|
They should let us go full barbarian and chop off their heads and put them on pikes to deter invaders. Visitors would also see it and go away. "The visitors from Gordon's Creek were considering visiting, but they saw the bloodshed we inflicted and decided against it. -10 relations."
|
# ? Sep 8, 2016 00:41 |
|
|
# ? May 19, 2024 06:09 |
|
They need to bring back the fear features that were planned out. We can already turn prisoners loose missing their arms, half their organs, and eye balls; if I'm busy re-enacting Event Horizon in my medical wing at least one of these factions better recognize my efforts.
|
# ? Sep 8, 2016 01:21 |
|
IAmTheRad posted:They should let us go full barbarian and chop off their heads and put them on pikes to deter invaders. Visitors would also see it and go away. "The visitors from Gordon's Creek were considering visiting, but they saw the bloodshed we inflicted and decided against it. -10 relations." I love the idea for flavor and having extra periods where there's no active crisis wouldn't be nothing, but basically this would turn the times when you draw a raid event into either nothing happening for a weaker raiding party, or a stronger raiding party just not giving a poo poo and coming at you. In general, I can understand not wanting to add and support options like a gallows for public executions and gibbets for deterrence, but that poo poo is far from a common practice anytime you wind up with humans in small subsistence settlements that are subject to exterior violence.
|
# ? Sep 8, 2016 01:42 |
|
LonsomeSon posted:I love the idea for flavor and having extra periods where there's no active crisis wouldn't be nothing, but basically this would turn the times when you draw a raid event into either nothing happening for a weaker raiding party, or a stronger raiding party just not giving a poo poo and coming at you. It'd probably work if it increased the time for the next raid of X faction you do it to, but when the next one DOES show up it'll be quite a bit bigger.
|
# ? Sep 8, 2016 02:02 |
|
I think if your colony is a horrifying compound surrounded by mass graves and decaying skeletons, multiple factions should team up to take you out. That, or when the normal raiders become too afraid to attack you, you should get hit by tons of mechanoids instead.
|
# ? Sep 8, 2016 02:09 |
|
Couldn't you make your surroundings horrible and disgusting on purpose to tank the raiders' moods and get them to kill each other?
|
# ? Sep 8, 2016 04:31 |
|
Hah, take THAT bugs! Even though 4 hives spawned altogether, the fact that they're in an isolated, DISTANT mineshaft means I don't need to worry about them for a long, long time.
|
# ? Sep 8, 2016 04:38 |
|
Elth posted:Couldn't you make your surroundings horrible and disgusting on purpose to tank the raiders' moods and get them to kill each other? in theory, but it would tank your colonists mood too
|
# ? Sep 8, 2016 04:39 |
|
Internet Explorer posted:I love this game, but I am terrible at it. Have had it for a good long time, too. I never play anything that isn't year round / mountainous. How do you even set up a base if you can't use mountains as walls? Wall the whole thing in and have no natural chokepoints / kill zones? Ugh. It's not too bad. On maps with large or small hills I can usually incorporate the terrain for partial wall coverage on at least 3 sides, and just build wooden walls to enclose the camp. Upgrade to stone eventually but wood keeps manhunter packs out at least. Make sure you have one door per side and set up defenses outside each. Someone in this thread suggested using a box made up of alternating stone walls and sandbags, the idea being your guys take cover behind the stone "columns" and peek out over the sandbags to shoot. Roof the area too so it's dark and harder to aim into. Add in some turrets once you can and you're set.
|
# ? Sep 8, 2016 04:59 |
|
Whoa, lighting affects shots? Hadn't even crossed my mind.
|
# ? Sep 8, 2016 06:09 |
|
Pumpkinreaper posted:Hah, take THAT bugs! The downside to this is when you DO have to worry about them, there will be approximately 1 billion bugs. Fortunately they're in a one-exit deep mineshaft, so you can just throw a bunch of flammable expendables in the entrance hall, block the exit with stone doors, and molotov the burnin' heap. The temperature inside should reach smelting levels.
|
# ? Sep 8, 2016 06:23 |
|
150-170c should heatstroke them to death overnight, and the more you let them breed, the more delicious bug meat for kibble you get for free
|
# ? Sep 8, 2016 07:57 |
|
Boy, I just had two raids in the same day. I wiped out the first group of pirates and then a second group showed up while I was still rescuing a downed guy and taking a captive from the first bunch. I guess that's Randy for you. It was the best start I've ever had in Rimworld, too. I got cargo pods with ~24 medicine and a self-tamed grizzly bear in the first month.
