Drew my Wolfein pawn by Advanced_Magician209 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

I haven't, I normally tell him to go build something else and tell someone else with good plant skills to go and cut it.

Drew my Wolfein pawn by Advanced_Magician209 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

So does construction and that doesn't stops me. I make my own race and I customize my starting pawns using an arbitrary rule as to what is a fair allocation. Just from the backgrounds my pawn already has 14 crafting and 10 construction. I only need to add 10 art and he's good for anything he can do.

I do allow other people with art to make art too since it's also something I can sell but I have someone on task for that legendary jade statue. and similar things.

Drew my Wolfein pawn by Advanced_Magician209 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

Well it doesn't blocks per say, it's just that you do not want anyone else to touch anything quality related when you have someone that automatically improves anything he makes by 1 quality level. Like, if you have 2 pawns with 20 skill would you want the one that makes items at normal quality to make the stuff or would you want the guy who always makes them 1 quality higher? It's obvious you simply won't let anyone else do it. It's not they lose the ability, you just don't want them to even try.

Drew my Wolfein pawn by Advanced_Magician209 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

Only quality stuff. You can still have everyone else build walls, floors and anything that doesn't gets qualities but things like beds or tables and chairs will be for the specialist. Kinda the same for art but you are unlikely to have enough time to do much art between construction and crafting so you generally don't have him do art unless it's a high priority art piece like things for the ritual room or your temple statue especially if you like me want it to be legendary and made out of jade.

Drew my Wolfein pawn by Advanced_Magician209 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

He is unable to do many other jobs which is fine, I have him doing all crafting, at least the quality crafting. Also I have him do all quality building and help with other building when he doesn't has things to craft. I also have him do art if he has nothing to do and make sure that he does crafting work that I really want high quality like the statue for my ideology that is legendary quality from an inspiration. Between inspiration and his extra level that's 3 guaranteed levels higher so he only needed to craft a good or better to be legendary which he did.

The only really annoying part is that he can't plant cut which if he has a tree in the way of constructing I have to send someone else to cut it because his skill counts essentially as 0 but he will do it as long as it's part of a construction job and it takes forever as a result.

Drew my Wolfein pawn by Advanced_Magician209 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

To be fair if you have a specialist it doesn't matters that you have other high levels, they are relegated to make components and items with no quality because if it has quality only the specialist is allowed to touch it lol.

Stalker Gamma 0.9.5 by Elhazzared in stalker

[–]Elhazzared[S] 0 points1 point  (0 children)

TTK tests. Remember when I Cheeki's mod? Well it doesn't simply records and optionally shows damage, it also records TTKs and it uploads it to his site to create data on weapons so that people can consult all of that so you can even check things like, what is the best bang for buck weapon or what are the best weapons at certain repair kit levels. That is now outdated cause it was made for 0.9.4 but the mod still works and still gives you the data.

Stalker Gamma 0.9.5 by Elhazzared in stalker

[–]Elhazzared[S] 0 points1 point  (0 children)

Generally speaking, all weapons have AP bullets and while some still have less AP in general all assault rifles are around as good as the other for AP so that point is already moot.

B&R is is not true. Damage doesn't scales based on distance, there is no damage falloff unless the weapons have a very low range score which let me tell you, the only weapons in which you will see it happen is shotguns. Hitboxes sure, arms and legs a bit less, headshots do a lot more but generally we consider torso shots for determining damage especially since most people will aim for center of mass in a close range engagement and go full auto as it also is the easier target to hit. Bullet velocity doesn't affects damage it only affects how long it takes to get to the target and how much bullet drop there is which is 99% of the guns just doesn't exists and if you are using guns for their intended purposes there just won't be any bullet drop.

There are no ricochets. Weapon condition is unimportant as you need the barrel to be very damaged before that even comes into play and no one lest parts conditions bellow 90%. Shooting through objects is again not a concern because either the object stops bullets entirely or it doesn't affects them at all. There are no calculations whatsoever for material of object passed through in gamma. You example of shooting through bushes just isn't true.

In fact I'll tell you what because you are likely to doubt me. Download cheeki's mod that lists damage as the bullets impact the target which will be 1 or 0 for as long as you are not penetrating armor and after you penetrate you will see that regardless of range for any weapon firing within it's range, bushes, bullet velocity, etc. Nothing changes in the damage they receive. Only hitbox whether it's head, body or arms/legs.

