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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 813308 times)

n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2655 on: August 13, 2017, 03:51:40 pm »

(As of the last time I got a manhunter pack of boomalopes)
Herds of boomalopes usually survive the first explosion, with injuries, some of which will end up bleeding to death.
Oftentimes one of those that bleed out will do so within range of another member that was hit with the initial explosion.
This causes a chain-reaction that usually decimates the entire area, destroying all but a few of the corpses of the last members hit.
FPS-wise, there's likely to be a small spike, but only a few game-frames worth.
Considering they're already surrounded by fire, there's not going to be a big impact form the fires that they would normally cause, because nearly everything will have already burnt down.
Agreed that you're probably going to get rain shortly to put out the fires, given the extent of spread shown. (Only Randy or a Challenging+ Cass would let it get much bigger.)
You could check the debug/dev variables yourself (I forget what menu) to see how much the AI is thinking of sending rain to put the fires out.
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Culise

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2656 on: August 13, 2017, 04:08:39 pm »

There is a Combat Extended option to not use ammo, so you wouldn't be stuck crafting arrows for your bow. Of course you may know that, and WANT to craft ammo, so this may be more of an FYI for others reading this post.
I actually didn't know that.  I do use Combat Extended in part for the ammunition system, but that is still very nice to know.  It'll be good to have an option outside of Prepare Carefully if need be.  Thank you. ^_^
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2657 on: August 13, 2017, 05:53:10 pm »

That seems like it is the case. Fires themselves don't seem to impact FPS much, but at the height of the boomalope fireworks display (it was pretty damn amazing!) it started to judder a bit... and then it started raining. Not quite heavily enough to extinguish the dead boomalopes while there was enough left of them to eat, but at least there were a couple of wounded ones that we finished off.

Three boomalopes actually survived unharmed, crazily enough. They managed to rush through the thinnest part of the flamewall at what was basically the last possible moment.



Anyway, all that is old news.
I justlast night had a ridiculous moment, a classic Rimworld/DF moment which has left my colony in tatters and made me seriously consider savescumming- it took some effort to stop myself, believe me.
Things were going alright, we were a bit low on food but we'd just managed to fend off a tribal raid without much trouble, killing one outright and capturing another, whilst a third was downed as he tried to run and had his head beaten in with a club (my two defenders in that battle were both blessed with the 'bloodlust' trait), while only one made it out alive.


As my main colonist came through the gates with his captive, though, he went into a smokeleaf-deprived daze and dropped the guy in the swamp-- at pretty much the same time as, out on the other side of the fort, another colonist (the one who'd had his wife and son brutally killed as they chased him into our territory with a group of fellow raiders, something I think he was still kinda cut-up about) had a breakdown of his own, going berserk.

At first I was just mildly amused, since he was out gathering wood alone and there was no-one around for him to bother except for perhaps a cassowary. Then, as I watched in mounting horror, he ran past the cassowary and rushed an elephant that was lurking just off-screen. Its immediate reaction as he tried to stab it with his shiv was to gore him horribly in the arm with its tusks.
He got up again, and was gored again- and this time he managed to piss it off.

I stationed my one good marksman who wasn't dazed at some embrasures in the nearby wall and had him try to kill it, but his arrows were mostly ineffectual. Then I had the injured guy's closest friend (I checked his social screen to see who might be willing to undertake such a daring mission to save him, but it helped that this guy was also notably more expendable) rush out to try and rescue him whilst the archer provided covering fire.

I didn't really expect it to go well, but... the elephant charged over there and gored his friggin' head off in its first strike. :o
With mounting desperation I had another colonist, the cook and also one of our better medics, run out there with some meds to stabilize the guy, but she too was hit by the elephant after managing to stem only half of his bleeding wounds. It tore her shoulder off, apparently - I am unsure if that means the meat of her shoulder itself, or just that the arm was torn off at the shoulder. I'm guessing the latter, since pawns with severed necks visibly lose their heads, too.


Eventually I did what I probably should have done ages ago and had someone arrest my dazed rifleman- having to beat him down with a club, mangling his ring finger in the process. I had Tony, the other marksman, swap out his bow for the guy's rifle, and he was eventually able to muddle through and wear the elephant down and kill it. Poor Taiki was long dead by then, sadly. We managed to save the cook, though, which is fortunate since nobody else has much in the way of cooking skill or any passion to learn.
So, yeah...

Tl;dr: Colonist who arrived as a chased refugee and was still all sad about us killing his wife and son goes berserk, attacks an elephant with a shiv, sends it into a rage and is then gored horribly, causing the death of one pawn and the crippling of another as they attempt to rescue him.
He died, too. Also, these are the first colonists to die in this game, come to think of it. Damn.   


I started writing that out last night whilst half-asleep, right after it happened, and it was even more rambly, can you believe that? This is the abridged version.    


Edit: Oh! And other exceedingly amusing moment from last night:
After the elephant was dealt with, Tony - who had received a nasty bruise from its tusks in the process - was resting in our one hospital bed. I know, this fort is a friggin' shambles. At that point a raid came. I was rather concerned at first, since, well, one of our fighters was dead and everyone else was wounded to varying degrees of severity.