|
# ? Sep 8, 2016 09:13 |
|
Mzbundifund posted:The downside to this is when you DO have to worry about them, there will be approximately 1 billion bugs. Fortunately they're in a one-exit deep mineshaft, so you can just throw a bunch of flammable expendables in the entrance hall, block the exit with stone doors, and molotov the burnin' heap. The temperature inside should reach smelting levels. Actually I just made 4 coolers and lowered the temperature to -20+ and killed all the hives and killed almost everything but a few lingering spelopedes and megaspiders. Also: WHAT. THE. gently caress. The doc had medicine 13, two bionic eyes, a hospital bed with vitals monitor attached, was using a regular medkit and she was on wakeup which boosted her surgery success rate to 132%. Normally I take "132% surgery success chance" as it being impossible to gently caress up royally.
|
# ? Sep 8, 2016 09:52 |
|
Pumpkinreaper posted:Actually I just made 4 coolers and lowered the temperature to -20+ and killed all the hives and killed almost everything but a few lingering spelopedes and megaspiders. Tynan's vision!!!
|
# ? Sep 8, 2016 09:55 |
|
dyzzy posted:Whoa, lighting affects shots? Hadn't even crossed my mind. It's a good idea to scatter some roofed torches around your kill boxes for the same reason.
|
# ? Sep 8, 2016 09:57 |
|
Pumpkinreaper posted:
Tynan's been playing too much
|
# ? Sep 8, 2016 09:59 |
|
LonsomeSon posted:I love the idea for flavor and having extra periods where there's no active crisis wouldn't be nothing, but basically this would turn the times when you draw a raid event into either nothing happening for a weaker raiding party, or a stronger raiding party just not giving a poo poo and coming at you. Funny enough, there were gibbets in an earlier build of the game; I remember building labyrinths of gibbets that raiders had to weave through in order to approach. Personally I love the idea of fear and deterrence, and the more psychological horror the better, however if implemented in a balanced way I could imagine it being frustrating as your own colonists ran screaming from scary things. What I really want is an irrigation model. We have some of that with the Moisture Pump for turning wet ground dry, but I'd rather have the opposite: I want to dig ditches, irrigate my fields, and build moats or mudpits to delay melee raiders.
|
# ? Sep 8, 2016 11:48 |
|
With the heads-on-pikes stuff, I think it could work if there was a major initial negative moodlet, which slowly tapered (over the course of seasons, or years) to nothing as your people got used to it. It could present some amusing problems with new recruits, where the bedraggled horribly wounded escape pod survivor finally agrees to join your group... Only to get hit with the major initial penalty as they walk outside for the first time and see their new friends casually eating lunch and sowing fields under the rotting gaze of dozens of impaled skulls. There's also plenty of ways to balance it out, as mentioned before... Plus things like, for example, an increased chance of manhunter attacks drawn by the smell of meat, reduced trading opportunities, maybe even a late-game event of a raid from offworld forces. Stories of your butchery and savagery have spread to the civilizations your colonists once called home, and they feel compelled to stop your atrocities with drop-pods of Space Marines decked out in Masterwork power armor and rocket launchers, juiced to the gills on Wake-up and Yayo....
|
# ? Sep 8, 2016 13:08 |
|
I heard of somebody setting up a custom scenario where all their colonists were psychically deaf, and built a horrible golden temple around any psychic ships that dropped in. After a certain point any and all non-deaf people just go loving insane instantly, apparently.
|
# ? Sep 8, 2016 13:13 |
|
GenericOverusedName posted:I heard of somebody setting up a custom scenario where all their colonists were psychically deaf, and built a horrible golden temple around any psychic ships that dropped in. After a certain point any and all non-deaf people just go loving insane instantly, apparently. That sounds tight and would go along great with the request to put mechanoid bodies up as statues. Build your colony around worship of the great metal overseers.
|
# ? Sep 8, 2016 13:17 |
|
I just have a dump stockpile called "Mass Grave", idk
|
# ? Sep 8, 2016 14:51 |
|
LORD OF BOOTY posted:There really should be a negative mood modifier for enemies seeing corpses/graves in your front yard. It would make sense for them to nope the gently caress out if you already have 300 of their buddies' skeletons surrounding your compound. There is a negative mood modifier for seeing an unburied corpse and invaders are also affected by it. It's pretty small though.
|
# ? Sep 8, 2016 15:15 |
|
Foo Diddley posted:I just have a dump stockpile called "Mass Grave", idk I just have a psycho butcher.
