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ClanKiller.com Tweaks, Games and General Disorder 2016-10-08T03:56:49-06:00 https://forums.clankiller.com/feed.php?f=10&t=4332 2016-10-08T03:56:49-06:00 2016-10-08T03:56:49-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73406#p73406 <![CDATA[Re: Rimworld]]>

Statistics: Posted by Rinox — Sat Oct 08, 2016 3:56 am


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2016-10-07T23:20:24-06:00 2016-10-07T23:20:24-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73405#p73405 <![CDATA[Re: Rimworld]]>

Statistics: Posted by Satis — Fri Oct 07, 2016 11:20 pm


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2016-08-09T05:26:54-06:00 2016-08-09T05:26:54-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73245#p73245 <![CDATA[Re: Rimworld]]> Thanks for the explanation!

Also, stop turning me into a cyborg hahaha.

Statistics: Posted by Rinox — Tue Aug 09, 2016 5:26 am


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2016-08-09T05:11:26-06:00 2016-08-09T05:11:26-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73243#p73243 <![CDATA[Re: Rimworld]]>
The medical system mod is pretty cool and detailed. Colonists can lose / fracture or scar anything from a finger to a toe. This usually happens in combat, or when you're mining and there's a roof-collapse. Cuts are very easy (too easy imo) to heal. Once your colonist has finished combat, if he's been cut, he will go to his bed to heal. Cuts will heal in about half a day on their own without any medical attention, but there is a 50/50 chance of infection, which can develop into moderate infection if it remains untreated. Even if you treat the minor infection, there's a chance the treatment isn't effective. Same goes for a moderate infection. If the colonist gets major/extreme infection, survival chance can be slim. So really, I get my medic B-line it immediately to anyone in triage as soon as combat ends. Scars occur if the colonist survives a cut without treatment. This causes them minor pain permanently and I think a small reduction in skill ability according to the affected limb. So far, no way of dealing with scars except the drastic option, which I outline next. If the colonist loses a limb, this will pretty much render them mostly useless. It is heart-breaking to have one of your good shooters lose an arm or a leg, so to solve this there are 3 options. a) Simple prosthetics. b) Bionics c) advanced bionics. Simple prosthetic are crafted with some basic materials but also some advanced materials. This would be the equivalent of crafting a peg-leg for anyone that lost their leg. Or a claw for someone who's lost their hand, or a denture for someone who's shattered their jaw (this happened to poor derf once). You craft the prosthetic item at the prosthetics bench, then in order to install it, you select the affected colonist, click on their Health tab, and then the Operations tab, and select to have the right surgery carried out. He/she will then go to bed, and the designated medic will then gather medical supplies and the prosthetic item, and perform the surgery. I have to say, sometimes this fails. Sometimes it fails with comical outcomes. There are 3 levels of failure. 1 is minor, which means you've wasted the item, and cut the patient, causing additional bleeding which needs treatment. Not a big problem cos they're knocked out on anaethetics by this stage anyway. The moderate failure is the same, but you've done it to a number of other previously healthy body parts. A critical failure is the same, but you've somehow managed to entirely remove one or more other healthy body parts. Bionics (which i've just started to dabble in) are frickin awesome. More expensive to craft, but these give your colonists ability boosts. So there's a very good case for replacing healthy limbs with artifcial upgrades. In fact i've recently replaced on of Rinox's ribs for a bionic one that boosts adrenaline, so he now moves faster in general. To craft these, you need a material called plasteel and a very good surgeon, so it's not easy. The advanced bionics option I haven't trued yet. It requires a material that i've never found or traded.

2 more points, each colonist has about a dozen abilities ranging from speech to movement speed to manipulation etc. Depending on their injuries / bionics, skills alter accordingly on a percentage basis. So a naturally healthy colonist has 100% on all abilities. The same colonist with a bionic arm will have 115% manipulation. If you add another bionic arm, it will be 130%. Better manipulation = better marksmanship. Second point is that you can build specific medical rooms with specific medical beds if you want, even with an optional vitals monitor and sterile flooring. Having this medical areas improves medical treatment success rate, so I think it's essential.

Statistics: Posted by derf — Tue Aug 09, 2016 5:11 am


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2016-08-07T07:07:52-06:00 2016-08-07T07:07:52-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73236#p73236 <![CDATA[Re: Rimworld]]>

The hospitality one sounds good too, and the embattlements should already be in the game tbh.

Why haven't you played around with turrets yet? Too fidgety?

How intricate is the medical system btw? I know that there is a "doctor" skill, but how elaborate is it? Can they set bones, clean wounds, perform surgery?

(here we go again) In DF, there are several medical skills that all affect the treatment to some extent or another. Bone setting, suturing, surgery, wound dressing, cast making and so on. Some doctors are better at fixing some things, and 'nurses' obviously need to be good at wound cleaning. The equipment you keep in your 'hospital area' also determines effectiveness of the treatments. You need thread for suturing, cloth for wound dressing, plaster for casts, and clean water and soap will drastically reduce chances of infection when dealing with open wounds.

