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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864476 times)

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #915 on: January 12, 2015, 01:25:23 pm »

I think you need a paypal to get them to work.

Also, get a paypal Drakale. Waiting for things to get on Steam will just bring grief, what with how sub-par steam is, and the fact that some people wont put their games on steam ever.
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Drakale

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #916 on: January 12, 2015, 03:57:16 pm »

Ehh, I'll look into the paypal thing. I don't have a problem with going outside steam, it's the paypal account that's bugging me. I didn't really look into it to be honest, maybe it's not that long to setup.
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Farce

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #917 on: January 12, 2015, 09:02:40 pm »

Really hoping for an expansion of gear and stuff.  I would really love the ability to equip both a ranged and melee weapon... or maybe primary and secondary, to facilitate dudes with rockets + guns instead of just rockets + swords.

Alternatively pistols and shields, or gadgets/tools and a weapon...

Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #918 on: January 12, 2015, 10:31:56 pm »

... paypal does straight credit cards without an account...
This is correct.  Paypal performs a middleman service, where paypal tugs money out of your bank account, then pushes the money to the merchant (in this case, Rimworld) minus a bit of transaction fee.  I know a lot of people get wiggy with Paypal because of the uncertain ways they claim "When you put money in your paypal account, it's ours, but you can use it if we feel like letting you" but this doesn't work like that.  It's a one-off transaction where Paypal is functioning more as a card reader than a banking service.

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #919 on: January 12, 2015, 11:01:17 pm »

Really hoping for an expansion of gear and stuff.  I would really love the ability to equip both a ranged and melee weapon... or maybe primary and secondary, to facilitate dudes with rockets + guns instead of just rockets + swords.

Alternatively pistols and shields, or gadgets/tools and a weapon...

Having clothing items that allows one to carry, say, a pistol or knife would be nice, and would go well with a few ideas I have had for it... Now only if I could code...
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GrizzlyAdamz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #920 on: January 13, 2015, 05:58:28 am »

Meh, I kinda like the one-item carry limit.

Combined with something like thingamajigs or right tool for the job, that armory next to your kill box really serves its purpose.
It's rather fun telling all your pawns to arm & armor up.

Having a million item slots would make weapon racks..decorations. You'd only 'need' an armor pile.
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Azated

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #921 on: January 13, 2015, 07:25:01 am »

Really hoping for an expansion of gear and stuff.  I would really love the ability to equip both a ranged and melee weapon... or maybe primary and secondary, to facilitate dudes with rockets + guns instead of just rockets + swords.

Alternatively pistols and shields, or gadgets/tools and a weapon...

If one of your colonists has the power claw bionic alongside a ranged weapon, they'll use the claw in melee combat instead of the gun. I usually just end up ditching the gun and going full-melee anyway, those claws are ridiculously powerful and then tend to pull off noses and fingers on every strike.
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #922 on: January 13, 2015, 03:45:02 pm »

Well I've finally played long enough to make a fortress sort of thing. Of course, I'm using mods such as ways to synthesize metal, uranium etc, and since I'm playing on the default sized map there's not a lot to mine anyway.

Here are a couple tips I've found out.

1) Hunt a lot, use 2-3 people and give them pistols, nothing better than that. Pistols are great for training, keep collateral damage at a minimum. The guys I set to hunt ended up with legendary shooting skill in a few months. You only need to designate hunt targets whenever your meat freezer is running out, but when you do, designate plenty. The "interface mod" thing is really good, you can double click a species of animals, and once the group is selected click on the "hunt" context button at the bottom. Also don't forget to set a high-ish priority to that task.

2) If you're in a hurry to put out a fire that's threatening important items, forget about zoning and trying to wrestle your colonists to put out a specific fire just to find out it's "reserved" (yeah, dibs on that blazin' fire you guys!). Instead, draft a few guys and place them strategically along the edges of the fire, they will automatically try to put any adjacent space in all 8 directions, even if it's already being put out by someone else. Make sure to pause a lot and move them around so they don't just stand there watching the fire grow out of control.

EDIT:

3) Make your trading stockpile an enclosed area with walls and doors, to prevent raiders droping right on top of you. You can designate the area "no roof" whenever you're going to use the trading interface, then remove the area when you're done.
« Last Edit: January 13, 2015, 04:22:33 pm by Sergius »
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #923 on: January 13, 2015, 05:37:18 pm »

Also, forcefields mods is awesome. Next base I'm going to plan it around using lots of Fortress Shields, structural integrity fields and a few small ones for my turrets, instead of using a killbox I'm going to place all my defenses inside forcefields facing outwards in all directions :D
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MrWiggles

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #924 on: January 20, 2015, 09:00:11 am »

Well, this colony that ran for 5 in game years is I think pretty fucking doomed.

A mech drop, with 10 Crawler things. I've tried twice, and I got it widdled down to 3, but thats after losing most of my combatants.

I think I'll try it again a third time but by spending a good portion of my saved silver to send in other to get slaughter as they will only bring in pistols.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #925 on: January 20, 2015, 04:08:31 pm »

Centipedes.
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MrWiggles

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #926 on: January 20, 2015, 07:41:58 pm »

My favorite chess piece, is the horsey.
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GrizzlyAdamz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #927 on: January 20, 2015, 10:20:52 pm »

Centipedes are why I keep a stockpile of frag grenades. Plus one EMP set.
Ya may not get to recycle many bodies, but creepy-crawlers shouldn't be a base-wipe so long as you can clump them all together.
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MrWiggles

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #928 on: January 20, 2015, 10:35:32 pm »

Yea, I was using EMPs, and found out my kill box is not grenade friendly.
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