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Topics - asanbr

#41
Ideas / Area creation tool with radius
September 01, 2017, 07:48:37 PM
It would be fantastic if the Create / Expand area tool had an added option of setting 1 point and choosing a radius, to create an allowed or disallowed area.
#42
Heat wave, psychic drone etc etc don't have jump to location.

It's just unneccessary to have to look it up by clicking around.
#43
It happens all the time that I don't know a trade ship is there and then I get the message that it left without having had the opportunity to trade with it.

It most often happens because there is a solar flare so the beacon is off when they arrive, then you don't get the message that they arrived and thus you don't know.

I want a notification so that whenever a ship is available there is a notification. Ok, make it fair to the game, that this notification is only on when the orbital beacon is powered.
#44
I have a tame grizzly which is starving. Its only zone restriction is my kitchen so it doesn't eat meals and butchered meat.

I was expecting it to walk around on its own and hunt as there are lots of muffalos, caribou, foxes, rabbits and turkeys on the map. But it stays near the base most of the time, sleeping with the dogs in the sleeping spots and starving.

#45
I know the game isn't done in terms of playing multiple colonies etc.

However, I was a bit surprised and would like to know if this is WAD.

I  noticed I had a married couple who were both psychopaths. I saw the potential to start an organ farming colony for leftover prisoners, much like the film "The Island"

But after harvesting the first organ, I noticed that the people back home in the main colony had the standard 7 day debuff because of that. So it is meaningless.

Is this intended? It isn't very realistic if you ask me. They are miles away and would not be aware.


Update: I butchered a human corpse in the same colony and noticed that the people back home did not get the "butchered humanlike" debuff.

Why different?
#46
So a group of friendlies overstayed their welcome by far. I think they are the same group that helped me kill off the last mechs (but did not turn hostile, that was a different faction).

So they have been hanging out for a while in my base, 1 or 2 days I think.

I got the message "friendlies from telia faction are taking a wounded guest" which surprised me as I don't think I had any wounded guests at that time. I checked the base and saw several of them started mining on the walls. One of them threw a grenade at a wall too.

They seem to be moving out and thinking for some reason that they are trapped, when they are not.

Savegame attached and this is on going.

https://drive.google.com/open?id=0B2moWHQoHRtbV2xCZV8tSjF2dzA
#47
They still own the sandbags since I didn't claim them , and now from a new siege group of 10-12 people, 2 of them started walking across the map to an old siege spot to repair their old sandbags. They were easy to shoot down, of course.

#48
Bugs / Friendlies not helping in combat
August 30, 2017, 05:20:04 PM
What is the trigger needed for friendlies to do something in combat?

Usually they walk into my base and then rush out to help out with mechs and the like.

This time, I called in two sets of friendlies for a big psychic ship.

The battle raged for a long time in my front yard but they don't seem to care, they just wander around and chill out in other parts of my base and don't mind at all.

I have seen many times that when one of them gets hurt by the enemies, they will engage in combat. This happened as well on this occasion after a long time, since one of them was conveniently sleeping next to the psychic ship.

But the tribals still don't care.


#49
I called in friendlies for a psychic ship.

One of my guys was throwing grenades at the scythers.

A friendly fighter who was at the moment burning, was walking around randomly in the crossfire. He walked straight up to the grenade on the ground and got killed in the explosion. -60 or so  reputation

I don't know how I would code this to be fair, but it was not a fair reputation loss.


Update:  later during the same combat, a friendly was hit by friendly fire or something from one of my pawns. So they went hostile instead and are now -100.

Not exactly what I needed with 5 of them in my base turning on me  and the mechs still raging outside.
#50
I have a stockpile accepting machine pistols. Trying to haul a machine pistol there and the menu says "no accessible stockpile etc etc "

The colonist has no restricted zone.

If I set the same stockpile to allow "all ranged weapons"  it still doesn't work.

But if I set it to "allow all" it works.

Save game attached

https://drive.google.com/open?id=0B2moWHQoHRtbUTRGeEQ4MWNoQUE


Instructions for the save game:

Colonist "Vent" is standing next to the machine pistol.

The stockpile is in the NW corner of the colony, between the two solar panels. There are ~6 machine pistols there already that I put there by equipping them, drafting, moving there and dropping them. People wouldn't haul them there.
#51
Coming back to a savegame after a few days, I have this transport pod that is ready to launch but I'm not sure what is inside. I think I have put a prisoner in there and it's not risk free to just unload it and check, with permadeath and all.
#52
I have a colonist with 10 cooking skill, but who cooks really slow. He has lost an eye and a leg.

