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Drink Cheerwine posted:Dunno if you play with advanced defense, but put an embrasure facing into your jails if you do. Holy poo poo, I'm an idiot. How did I not think of that?
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# ? Oct 24, 2014 17:25 |
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# ? Apr 25, 2024 23:51 |
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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? EdB Interface also fixes the problem of selecting material type every time
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# ? Oct 24, 2014 18:13 |
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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.
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# ? Oct 24, 2014 18:16 |
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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
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# ? Oct 24, 2014 18:27 |
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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...
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# ? Oct 24, 2014 19:35 |
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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
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# ? Oct 24, 2014 19:46 |
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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.
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# ? Oct 24, 2014 22:36 |
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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
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# ? Oct 24, 2014 22:58 |
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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 |
# ? Oct 24, 2014 23:17 |
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Have a berry producing farm alongside your potato farm
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# ? Oct 25, 2014 00:04 |
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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.
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# ? Oct 27, 2014 16:34 |
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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.
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# ? Oct 27, 2014 18:08 |
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Looks like temperature is going to be a factor in the future.changelog posted:Oct 27
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# ? Oct 27, 2014 22:36 |
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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.
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# ? Oct 27, 2014 22:46 |
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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.
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# ? Oct 27, 2014 22:51 |
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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).
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# ? Oct 28, 2014 00:24 |
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It would be nice to be able to split an existing colony on a given world, or transfer folks/materials between them.
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# ? Oct 28, 2014 00:39 |
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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
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# ? Oct 28, 2014 02:57 |
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Finally, my fridges will actually work instead of just being a dark room full of meats of questionable sourcing.
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# ? Oct 28, 2014 03:01 |
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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.
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# ? Oct 28, 2014 04:10 |
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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 |
# ? Oct 28, 2014 05:53 |
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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.
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# ? Oct 28, 2014 14:05 |
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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.
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# ? Oct 28, 2014 14:09 |
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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. 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.
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# ? Oct 28, 2014 16:00 |
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So what are some optimal defenses without using mods?
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# ? Oct 28, 2014 21:11 |
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code:
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# ? Oct 28, 2014 21:15 |
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What about for turrets?
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# ? Oct 28, 2014 22:00 |
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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.
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# ? Oct 28, 2014 22:40 |
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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.
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# ? Oct 28, 2014 23:41 |
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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.
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# ? Oct 29, 2014 22:45 |
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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.
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# ? Oct 31, 2014 04:53 |
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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.
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# ? Oct 31, 2014 06:05 |
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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.
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# ? Oct 31, 2014 06:33 |
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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 |
# ? Oct 31, 2014 08:54 |
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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.
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# ? Oct 31, 2014 12:32 |
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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. Yeah it works. Upping or lowering the difficulty gives a pretty big difference in attack wave sizes and equipment.
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# ? Oct 31, 2014 13:08 |
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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.
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# ? Oct 31, 2014 13:36 |
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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 |
# ? Oct 31, 2014 16:26 |
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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# ? Oct 31, 2014 16:43 |
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# ? Apr 25, 2024 23:51 |
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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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# ? Oct 31, 2014 17:01 |