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Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Drink Cheerwine posted:

Dunno if you play with advanced defense, but put an embrasure facing into your jails if you do.

:psydwarf: :doh: Holy poo poo, I'm an idiot. How did I not think of that?

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Nut to Butt
Apr 13, 2009

by FactsAreUseless

Elendil004 posted:

Is there a setting, or mod, that makes it so I don't have to click on an item to build, then select the material every single time? Let me right click to set material or something?

Also what is the mod that puts people and health bars at the top of the UI for quick reference? You can see it here: https://www.youtube.com/watch?v=cBhlab30NvM

EdB Interface also fixes the problem of selecting material type every time

Fermented Tinal
Aug 25, 2005

by Pragmatica

Drink Cheerwine posted:

EdB Interface also fixes the problem of selecting material type every time

Just a note on this, at least what happens for me anyways, is the popup window still appears but if you start building anyways it'll select the last selected resource.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Fermented Tinal posted:

Just a note on this, at least what happens for me anyways, is the popup window still appears but if you start building anyways it'll select the last selected resource.

I right click to select material, then from then on, left clicking will build using that material until i right-click again. source: binged on a new colony last night. it's always good to note different experiences though

Fancy_Lad
May 15, 2003
Would you like to buy a monkey?

Drink Cheerwine posted:

I right click to select material, then from then on, left clicking will build using that material until i right-click again. source: binged on a new colony last night. it's always good to note different experiences though

Pretty sure you have to enable this on the Interface options once after loading the EdB Interface mod...

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Fancy_Lad posted:

Pretty sure you have to enable this on the Interface options once after loading the EdB Interface mod...



i often fool around with settings and promptly forget all memory of doing so. good tip

Roadie
Jun 30, 2013

bonds0097 posted:

I kind of wish you had to store organs in a cooled environment. Solar flare in the summer? You better get those hearts in some bodies or they're gonna go bad.

As long as I can give my colonists some extra hearts in case of crippling wounds, I'm okay with this.

Pornographic Memory
Dec 17, 2008

Roadie posted:

As long as I can give my colonists some extra hearts in case of crippling wounds, I'm okay with this.

they should just let us make warhammer space marines imo

Fermented Tinal
Aug 25, 2005

by Pragmatica
One of my biggest issues with the game is that the countdown before meal-spoilage can be somewhat unforgiving, especially if you have multiple stacks of meals. Like I'll try to maintain around 10-20 additional meals for emergencies like solar flares but, more often than not the majority will just up and disappear due to spoilage because during normal times those stacks probably only get one or two meals used per day and when they're replenished the timer only goes up by 0.3 days. This leads to some of the higher-mental break threshold colonists grumbling constantly or sometimes even going apeshit because they had to eat raw potatoes.

Other times I'll have 30-40 meals just disappear due to spoilage because apparently colonists enjoy the freeze-dried psuedo-meat in survival meals more than lavish meals and if I make the mistake of unforbidding survival meals they'll flock to them over all other available options.

Ideally though, I'd really like to find a mod that adds the option to have someone make survival meals at the paste dispenser, anything like that?

What's the general opinion on this mod? https://ludeon.com/forums/index.php?topic=6894.0

It adds a single object that looks like a re-texture of the storage locker and acts like a refridgerator but isn't quite what I'm hoping for.

Fermented Tinal fucked around with this message at 23:20 on Oct 24, 2014

ninjewtsu
Oct 9, 2012

Have a berry producing farm alongside your potato farm

Sylink
Apr 17, 2004

The biggest problem I find with a lot of mods is that they expand the craftable actions and already the crafting time is high enough for most things that without a huge colony you really can't produce everything. Its already taking a huge workforce to eat much less craft 200 widgets to combine into a super widget.

Roadie
Jun 30, 2013

Sylink posted:

The biggest problem I find with a lot of mods is that they expand the craftable actions and already the crafting time is high enough for most things that without a huge colony you really can't produce everything. Its already taking a huge workforce to eat much less craft 200 widgets to combine into a super widget.

I think the answer is clear.

There need to be mods that add automated factories.

FairyNuff
Jan 22, 2012

Looks like temperature is going to be a factor in the future.

changelog posted:

Oct 27
Started work on colonists danger avoidance AI so they can avoid areas that are too hot or cold to survive in their current apparel.
Temperature control buildings use Commands and so can be configured while multi-selected.
Reduced the number of key bindings to configure by collapsing most of them into reusable ‘misc’ bindings.

Oct 26
Refactored temperature code somewhat.

Frankly
Jan 7, 2013

Geokinesis posted:

Looks like temperature is going to be a factor in the future.

Deserts look like they'll be even more inhospitable! This also gives me hope for building an outpost in the arctic wastes manned entirely by grim commissars and soldiers.

Really I have a whole bunch of "early-access" type games floating around in my steam library and none have impressed me as much as Rimworld has to date.

OwlFancier
Aug 22, 2013

Geokinesis posted:

Looks like temperature is going to be a factor in the future.

Yesssssssss...

Hopefully this may include or be adaptable to simulate atmosphere too in the future.