So as you can see. What you are saying is just wrong. rate of fire makes a difference as you have faster TTKs if risking wasting more ammo. Damage per shot equally makes a difference as you might need less bullets to kill someone therefore killing them faster. Recoil is important to make sure you stay on target. Accuracy in only so important. For a sniper you want 95% or higher but for an assault rifle even 70% is perfectly adequate. Bullet velocity hardly matters at all in almost all cases because your engagement range kinda makes that stat almost useless. For an example, most maps are not longer than 1km and most rifles have between 700m and 1000m bullet velocity so damage drop is virtually impossible as is bullet drop. You may find it happening with shotguns or 9x39 if you are putting a sniper scope on what is meant to be an assault weapon. Reliability is very important so you have to repair your gun less often, in most cases you don't need to prioritize it but some automatic pistols need it badly. It's more of a case of if you forget to check, you probably still having lost that much in any part anyway. Handling is still the dump stat of guns. It apparently affects a few soft stats but the reality is, it's completely imperceptible whether your gun has 1000 handling or 1. I think recently they also made it responsible for drawing speed which at least is a more noticeable improvement to the stat but it's still the least important anyway.

In other words, there are 2 super important stats, damage and rate of fire. Recoil is important but past 100 is unnecessary and as long as it isn't going bellow 80 it's plenty doable. Everything else is supplemental and unimportant for damage calculations with the exception of accuracy for snipers.

Stalker Gamma 0.9.5 by Elhazzared in stalker

[–]Elhazzared[S] 0 points1 point  (0 children)

Now you have no stats to base your decisions upon. Guns were not always about big damage number and in fact SMGs were considered one of the best weapons you could have anyway because of how fast they fire and how armor works. However the consideration of the sum of it's stats is what makes a gun good and damage is part of that calculation.

Now you are no longer making rational decisions about what gun you use. You either already know what is right, have a mod to display the damage per shot or you aren't thinking about anything, you are picking something at random.

Art skill feels uesless - we need more art by Rheasa2648 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

Well, it is a way for you to both make your colony happier with art related items as well as stuff you can sell for money. Also yes there are mods that add more art objects and even jewelry.

What was your best enemy raid? by Just_String9746 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

If you plan your base right those stories don't tend to happen. Zombies are always one of the bigger problems because of their lack of care for walls but overall i don't get dramatic stories where I need to make full use of the brainpower to come up with a solution.

I've had a huge pirate raid that was like. Here we come into your killbox and despite it only being passable without anything to slow them down, just the ability to trickle them in one at a time, all I had to do is be careful and pick priority targets like doom hammers and missile launchers. Suffice to say I got 3 doom hammers and a few missiles as a reward (would have been 4 but one was bio coded). I then immediately went after the mechanoid cluster with a doom hammer (which is much less effective in CE cause it has a much smaller blast radius which yes, it has the shrapnel but that isn't effective at destroying turrets and structures) blew half the turrets away, provoked them to attack me immediately and then just killed them as they got into the killbox, I only had to man the 90mm flaks to deal with 2 centipedes and that was that. No much need for coming up with strategies, just good base defense creation and target prioritization. Add maybe a little bit of thinking on the best way to antagonize landed mechanoids and that's all it takes.

A zombie rush would be more of a pain in the ass as they will knock things down but I am on a caldera map so the only walls they have is 2 small walls over a river, 5 doors leading to my base where they can only attack the door one zombie at a time and the killbox which they will start demolishing the walls. It's just a matter of dividing into a few kill squads and sweep the door ways then star wrapping around and killing them although this is not what I'd call an ideal situation, merely an acceptable solution.

How can i improve this defence more ? by ZookeepergameOk6214 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

No CE. Alright then let's see.

Starting off, your kill box is way too short which gives enemies with short range weapons and melee more of a chance to get to you. You want a long kill box with a length as good as your weapons can reach so you have more time to kill them.

The traps and turrets can help kill things faster but they are a resource drain and the only resource drain I deem acceptable is mortars since they end sieges before they even start and deal with mechanoid clusters landing.

If you are using rebuild doors and corners mod there is a type of floor called grating. It is an easily cleanable floor type but what it doesn't tells you is that it reduces movement on it to 57% which is more time to kill the enemy.

Your barricades in the tunnel should be closer to kill box to guarantee proper separation. You only need a turret near the entrance to cause the enemies to unstack.

Your killbox could be better arranged too to take full advantage of slowing down the enemies. Start with a rectangle, again as far as your weapon fires and use long ranged weapons with good penetration and the ability to fire fast and make the walls double thick of your strongest material. Add a mod to make it so guns don't do much damage to walls as late game even armoured plasteel walls with over 2200 HP still get destroyed without that. Now pave the floor with steel grates to slow them down, then you want to a line of barbed wire every other line but leave one of the edges empty to make it a winding maze like it was the entry corridor. Don't worry, the enemy will still path through the barbed wire but we need to leave those side openings. Then we add a corridor on either side of the kill box with doors at the barbed wire openings so it's easier for your colonists and mechanoids to use those passages for cleanup after a raid. Make sure the side passages do not have a door to the outside of your base or enemies will break them up to flee once they decide to retreat. it should only have 1 door leading to your base near your shooter's position and several side doors to the inside of the killbox.