Fortunately, the raid turned out to be just a few tribals with melee weapons. The most of them charged down to start battering on the main gate, which is when I noticed something interesting about the layout of the room with the "infirmary" in it- right next to that hospital bed is an embrasure overlooking the gate.

I have an amazing mental image of Tony just sitting up in bed with a weary groan, placing the barrel of his rifle through the slit, and neatly gunning down two of these savages and scattering the rest before simply lying down in bed and going back to sleep. :))   
'Twas a heartwarming moment indeed, after our recent losses.   
« Last Edit: August 13, 2017, 06:04:37 pm by Yoink »
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2658 on: August 14, 2017, 03:30:57 am »

Sent a problem causing pawn solo with a doomsday rocket launcher, a m1911, and 2-4 of each type of grenade into the center of an enemy encampment to blow up everything and and die gloriously. The doomsday rocket blew a hole in their compound but only killed one person. With smoke for safety, Molotovs for area denial, flashbangs to stop groups, frags to mop up she was able to wipe out half of the base. They finally managed to pin her down with a machine gun and a slasher ran up to knife her while she was hunkered down. The machine gunner kept firing and killed the slasher, that convinced the others that it was getting too hairy and the outpost disbanded. I'm still deciding whether she needs to continue seeking death in battle or return to the colony to live as a hero.

scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2659 on: August 14, 2017, 06:22:41 am »

The First Dawi
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scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2660 on: August 14, 2017, 07:33:24 am »

edit: Also, I just had the father and brother of a prisoner in a pirate raid show up in another raid. That's pretty cool.

Might be because I'm using the Hospitality mod, but I'm not sure.
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The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2661 on: August 14, 2017, 11:17:02 am »

Having several thousand rounds of low caliber ammunition laying around in the kitchen was a bad idea. Had the batteries randomly discharge, setting the piles on fire and riddling everyone there with hundred of bullets. No deaths but a few limbs lost.
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KingofstarrySkies

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2662 on: August 14, 2017, 07:30:00 pm »

Recommend me mods! I got back into this game.
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2663 on: August 14, 2017, 08:11:40 pm »

Is there a mod to make bullet stacks NOT go up like that? It's pretty bloody unrealistic for that tiny explosion to hurt anyone or send a bullet flying at any dangerous speed.
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2664 on: August 14, 2017, 08:59:35 pm »

You could throw bullets into a fire in real life and it's perfectly safe, due to the fact that bullets use the gun chamber to direct all the force towards pushing the actual bullet out the front of the gun. If you cook off a round in the open, it just blows harmlessly outside the side of the casing(which is thinner than the bullet in front) like an expensive firecracker.

Even if an electrical discharge was powerful enough to affect hundreds of bullets like that(at which point someone needs to reconsider their career as an electrician), it'd probably result in the same thing. There might be some shrapnel, but it'd likely be so low velocity that it probably wouldn't even hurt slightly.
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2665 on: August 15, 2017, 02:31:43 am »

Indeed, I'm pretty sure there was a mythbusters episode on it.  And even that wasn't quite out in the open.  Not a rifle barrel sure, but the bullet was replacing a fuse, so it wasn't completely free.  Most that happened was the casing flew off at non lethal velocities.

I also vaguely remember some kind of hunting rifle ammo being tossed in a fire during a family camping/hunting trip when I was a kid up north.  All I remember coming of it was some popping sounds.  I don't even know what kind of ammo it was, even though I inherited the gun, and it's stored literally 5 feet away.
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Zangi

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2666 on: August 15, 2017, 03:01:13 am »

Recommend me mods! I got back into this game.

Spoiler (click to show/hide)

There could be more, but they all work together for me.  Though, I am still having trouble with getting Hospitality to fully work, might have been Colony Manager conflicting.
« Last Edit: August 15, 2017, 03:06:40 am by Zangi »
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Cyroth

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2667 on: August 15, 2017, 08:45:13 am »

The various Rimsenal mods and the Colony Leadership mod are also some of my favorites.

Rimsenal are several mods each adding a set of Sci-Fi weapons, 2 of them also add factions that uses them.
Ferals are using makeshift guns and are a middle ground between tribals and spacers. They prefer using large masses of bodies and ranged weapons with lots of dakka (or raw power) over accuracy and effective body armor.
The federation uses various combat drones and few soldiers in power armor and high-tech laser rifles.

Colony leadership gives you the choice of appointing one of your pawns as dictator for life or setting up a democracy, including actual elections.
Pawns get a buff when close to the leader and he/she gets the ability to motivate them (boosting mood) when they're in speaking range.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2668 on: August 15, 2017, 08:50:54 am »

Hmm, I should probably try the colony leadership mod one of these days.
I did just name my new colony after the most useful of my starting trio, after all... also, speaking of mods, a pretty nifty but low-key one I use is simply titled "More Furniture". It adds a bunch of stuff including differently-shaped chairs and filing cabinets and such, but the best thing is the smaller tables- it's much easier to arrange a colonist's room efficiently when you have a half-sized table that they can still eat at, which slots in far more easily than the regular ones. :)   
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2669 on: August 15, 2017, 09:26:37 am »

Colony Leadership also adds schools. You can set up teaching shedules and stuff and have high skill pawns teach others the basics of a skill.
Its pretty handy, but I rarely use that part of the mod except to give everyone first aid training.
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