|
# ? Sep 8, 2016 15:19 |
|
Gantolandon posted:There is a negative mood modifier for seeing an unburied corpse and invaders are also affected by it. It's pretty small though. It also has a stack limit.
|
# ? Sep 8, 2016 15:30 |
|
LonsomeSon posted:I love the idea for flavor and having extra periods where there's no active crisis wouldn't be nothing, but basically this would turn the times when you draw a raid event into either nothing happening for a weaker raiding party, or a stronger raiding party just not giving a poo poo and coming at you. You could literally just apply a mood debuff which would then make attackers more prone to morale failure with the existing "saw ally die" "injured" "in pain" debuffs they already accumulate.
|
# ? Sep 8, 2016 17:55 |
|
Yeah the corpse wall is pretty disturbing, but we got such nice meals and all this goddamn weed so I don't give a gently caress!
|
# ? Sep 8, 2016 18:19 |
|
Aleth posted:I just have a psycho butcher. That's the answer to many problems in Rimworld, and real life as well.
|
# ? Sep 8, 2016 18:44 |
|
Aleth posted:I just have a psycho butcher. Doesn't this still give all your other colonists the "the colony butchered a human" bad mood?
|
# ? Sep 8, 2016 18:58 |
|
Mzbundifund posted:Doesn't this still give all your other colonists the "the colony butchered a human" bad mood? 6 points is hardly a problem, especially when the reward is free kibble. E; I don't even care if the butcher is psycho at this point, the butchered human debuff maxxes at 4x and -16 is easily absorbed when you give them lots of drugs and a comfy chair to do the butchering in.
|
# ? Sep 8, 2016 19:18 |
|
Comfy human leather armchairs for everyone at that.
|
# ? Sep 8, 2016 19:37 |
|
Aleth posted:Comfy human leather armchairs for everyone at that. Human leather is nice and supple, but I prefer to sell the stuff for a mint instead. I've got alpaca wool, pig skin, and labrador fur coming out of my rear end now, so I just go with that. Feeding all these critters sure takes a lot of kibble; but an army of haulers and colonist rescue dogs/pigs is kind of handy. NatasDog fucked around with this message at 19:45 on Sep 8, 2016 |
# ? Sep 8, 2016 19:41 |
|
Aleth posted:I just have a psycho butcher. Yeah, I have a psychopath cannibal butcher I nickname "Sweeney Todd" who chops up the bodies. I sell the meat and leather to traders.
|
# ? Sep 8, 2016 19:43 |
|
So, do I put them all back in for more skillups, or let him go?
|
# ? Sep 9, 2016 00:49 |
|
Catch another one and mix and match parts.
|
# ? Sep 9, 2016 01:13 |
|
Pumpkinreaper posted:So, do I put them all back in for more skillups, or let him go? dear loving lord this game makes us into monsters edit: also, people should post layouts. I'm trying to get ideas for when my current outpost collapses horribly Famethrowa fucked around with this message at 04:18 on Sep 9, 2016 |
# ? Sep 9, 2016 04:15 |
|
Famethrowa posted:dear loving lord this game makes us into monsters I ended up letting the guy go since it'd be too much effort to keep doing that to grind up medicine (not to mention risk of losing all of that money from selling the organs). I don't know if he found his way home though, I mean he can't see or hear. Also I really want to see someone make a photoshop of this.
|
# ? Sep 9, 2016 04:31 |
|
Foo Diddley posted:I just have a dump stockpile called "Mass Grave", idk Instead of butchering them and then making kibble I just construct an extra, smaller freezer for an outsider corpse locker and let my dogs go have a gnaw when they want some meat. Bonus: the dogs take care of stocking their pantry after every fight. e: also, this was the best image I could come up with in less than 30 seconds of searching, seems like there ought to be more realizations of colonists' artistic visions out there. LonsomeSon fucked around with this message at 07:43 on Sep 9, 2016 |
# ? Sep 9, 2016 07:37 |
|
LonsomeSon posted:Instead of butchering them and then making kibble I just construct an extra, smaller freezer for an outsider corpse locker and let my dogs go have a gnaw when they want some meat. Bonus: the dogs take care of stocking their pantry after every fight. How do you ensure your dogs are eating the corpses instead of your regular food stockpile?
|
# ? Sep 9, 2016 07:43 |
|
|
# ? May 19, 2024 06:09 |
|
Away all Goats posted:How do you ensure your dogs are eating the corpses instead of your regular food stockpile? Just set animal areas
|
# ? Sep 9, 2016 07:43 |