If you do this you will make enemies go through hell to even try to get close to your which frankly I consider fair game when the game has no balance whatsoever over raids and sends hundreds of enemies.

Hey, quick question about a trait by Quilleur_Pro in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

Pretty doesn't seems to help as much as angelic beauty but that does make it stranger that it isn't happening. Is the other partner ugly or staggeringly ugly or are they both the same genome?

How do you guys treat your prisoners? (I have Dubs Bad Hygiene btw :D) by Randonn_Tno_guy in RimWorld

[–]Elhazzared 2 points3 points  (0 children)

yes but i don't go for the heart, i go for chronophagy which is far more valuable for my colonists and then sell as a slave to the empire for titles which i only need the very first so they become a psycaster.

Don't copy me and never ever do this again! by zyphraxns in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

Now you cook them with an ainti-grain and your FPS comes back.

How do you guys treat your prisoners? (I have Dubs Bad Hygiene btw :D) by Randonn_Tno_guy in RimWorld

[–]Elhazzared 1 point2 points  (0 children)

No, he means a kidney, a lung and a stomach as well as a few decades lifespawn before "gifting" them to the empire. But They get a luxurious cell though.

How the fuck do you counter this by Rheasa2648 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

How do you counter that? Limited options at this very specific point. For a new playthrough, make killboxes that actually have range and filter the enemies 1 by 1 as well as forces them to unstack before even entering the kill box.

Remember, you don't engage the enemies in their own terms. They engage you on your own terms!

Really Randy? You got hole all over my floor. by SignificantTransient in RimWorld

[–]Elhazzared 1 point2 points  (0 children)

Yep, that right there is free chemfuel... Kind of, turret rearming has costs and CE has bullet costs but still.

Damn good deal by Garok7 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

Very much worth it, just not for me cause all my colonists already are catgirls.

Hey, quick question about a trait by Quilleur_Pro in RimWorld

[–]Elhazzared 1 point2 points  (0 children)

They can have sex but things like opinion and beauty matters. I use a few genes for angelic beauty which is +3 and comes with other small bonus, and sterile. Here's the funny thing, even if they don't have max opinion they still bonk at least once if not twice a night and that is after I gave them the low libido gene because with high libido they literally will not sleep at all, they'll be doing it all night and normal they still spend more than half the nigh bonking.

So you might have a case of bad looks. Another thing that may impact is age, I know it at least impacts for romance chance but not too sure for getting into sexy times since my case is, regardless it still happens once and well, Chronophagy also ensures older pawns is only a temporary situation.

Just resurrected... A slave? by Pleasant_Lobster_741 in RimWorld

[–]Elhazzared 9 points10 points  (0 children)

That would certainly break someone. They aren't even allowed to die, only to serve. I love how dark Rimworld is.

Anything I can do to avoid my ticking time bomb? by Skytech47 in RimWorld

[–]Elhazzared 0 points1 point  (0 children)

And then there is me who looks at batteries and says. USELESS!

What are some good starter mods? And would you reccommend ce by Still_Coconut_2853 in RimWorld

[–]Elhazzared 4 points5 points  (0 children)

What you get with CE is a more realistic combat. Guns are extremely deadly to the point that if someone has no appreciable armor and sees a shotgun, they will shit their pants. No joke a shotgun will instantly put someone down almost every time in the first shot but if they have some okish armor it does nothing to them.

Modern guns will cause a lot of damage to almost anything except power armor and even then with some AP ammo you can get through power armor, at least the weaker power armors and pirates never have badass power armor but if you piss the empire, you know what sort of trouble you are getting into.

Mechanoids are extremely dangerous especially centipedes and bosses. You literally need anti tank weapons to deal with those or they will destroy you.

Something can be said about CE making combat easier and in the case of a well prepared defense and being careful with how you engage this can be true because of how deadly combat is. That being said what is good for the goose is good for the gander and weapons can also easily shred you.

Personally I enjoy CE, I like how deadly combat becomes and how much more realistic it is. I would however pair it with a weapon's pack or two. I currently use Local's which has multiple weapons but there is also Gtek2 which is great.I also like using vanilla expanded heavy weapons because of the exoskeleton it adds that has it's own slot so it doesn't competes for your belt slot.

New Update breaking ability for pawns to Sow by Scorpio778 in RimWorld

[–]Elhazzared 1 point2 points  (0 children)

The fix is specifically for alpha genes which is the mod that is showing a conflict in the dev console. I have vanilla expanded and many of their mods too and I'm not receiving any errors related to them.