I'm obviously not expecting Rimworld to have this level of detail (yet), but I hope it's a bit more than just "NPC with surgery skill stands next to torn open colonist and magically heals him because his skill is maxed out". :)

Statistics: Posted by Rinox — Sun Aug 07, 2016 7:07 am


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2016-08-03T03:10:58-06:00 2016-08-03T03:10:58-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73233#p73233 <![CDATA[Re: Rimworld]]>
1. Doormats - Dirt dragged in by colonists into rooms, is more likely to deposit on the doormat, as opposed to the room within (making cleaning a little more efficient).
2. Hospitality - More frequent visits by passing tribes/colonies. They use your colony as a hotel for a day or two (but they eat their own food!). This is a very pleasant touch to the game. If they enjoy their stay (determined by cleanliness, decorativeness, bed quality, dining table, etc) they leave you some token goods as a thanks (and these are often much needed). Sometimes the visitors are willing to trade a little, which also helps. There are diplo boosts / penalties against the faction if they enjoy / dislike their stay. It makes you very much willing to accept visitors and even build out a dedicated dorm for them.
3. Weapons - Addition of a bunch of weapons (modern day). This is pretty good. The vanilla game has a range of weapons, but only about 1 type for each. This spices things up a little. For example, one of my colonists has a FAMAS AR, another has a SCAR. The characterists vary, such as cooldown, aim time, burst count, accuracy and different ranges, damage, etc.
4. Enbattlements - This is the more "cheaty" type of mod, though, it's perfectly realistic. It allows you to contruct walls with holes in, so your colonists can poke guns through them and shoot at enemies while being protected from melee damage. Enemies raiding my walls head on now get very badly fucked up, with about 7 of my colonists armed with guns shooting downrange, as you'd expect.
5. Extended turret types - I'm yet to construct a turret, even in vanilla.

Some other stuff I can't recall.

Satis - You cheapskate! Reward these guys for their excellent work!

Ox - The risk of your colonists shooting a "front line" in the back are way too high (and likely). I've had to reload several battles having learned that, because someone like O'Cram would be standing beside Rinox, and then Rinox would suddenly turn to shoot someone to the right, only for a Blue on Blue to occur (severed limbs and so on).

Statistics: Posted by derf — Wed Aug 03, 2016 3:10 am


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2016-08-02T12:34:00-06:00 2016-08-02T12:34:00-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73227#p73227 <![CDATA[Re: Rimworld]]> Statistics: Posted by Satis — Tue Aug 02, 2016 12:34 pm


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2016-08-02T05:49:53-06:00 2016-08-02T05:49:53-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73224#p73224 <![CDATA[Re: Rimworld]]>
Lol @ potentially starving your human colonists to save your chickens. I guess it makes sense though, if there is a sudden famine you can always slaughter the chickens for food. And so, animal husbandry was born. ;-)

Are you using the individual commands now, and does it make a big difference?

Can you make two lines of defense, one ranged and one melee, so the melee guys can step forward and receive the impact of the charge? Roman style. :-D Although I guess there is a very real danger of your more incompetent shooters shooting your own troops in the back that way.

Statistics: Posted by Rinox — Tue Aug 02, 2016 5:49 am


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2016-08-02T03:08:36-06:00 2016-08-02T03:08:36-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73223#p73223 <![CDATA[Re: Rimworld]]>
It's so damn fun, in an OCD way that appeals to me greatly.

My current colony is 10-strong, and doing ok. Much better than the previous, which I abandoned, because it very much felt like a consistent uphill struggle to keep things working :)

Still learning. Still making mistakes. Still getting things seriously wrong. :)

Right now, i'm trying rearing chickens. Suffice to say that it's difficult to get the provisions correct, such as a barn for them to shelter in, temperature control, and most importantly feed. The first two factors I've now learned (after failing badly, and losing all of them to frostbite). The latter is my current issue. I'm a bit ashamed to say this, but i'm editing the save file to boost my Haygrass crops, because I didn't designate enough crops for growing Hay at a rate that the chickens needed to survive on. You might think that's a bit drastic, but I don't fancy losing all my chickens again after so much work. Firstly, they are hard to come by. You don't start with any on the map, so the only way to acquire them is to purchase them when the right trader comes to visit the colony, and they're expensive. The trader will sell either fertilised eggs, or Hens and Roosters, so you really have to rear them from the very beginning. The buggers eat so much food. I had to feed them potatoes for an extended period because of my Hay situation, so I now have no food stocks for my colonists (I've increased crop areas, so this should be manageable before starvation kicks in). Secondly, the meat and eggs chicken produce are the most plentiful source of meat/protein in the game (for cooking meals). Every other type of livestock / animal rears way too slowly. Chickens reproduce at crazy rates, so it's very much worth rearing them so that you can have a somewhat stable supply of meat to make medium quality meals (which provide hapiness boost).

Other than that, i'm slowly learning better base defense layouts and building layouts in terms of efficiency. I have made a full perimiter around my colony, which works well against the raids i'm facing now, though, sometimes I have major issues if the raids consist of enemies with a mix of weapons (grenades, melee and guns). The melee guys often have personal force fields, so they tank-in and cause big problems.

Oh, and since I thought the vanilla game was getting a bit stale, I installed about a dozen mods, and they've extended the dynamics of the game greatly. Very impressed.

Some nights i'm up until 3 am playing this. The gf has even recently started complaining.

Statistics: Posted by derf — Tue Aug 02, 2016 3:08 am


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2016-07-26T12:33:59-06:00 2016-07-26T12:33:59-06:00 https://forums.clankiller.com/viewtopic.php?t=4332&p=73190#p73190 <![CDATA[Re: Rimworld]]> Statistics: Posted by Rinox — Tue Jul 26, 2016 12:33 pm


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