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Messages - Ambigore

#1
If the deep scanner can penetrate the ground to detect ores, then by reason, it should also detect ores in mountains and hills as well, since mountains and hills are made of the same stuff as the ground (earth and stone). This'll save me from strip-mining the entire map and making it ugly. Just a suggestion. :)
#2
Quote from: CannibarRechter on September 16, 2016, 12:44:18 PM
> I've never lost a colonist to a raid

What do you do about the orbital drop raids when they land in the middle of your base?

Ya know, I've been playing this game for 300 hours, and I've never yet to experience a drop pod raid. :p

Just a few hours ago though, I lost two colonists when a solar flare hit just as a 40-man tribal raid occurred. We held them off in the end, but most of my injuries stemmed from friendly fire! :D
#3
Turrets are OP. AFAIK, they're not considered when the AI creates a raid. I've got over 30 plasteel turrets and when pirates raid me, they usually send about 10 people, albeit some will be armed with rocket launchers. I've never lost a colonist to a raid. I just hide them in a room and let the turrets deal with them. Even mechs or 30-warg manhunter packs don't scare me. The most damage I received was two destroyed turrets.
#4
General Discussion / Re: I don't even...
August 27, 2016, 07:18:40 AM
I like to play the default scenario, with the first 3 colonists given to me. I then random select a biome, and try to play from there. I see it more as creating a survival story for the first 3 colonists, rather than trying to make the perfect colony.
#5
Quote from: DariusWolfe on August 26, 2016, 01:12:51 PM
Ambigore: Isn't the "Guest" tab from the Hospitality mod?

Nah, I'm not running any mods. The Guest tab appears if you rescue an escape pod survivor.
#6
Bug: When rescuing an escape pod survivor, there are actually two "medicine" tabs, one under Guest and the other under Health. The one under Guest was ignored when I selected  "Herbal medicine or worse" as I didn't want my doc to waste glitterworld medicine on a stranger. I had to select Health, then "Herbal medicine or worse". The Guest tab is either redundant or non-functional (at least for the medicine).
#7
Just a minor bug. I custom-named one of my characters in the start to Kaivar Lancer, but when I hover my mouse over the "Disaster survivor" backstory, it comes up with Steven, the initial name at the start of the game.

(hopefully the screenshot shows up)


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#8
Quote from: MikeLemmer on August 23, 2016, 11:31:48 PM
Quote from: Ambigore on August 23, 2016, 11:27:32 PM
This might seem minor, but the backstory "Biosphere Manager" forbids plant cutting, even though the backstory describes how the pawn "managed the plant life" of a glitterworld.

I think that means he just grew plants instead of cutting them down.

I know, but it seems a little immersion breaking. The person's supposed to manage a biosphere, but won't cut plants. Doesn't really gel. If it's because the person's a manager who refuses to get dirty, I think the backstory should emphasis that a little more. However, the backstory provides a significant "Growing" bonus, so it suggests the person does indeed get dirty.
#9
This might seem minor, but the backstory "Biosphere Manager" forbids plant cutting, even though the backstory describes how the pawn "managed the plant life" of a glitterworld.
#10
I'd prefer that pawns have a default "anti-slavery" stance, just like how most pawns are anti-cannibal. A slave should incur a debuff. Psychopaths should be ok with slaves though.
#11
General Discussion / Re: Drug Manufacturing Colony?
August 20, 2016, 04:17:47 PM
Processing raw resources into drugs doesn't add much value, but the traders I dealt with only purchased the final product (e.g. joints), not the raw resource (e.g. marijuana leaves).
#12
But some feedback in general. I'm a gaming veteran of 30+ years (first played Atari when I was a wee 4 year old in the early 80s). And this game, by far, is one of the BEST I've ever played in my life. I like how drug manufacturing provides an alternative revenue stream, as growing cotton and corn gets boring pretty quick.
#13
Hey, I'm really enjoying A15, but found a bug. One of my turrets exploded and killed a few people, including one of my pawns. It also destroyed a few power cables nearby. The following red message came up immediately after. (hopefully the screenshot comes up, but if not the msg said "NullReferenceException: Object reference not set to an instance of an object").

added: okay my game is majorly borked. I've got 5 pawns left alive, but if you look at the colonist bar on top, there's only two showing, and the third box is blank. And I can't do anything more in the game (UI isn't coming up properly, can't issue commands etc).

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