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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864198 times)

Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2190 on: January 07, 2017, 11:09:13 pm »

Now if only they would make a Combat Realism mod without ammo...
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2191 on: January 08, 2017, 12:34:39 am »

 Yah, if you want that yer gonna have to find someone whos not the mod maintainer to do it. Afterall, its kinda 30% of the point of the mod, and most of its content.
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TheBronzePickle

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2192 on: January 08, 2017, 09:14:05 am »

I personally thought I'd hate the ammo system, myself, but having played it, it's actually pretty easy to keep a handle on. Most forms of ammunition are easy to construct in large quantities, and the game has more than enough options for managing it. It's simple enough to not be tedious while still adding a bit of depth that helps make the game more interesting.
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2193 on: January 08, 2017, 10:22:30 am »

My only problem with it is that I end up with tons of hollow points, armor piercing rounds, and calibers that have no use for. Since you have to smelt them one at a time there's no easy way to get rid of them unless a trader shows up. And since there are so many kinds of ammo you need like a thousand 1 square stockpiles if you want to unsplit the stacks.

ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2194 on: January 08, 2017, 10:40:01 am »

I don't like the ammo thing because it's one more annoying thing to micromanage. I'll concede it adds some interesting points to combat (eg: you could conceivably wait shooters out till they ran out of bullets and bludgeon them), but not enough to offset the disadvantages
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Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2195 on: January 08, 2017, 11:26:38 am »

Why is ammo that bad, anyway?

Set up some 'Have at least X' orders at the loading bench, make a loadout that includes ammo, and bob's your uncle. Everyone's picking up ammo as of their own accord.

Lets pretend that Ammo is a undisputed positive.

Because the ammo is the one modification to that mod that messes up its compatibility with all other mods... and I know there are people who LOVE the combat realism mod but never get to use it because of that.

Heck one of my favorite gun mods is the Rimsenal Collection (Rimsenal, Rimsenal Federation, Rimsenal Feral)... But I can either chose to have very accurately represented shotguns OR the Rimsenal collection.
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Ygdrad

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2196 on: January 08, 2017, 01:04:53 pm »

What map size do you usually select? Been trying 400 and while it has its advantages it also has its share of problems. For instance, my map started out fine but now has a lot of panthers spread out and going out to rescue escape pod survivors or supplies becomes a huge gambling gauntlet for any lone colonist.

edit: Also wondering how people usually deal with drop pod pirate raids or bug infestations(without fire).
« Last Edit: January 08, 2017, 02:43:28 pm by Ygdrad »
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2197 on: January 08, 2017, 03:16:15 pm »

Custom-nerfed the Wehrmatch mod because I like fighting space nazis (and sacrificing survivors to Nyarlathotep) as much as the next man, but dude, the fuckers' weapons perform better than energy guns. It's not as much a matter of it making them hard (I have a pretty good killing ground set up), as it being ridiculous to see a wall break down in two minutes because one of these guys kept firing his mp40
« Last Edit: January 08, 2017, 03:57:25 pm by ChairmanPoo »
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The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2198 on: January 08, 2017, 05:32:42 pm »

What map size do you usually select? Been trying 400 and while it has its advantages it also has its share of problems. For instance, my map started out fine but now has a lot of panthers spread out and going out to rescue escape pod survivors or supplies becomes a huge gambling gauntlet for any lone colonist.

edit: Also wondering how people usually deal with drop pod pirate raids or bug infestations(without fire).
If you're using Hardcore SK, shotguns. Absolutely shreds everything except at long range.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2199 on: January 08, 2017, 07:01:41 pm »

Automatic grenade launchers are beautiful little fuckers to use though. Particularly when combined with the 14.5mm machineguns/light autocannon against mechanoids.

Also, from what I can tell from people talking about them, most weapon mods do work with CR(loaded after it), they just lack bulk definitions and sometimes get confused if they use a projectile from a vanilla weapon
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Ygdrad

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2200 on: January 10, 2017, 09:29:40 am »

I'm going to try a nomadic style of play with a tribal start. Anyone know the best place to get muffalos?
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2201 on: January 10, 2017, 09:36:34 am »

the best place to get muffalos is PrepareCarefully
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Ygdrad

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2202 on: January 10, 2017, 10:24:25 am »

the best place to get muffalos is PrepareCarefully

I know that and I'm using it. I just want to know which biome/temperature range to go to to get more
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Culise

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2203 on: January 10, 2017, 10:37:39 am »

Any biome that isn't a desert, extreme desert, or tropical rainforest has a chance at muffalo herds, according to the wiki.   That said, some biomes tend to have fewer animals than others; ice sheets in particular won't have as many animals coming in, and tundra are a bit sparse as well. 
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Tiruin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2204 on: January 10, 2017, 10:46:56 am »

Any biome that isn't a desert, extreme desert, or tropical rainforest has a chance at muffalo herds, according to the wiki.   That said, some biomes tend to have fewer animals than others; ice sheets in particular won't have as many animals coming in, and tundra are a bit sparse as well.
A Boreal Forest has, always, at least one herd of muffalo. I know because I only play in Boreal forests--searching for locations where crops don't grow (ie "Never"), and mountainous terrain. This usually puts me near ice cap regions but 'boreal forest', so it's quite picky but very possible if you know where to look :P

And I always manage to tame them or at least have traders coming in with Muffalo~ :3 Much fun creatures, although they DO consume a ton of hay...which is counter-productive in my biome pick unless I mine enough for large swaths of underground hay.
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