Roadie
Jun 30, 2013

Frankly posted:

Deserts look like they'll be even more inhospitable! This also gives me hope for building an outpost in the arctic wastes manned entirely by grim commissars and soldiers.

I will be really happy if building an insulated tundra base or a refrigerated desert base ends up as a feasible defense by itself against basic raiders (at the cost of having to deal with ice/dust storms, cabin fever, etc).

Elendil004
Mar 22, 2003

The prognosis
is not good.


It would be nice to be able to split an existing colony on a given world, or transfer folks/materials between them.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Elendil004 posted:

It would be nice to be able to split an existing colony on a given world, or transfer folks/materials between them.

definitely would be cool. I'd love it if some factions would try to move in on your turf, steal your base, or already be established when you touch down. Maybe a bit too ambitious, but I don't know

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
Finally, my fridges will actually work instead of just being a dark room full of meats of questionable sourcing.

Demiurge4
Aug 10, 2011

I'd like if animals dropped pelts instead of the cloth resource. Just one pelt (of varying quality) that can be turned into clothing. In fact it would be nice if items in the game deteriorated over time, so we could create tools like hammers and saws that have a limited lifetime. Guns could be maintained to keep then serviceable but I would use the quality mechanic on furs to determine what you can make with it. Boar fur might make one coat or a pair of gloves for 15% durability.

Skaw
Aug 5, 2004

Frankly posted:

Deserts look like they'll be even more inhospitable!

Hopefully. My current colony, also my first desert colony, is my most successful one.




The very limited amount of wood quickly becomes a non-issue. Fertilizer pumps also take care of the lack of soil and aren't too tough to get. Making pumps required to maintain a tile as soil would go a long way in to making deserts more difficult. As is you can just build them and then tear them down once they make their 5x5 patch of dirt.

Skaw fucked around with this message at 05:58 on Oct 28, 2014

marumaru
May 20, 2013



What I'd like to see is enemy units busting your poo poo down instead of just following the deathtrap path you carefully set for them with doors.

My current base is inside a mountain, with a huge wall around it. The entrance has 12 sentries, mowing down anyone that dares enter.

I'd panic if instead of walking through the entrance the enemies started mining the sides of my base.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
They do that if it's quicker. I've had a couple nasty times when instead of following the convoluted path in they started bumping their way at a stone wall far from the entrance. I had to quickly shore it up with another wall layer. And a couple times tribals detoured to the side and set fire to my wooden walls before rejoining their brothers. That was a pleasant surprise.

Skaw
Aug 5, 2004

Inacio posted:

What I'd like to see is enemy units busting your poo poo down instead of just following the deathtrap path you carefully set for them with doors.

My current base is inside a mountain, with a huge wall around it. The entrance has 12 sentries, mowing down anyone that dares enter.

I'd panic if instead of walking through the entrance the enemies started mining the sides of my base.

EMP grenades should be more common on the Pirates once you reach a certain wealth level. I get raids of 50 or so guys, and it's still incredibly rare for EMP grenades to show up. Allowing grenade weapons to be thrown over walls with no roof regions around them would be nice too.

Those in conjunction to making the AI go "Hey, maybe I shouldn't run for those doors while getting shot at" more often would go a long way towards making turret traps less effective, but not to the point of uselessness.

Elendil004
Mar 22, 2003

The prognosis
is not good.


So what are some optimal defenses without using mods?

Drone_Fragger
May 9, 2007


code:
x-xx-xx-xx-xx-xx-xx-xx-x
------------------------
Where X are walls and dashes are sandbags. You put colonists behind the walls so they can get 3/4 cover very easily so you'll almost never lose dudes. For bonus points, roof that area so that it's dark in there. Downside is you'll need a couple of layers of this ideally because it's great for shooting out of but if a single guy gets in there your dudes murder eachother with crossfire.

Elendil004
Mar 22, 2003

The prognosis
is not good.


What about for turrets?

Moridin920
Nov 15, 2007

by FactsAreUseless

Elendil004 posted:

What about for turrets?

Turrets benefit best from tricks to get enemies into optimal crossfire slaughter situations I've found. What I like to do is have a little hallway with turrets protecting it on both sides, and plop a door enemies have to break down to get in.

They break the door down, run in, get ripped apart by turrets that are already pretty much at point blank range.

Good way to circumvent enemies with longer range than your turrets plinking away at them, too.

Skaw
Aug 5, 2004

Elendil004 posted:

What about for turrets?

If you look at my screenshot posted last night, that set up works alright. the AI REALLY likes to prioritize beating down doors even if they're being shot up. Some will attack the turrets. Many will run up to melee them even if they have guns, turning the turrets in to makeshift mines that also soften their targets up before hand. Some of the enemies at the front of the charge will immediately surrender and flee after the first few volleys of several turrets firing at them.

The sandbags I have are purely to prevent the AI from wanting to cross over to the sides with the turrets, as they prioritize faster movement and sandbags slow people down to a crawl. As of right now, turrets gain no defensive benefits from being entrenched behind things. So theres no sense using rock chunks or sandbags to protect them.

