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Messages - SubZeroBricks

#106
Off-Topic / Re: The Drunkard's Tavern.
September 01, 2014, 07:18:34 PM
This will sound dumb but how do you actually pronounce 'Tynan' ?
#107
General Discussion / Re: Slave trader?
September 01, 2014, 07:11:42 PM
I just use the dev tools to force a slaver to come after 6 months of no slavers. I also just starve prisoners.
#108
General Discussion / Re: Eating priority.
September 01, 2014, 07:00:27 PM
The solution is simple:
1. Have a colonist is hungry who won't eat.
2. Draft them
3. Tell them to walk next to your food (stockpile or nutrient dispenser)
4. Un-draft them
5. Profit

Disclaimer : This works for me so don't rage if it does not for you :)
#109
Ideas / Re: Your Cheapest Ideas
September 01, 2014, 06:34:32 PM
Quote from: king komodo on September 01, 2014, 05:05:10 PM

You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.

I find that only a 1 sniper  and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.
#110
Ideas / Re: Extra Body Parts?
September 01, 2014, 06:20:48 PM
Ok so yes, in this thing called real life adding an extra heart is terrible.

However I think 2 hearts increasing efficiency would be fun. But I also think the doctor skill should be 15 and the higher the skill the greater efficiency gain.

Ie 15 skill would give 5% boost and 20  skill would give a 25% boost.
There could be a chance to destroy the original heart too thus killing the colonist.

I also happen to love Dr Who...
#111
General Discussion / Re: Life after death (of a colony)?
September 01, 2014, 05:41:47 PM
The random event of a person just joining can still happen so technically it's impossible to die.
#112
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 05:37:26 PM
After an attack due the way I have priorities the constructors drop everything and haul the dead body's to a stockpile far away.

Once hauling has finished (1/2 - 2 days), I have my 14 shooting guy launch fire mortars at the stock pile. The bodies then burn and are destroyed. If you can get a guy w/ psycho to haul this would be goodas they are not effected by dead bodies.
#113
General Discussion / Re: Creative reward review
September 01, 2014, 04:50:16 PM
What is this creative thing?
#114
General Discussion / Re: Mortar & Shooting Mechanic?
September 01, 2014, 04:49:09 PM
Thanks for reply guys :)
#115
Ideas / Re: Your Cheapest Ideas
September 01, 2014, 04:04:45 PM
OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)

I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.

Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).
#116
General Discussion / Re: Generals, I need your advice!
September 01, 2014, 12:54:07 PM
Some tips I use that work :)

Make sure to deconstruct old siege equipment as new sieges use it as cover.

Make 'sniper nests' but be careful that attackers don't use it as cover!

Make sure to tell your man to target the strongest enemies.

i.e. target a minigun+power armor dude over a pistol+shirt guy
#117
General Discussion / Mortar & Shooting Mechanic?
September 01, 2014, 11:57:00 AM
I have a quick question, is there a correlation between mortar accuracy and shooting skill of a colonist?

In other words who will fire a mortar to a better degree of accuracy?
A guy with 17 shooting skill?
or
A guy 1 shooting skill?
or
It makes no difference?

Hope I posted to right area