fighting you.
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# ? Sep 30, 2014 16:27 |
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Slime posted:Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be. This is what I do every time. I have a dark, dirty and cramped winding corridor that goes on for quite a way in all of my bases. They get mentally sapped, so when the first person pokes through the door and gets shot it is usually a guaranteed tantrum spiral for the enemy team.
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# ? Sep 30, 2014 16:43 |
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Dang, that's harsh. Does it not affect your own colonists?
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# ? Sep 30, 2014 17:00 |
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Tias posted:Dang, that's harsh. Does it not affect your own colonists? It will, but your own colonists aren't going to be shot in the face upon leaving the corridor, ideally
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# ? Sep 30, 2014 17:23 |
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Is mortar accuracy impacted by the Shooting skill? I can't tell yet.
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# ? Sep 30, 2014 17:57 |
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Nope, accuracy is basically a crap shoot. You can't do anything to make it better.
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# ? Sep 30, 2014 18:11 |
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Sage Grimm posted:Nope, accuracy is basically a crap shoot. You can't do anything to make it better. Tight! Now I can put my clerks on the mortar and free up a good rifleman
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# ? Sep 30, 2014 18:45 |
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Tias posted:Tight! Now I can put my clerks on the mortar and free up a good rifleman Also non-violent pacifists will man mortars.
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# ? Sep 30, 2014 20:35 |
Blowing a person to pieces isn't violence unless you can see it.
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# ? Sep 30, 2014 21:48 |
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TK-42-1 posted:Blowing a person to pieces isn't violence unless you can see it. "Nah, Jim, everything's fine, nobody else here but us colonists! Totally unrelated, can you hop on this mortar and start firing on these coordinates? It's for... mining purposes. Also the rocks might move around a bit. Funny rocks on this planet!" *cocks rifle behind cover*
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# ? Oct 1, 2014 03:41 |
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Sage Grimm posted:Nope, accuracy is basically a crap shoot. You can't do anything to make it better. I can build more mortars. Seems to me that the best thing to do is depending on how many besiegers there are, target their food storage so they dash themselves against my impenetrable stone walls rather than potentially harm a colonist with a lucky shot. Though I tend to build my settlements in the open like a small town, to keep things even. boner confessor fucked around with this message at 07:02 on Oct 1, 2014 |
# ? Oct 1, 2014 07:00 |
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Popular Thug Drink posted:I can build more mortars. I always start off saying I'm going to make a nice, open town. Then I build a row of houses into a wall, then another, then Bam, fortified compound with chokepoint entrance and rows of sentries.
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# ? Oct 1, 2014 13:06 |
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Alpha 7 is out edit: changelog: quote:Change summary: https://www.youtube.com/watch?v=XZXY4fxj0Ck BAD AT STUFF fucked around with this message at 16:29 on Oct 1, 2014 |
# ? Oct 1, 2014 16:27 |
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Mimetic posted:Alpha 7 is out Oh man, this sounds like an awesome update!
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# ? Oct 1, 2014 17:12 |
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Holy poo poo you need to watch that video if you haven't already. Summary: Cobras are awesome. Organ harvesting and black market organ selling is awesome. Bionic ninjas are awesome. Jungle love is awesome. Zulu warrior charges against raiders are awesome. Tynan is awesome.
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# ? Oct 1, 2014 17:34 |
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Mimetic posted:Alpha 7 is out yessssss
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# ? Oct 1, 2014 17:38 |
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update looks amazing, cant wait to give it a try
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# ? Oct 1, 2014 17:49 |
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There's more content in that update than a lot of EA games get in a year.
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# ? Oct 1, 2014 17:52 |
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This is why you need to take the plunge if you're on the fence with this game. Not only did Tynan fix one of only major concerns from Alpha 6 (missing limbs making colonists unable to do anything), he made that whole system better. And then added more content to everything else, too. Maybe diseases or melee weapons or materials, or whatever, will need tweaking -- but you can actually expect the developer to do that. Every iteration gets better. This loving game gives me hope for the entire industry.
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# ? Oct 1, 2014 17:56 |
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What an amazing update. Love the new stats for things/people. I am a sucker for that kind of stuff. I was able to get in when the game was still $20 (after the KS ended, before the price went up), I think this is one of the best -- if not THE best -- KS/early access games I've had the pleasure of supporting. Love the way the game is coming along at a good clip, I've had tons of fun with it already and am just floored by what Tynan does with every update. Pretty amazing. Midrena fucked around with this message at 18:05 on Oct 1, 2014 |
# ? Oct 1, 2014 17:58 |
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Midrena posted:What an amazing update. Love the new stats for things/people. I am a sucker for that kind of stuff. Agreed. I've backed a bunch of Kickstarter stuff (including some that have actually come out!) and Rimworld is definitely one of the more impressive ones.
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# ? Oct 1, 2014 18:35 |
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So after watching the video I see not only can you eat people or use their corpses for intimidation (as people have been discussing here), but now you can also wear them
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# ? Oct 1, 2014 19:09 |
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Well that was a nice surprise to come home to.Pornographic Memory posted:So after watching the video I see not only can you eat people or use their corpses for intimidation (as people have been discussing here), but now you can also wear them It's great, you can kidnap someone, execute them, rip out their organs and sell them for cash, skin them and turn them into a coat, and then eat the rest. Frankly, all you're really missing is the ability to make freaky statues out of the bones to line your entryway with after you did all the other stuff.
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# ? Oct 1, 2014 20:04 |
OwlFancier posted:Well that was a nice surprise to come home to. This game always got inspiration from Firefly, they finally added Reavers gameplay.
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# ? Oct 1, 2014 20:19 |
I'm so glad I bought into this. Updates are a bit slower than I'd like but drat if everyone isn't quality.
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# ? Oct 1, 2014 20:21 |
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I'm amazed all this came this quickly after Alpha 6, and diseases? Organ harvesting? Peg-legs? I do not see what new features can possibly match these, other than simply more stuff. The game has a fantastic foundation, and if you do not own this game go buy it now.
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# ? Oct 1, 2014 20:30 |
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# ? Apr 25, 2024 13:53 |
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God I'm so glad I backed this game, it's one of the only 'early access' games I have that I would be perfectly happy with even if development stopped now and he just keeps adding new features. I can't wait to give this version a try.
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# ? Oct 1, 2014 21:03 |