Another thing to take note is that when a turret explodes, it damages anything in a 7x7 centered on it. So if you want to place a row of turrets, make sure theres 3 spaces between them. The corners of the 7x7 might be safe, if that's the case then you can place them 2 spaces apart diagonally.

Sphrin
Apr 13, 2012
One of the best defenses I've seen with turrets involved a couple 7x7 rooms with a turret right in the center. Raiders charge in and get shot and once they finally kill the turret if it doesn't wipe them out they all take lots of blast damage. Put 2-4 of these rooms in a row and you can clear very large tribal waves.

And if you haven't heard production tables while they provide no cover can be used to prevent enemies from charging it looks ugly but you can build a defensive tower analog.

Mister Bates
Aug 4, 2010
Are incendiary mortars any good? I used standard mortars a lot on my last colony and they were awesome on the rare occasions they hit, but the accuracy was just too poor for them to be a reliable component of the defense. I like the idea of a weapon that starts fires everywhere, its low accuracy will be offset by the fact that the flames spread on their own.

Moridin920
Nov 15, 2007

by FactsAreUseless
I don't know but mortars are kind of like muskets; low accuracy and more effective when a bunch are volleying fire. A couple won't really do anything but get 8+ of those suckers raining shells down on a raider camp and they get pretty good.

The fire doesn't really do all that much on its own though.

Frankly
Jan 7, 2013
I'm not sure that the fire's much use outside of a forest biome but it is pretty funny setting a siege camp ablaze and letting my snipers open fire as they try to stop their precious mortars from going up in flames. That being said I'm still not sure it's a super effective strategy and of course after the first few fires there's not much fuel left to sustain a serious fire. Plus any actual hits you get would of been much more effective with the standard mortar of course.

Seconding the musket fire analogy, I usually aim to build up at least one mortar for each colonist and have them all fire for a couple of minutes until sending high-priority guys get back to their work. Way more effective than just having 2-4 plinking away for ages.

Drunk in Space
Dec 1, 2009
Braindamaged colonists are the saddest thing in this game. I have one puttering around sweeping dirt and still eating her dinner when everyone else is in bed. I thought giving her bionic legs might help make up the difference, but the consiciousness hit still gives a massive speed penalty. I hope you'll have the option to implant robo-brains or whatever in future.

I noticed it's possible to select the storyteller and difficulty settings in the options menu while playing the game. Does anybody know if this actually has an effect? I went hours without an attack with Cassandra so I tried changing to the random guy in the hope it might spice things up but nothing yet.

Drunk in Space fucked around with this message at 08:57 on Oct 31, 2014

iGestalt
Mar 4, 2013

Drunk in Space posted:

I noticed it's possible to select the storyteller and difficulty settings in the options menu while playing the game. Does anybody know if this actually has an effect? I went hours without an attack with Cassandra so I tried changing to the random guy in the hope it might spice things up but nothing yet.

I am certain that it does work. I got hit by a really painful attack while on the 'Rough' setting with Cassandra, and I didn't want to lose yet - so I set it to the lowest setting and nothing bad happened for -ages- and then a single pirate spawned and attacked while I was on pretty high wealth.

Pornographic Memory
Dec 17, 2008

Drunk in Space posted:

Braindamaged colonists are the saddest thing in this game. I have one puttering around sweeping dirt and still eating her dinner when everyone else is in bed. I thought giving her bionic legs might help make up the difference, but the consiciousness hit still gives a massive speed penalty. I hope you'll have the option to implant robo-brains or whatever in future.

I noticed it's possible to select the storyteller and difficulty settings in the options menu while playing the game. Does anybody know if this actually has an effect? I went hours without an attack with Cassandra so I tried changing to the random guy in the hope it might spice things up but nothing yet.

Yeah it works. Upping or lowering the difficulty gives a pretty big difference in attack wave sizes and equipment.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
My colonists don't seem to defend themselves automatically despite having weapons. What am I doing wrong? I have the overview set to manual but I can't see any options for fighting or defense.

Skaw
Aug 5, 2004

Opal posted:

My colonists don't seem to defend themselves automatically despite having weapons. What am I doing wrong? I have the overview set to manual but I can't see any options for fighting or defense.

Are they incapable of violence? I'm assuming not all your colonists have this issue, but some character generation options can make individuals pacifists.

The only way to really deal with them allowing themselves to be eaten by animals is to limit their time outside your walls. When push comes to shove, using mortars is not considered a violent action, so you can throw them on artillery.

Skaw fucked around with this message at 16:30 on Oct 31, 2014

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Opal posted:

My colonists don't seem to defend themselves automatically despite having weapons. What am I doing wrong? I have the overview set to manual but I can't see any options for fighting or defense.

You have to draft them to make them enter combat.

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Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
I'm sure I saw my colonists defend themselves automatically on my first run-through but maybe not. I'll try the draft thing instead. What also worked was assigning them as hunters and marking just the one squirrel or whatever.

Related to food, why won't my colonists eat simple meals? They insist on tracking halfway across the map for prepackaged meals instead.

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