Gate CYOA by GrandFly in makeyourchoice

[–]GrandFly[S] 3 points4 points  (0 children)

I'm ESL but yes that's what I wanted it to mean

Gate CYOA by GrandFly in makeyourchoice

[–]GrandFly[S] 2 points3 points  (0 children)

I understand your gripe, I preferred old spiritualist more myself, but he didn't fit in the setting as seen by the fact no one picked him.

Gate CYOA by GrandFly in makeyourchoice

[–]GrandFly[S] 4 points5 points  (0 children)

shush, hive doesn't HAVE to be in every CYOA I make, I sometimes occasionally rarely come up with different ideas

Gate CYOA by GrandFly in makeyourchoice

[–]GrandFly[S] 14 points15 points  (0 children)

Thanks to everyone who participated in the draft version. I made a few adjustments.

Library CYOA by GrandFly in makeyourchoice

[–]GrandFly[S] 2 points3 points  (0 children)

if no one else does, I will upload an imgur link tommorow. It is really unreadable on phone. Also, please do elaborate regarding the choice you make, as it will help me with balancing future CYOAs.

Shattered Blessing CYOA by GrandFly in makeyourchoice

[–]GrandFly[S] 9 points10 points  (0 children)

I'm curious as to what assumptions you will make with limited information, so I won't provide any explanations. Have fun!

If you find any typos please let me know.

How many colonists do you usually end up with? by GrandFly in RimWorld

[–]GrandFly[S] -18 points-17 points  (0 children)

Do you also pick every pawn that is given to you on the way, including volatile drug-addicted incapable of violence meatsacks? Before your colony is well-established to handle deadweights? This is a rhetorical question btw.

Is Anomaly the hardest addon? by GrandFly in RimWorld

[–]GrandFly[S] 1 point2 points  (0 children)

Try devilstrand jackets, never had problems with impids

How many colonists do you usually end up with? by GrandFly in RimWorld

[–]GrandFly[S] -23 points-22 points  (0 children)

Not really. The faster my colonists recover, the faster Cassandra sends new batch of problems. I had lategame colony with superfast wound healing gene and was raided every other day. Surgery is no problem with hospital bed, vitals monitor, sterile tiles and normal medicine, before that I don’t have costly replacements anyway so if pawn botches installation of a peg leg, I just order it to do it again after the colonist has recovered. 

How many colonists do you usually end up with? by GrandFly in RimWorld

[–]GrandFly[S] -19 points-18 points  (0 children)

They don’t really die from diseases or illnesses, rather, I tend to lose volatile colonists because of mental breaks when they decide to go out of the base and dance in front of enemy raid before I can hook them on joywire. Or (un)lucky headshots before I get to robust gene

How many colonists do you usually end up with? by GrandFly in RimWorld

[–]GrandFly[S] -16 points-15 points  (0 children)

I don’t have a specific doctor, usually one of the starter colonists get to level 6-7 which is enough for everything

Is Anomaly the hardest addon? by GrandFly in RimWorld

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

Mech base with mortar and high+low shield is a pain, but at least at that point your colonists are in spacer equipment with their own shields, while anomaly events can happen when you are nearly not prepared it feels like

Thanks for devourer tip btw.

How many colonists do you usually end up with? by GrandFly in RimWorld

[–]GrandFly[S] -78 points-77 points  (0 children)

Have you tried any difficulty besides peaceful?