His data sheet shows 68% cooking speed.

I figure losing an eye makes him cook slower, but I want to know for certain, so I know whether it's worth buying a new bionic eye for him, for example.

I am capable of looking into the xml files and I have been able to figure out many other things by doing so, but I didn't find this one.

Is this in the xml as well or somewhere else? Is there a complete overview of health and how health relates to different skills somewhere?

#53
I had a wanderer join on an empty colony that had been killed by mechs.

He was also incapable of violence.

I figured the only chance of saving him was to form a caravan and get out.

He did get out but only after being shot 3 times by a scyther.

Now he has 6 hours to bleed to death and 15 hours to move 1 tile on the world map.

I tried drop podding another person on him to help, but when I click on his location on the map, the drop pod lands on the same map he exited, where he is no longer, but the mechs are. Not very helpful.


Update:

Since dropping on him didn't work, I tried to drop on the tile he is moving towards, hoping that if this caravan moves towards him, they can meet.

Doesn't look too good.

Next thing he is downed from bleeding. Is there really nothing that can be done? Seems like some missing game design here. We have drop pods with ~10m accuracy, they should be able to drop into a caravan and help out.




#54
Ideas / Enable "jump to location" for killed animals
August 26, 2017, 04:12:30 PM
When animals are insta-killed by other hunting animals, it is often hard to figure out where it happened, since they are dead we can no longer locate them.

#55
My tame iguana was dying of hypothermia at -11 outside, sleeping with the muffalos.

I noticed and tried to rescue him.

But the pawn will only carry him to the nearest animal sleeping spot, and doesn't care that it's -11 and iguana will die.

The only way to get this right was to assign pawn a restricted zone only where I wanted the iguana to be dropped off, and put a sleeping spot there. Then rescue iguana, and pawn will carry him to the correct place.

With prisoners and guests, there's always the warning about accessible sleeping spot in safe temperature, but this seems not to apply to animals?

#56
There are a few scenarios where a faction becomes hostile although it was not my intention.


One of them happened today like so:

1) An outland faction was hostile and raided me.
2) I captured one person and kept as a prisoner
3) I forgot which faction he belonged to and started paying cash to make them neutral/positive again.
4) I sent this prisoner in a drop pod to my other base where I have better social pawns to convert.
5) On arrival, I had to arrest him again to bring him into the prison (the arrival was outside the base for practical reasons
6) Now, because I arrested him, the outlander town became hostile and went from +6 to -80

This was not at all intended and there was no warning.

I figure since he is already my prisoner, if he tried to walk away and I arrest him, it shouldn't affect reputation. Or, fair enough, we've become friendly since, so I should just release him for goodwill.

I ended up save scumming and releasing him for goodwill, because it would be too much work to convert him.






Second scenario: Unclear what exactly happened, but a poison ship and call in friendlies were involved. I think one of their people went berserk during the combat and one of my people shot the berserk one without my instruction.

Does someone know / can confirm that this would cause the faction to go hostile?

On that occasion, I didn't save scum but it cost me a lot of silver to bring relations back.

On the other hand, they kept sending easy raids and good people to recruit while they were hostile.


#57
I often want my animals to eat corpses lying around, but unforbidding corpses leads to all kinds of craziness with colonists hauling and burying them and butchering them and things.

It should be possible to forbid only for colonists but allow animals.
#58
Ideas / Remove roof collapse from the game
August 23, 2017, 10:19:35 AM
I don't see how roof collapse adds anything to the game.

It has been abused to destroy mech ships (I don't know the current state of that since I don't do it)

It is just ridiculous when deconstructing something and pawns get their eyes crushed out or worse, because the AI is too stupid to keep them out.

It doesn't add anything interesting or fun and it ruins the game or forces more meaningsless micromanagement.

#59
I told my pawn to build 3 vents on different wall sections.

He spent the normal time to deconstruct the first wall. Then went for a pile of steel and dropped steel on the same place for the vent. Then he went to the second wall section and insta-deconstructed the wall, dropped the steel into the building plan, and then repeated the instant deconstruction for the 3rd wall section.

#60
Sometimes I just want to let a campfire die out without actively deconstructing it.

Everything else that consumes some kidn of fuel should also get a toggle to not auto-refill.