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Messages - LvlOneMage

#1
General Discussion / Re: Taming insectoids?
August 08, 2021, 05:11:32 AM
Can I ask what food you use? I tried this method and it kept telling me I had no food available even though I did have a bunch of raw vegetables and simple meals nearby.
#2
Title. It may be intended but was curious so wanted to ask/report. Last night I was testing how to raise psylink levels and one of my pawns had been linked with the Anima tree. So then an idea occured to me that I could blind a pawn to gain a psylink level immediately. So I blinded my pawn Donna who had performed the Anima Tree ritual a couple of times already but then the next time I went to do the Anima Tree ritual she was no longer an option.

I am wondering if this is intended or if it's a bug.
#3
I've been waiting for a mod like this for ages now. Can't wait to try it out.

Thank you!
#4
I think my biggest gripe about the tribal scenario is that there is real medieval era tech. You basically have some optional money maker research between neolithic and industrial but that's all. There is no research smoke houses to preserve meat or making medieval style fur coats to stay warm in the winter or protective clothing to stay cool in the summer; instead you jump from straight wearing simple one piece tribal wear into parkas, dusters, and cowboy hats. No researching of catapults or crossbows, just straight into Assault Rifles and Mortars. Hell, even the traps are limited and there's no research at all for those.

The fact that a tribal scenario is basically a crash landed with more bodies, slower research, and not starting out with electricity already researched is probably the largest disappointment thus far.

Don't get me wrong, I am all for mods making a game better (thank you Low Tech and Medieval Times creators) but I still feel as if SOME parts of those mods should already be in the base game if you're going to have scenarios like the tribal start and such. There should definitely be a different win condition. Why would a native to the planet want to build a spaceship and leave for example? I won't mention how it makes no sense that an AI is capable of contacting a group of people that don't even know what a light bulb is yet.

Quote from: Scavenger on August 03, 2018, 07:59:14 PM
Agreed! Want! Liked and retweeted!

And for those of you that do self imposed tribal4lyfe games without electricity, what do you use as win conditions? Since you can't win with a rocket launch.

With the way the game currently is I haven't really had a firm win condition for my tribal starts. I like to try different base designs and such in different biomes and see how long they survive. With my skill level it typically isn't very long but it's still fun and easily replayable. With the other scenarios you basically have the same strategy of researching gun turrets and forming a killbox to win which never seems to change.
#5
This has likely been brought up in the previous 17 pages but I just wanted to mention this in case it wasn't:

I sent away a colonist to be married to another faction, got my relation reward, then a few days later he showed up as being a former colony member guarded by a couple of manhunting alpaca in need of rescue lol. Thought it odd that I could increase faction relation and get my pawn back so easily. Is this a weird interaction with 1.0 or within the mod itself?
#6
General Discussion / Re: Food Consumption on Caravans
August 02, 2018, 10:56:46 PM
All hail our Lord and Savior, Pemmican.
#7
General Discussion / Re: Food Consumption on Caravans
August 02, 2018, 06:49:11 PM
I feel like caravan food selection should be an options menu thing or have another UI element associated with forming the caravan to designate what can/should be eaten when packed.

Then it should just be a matter of Tynan assigning food that is perishing to be eaten first if it's on the eatable list followed by foraged food.

It took me a bit to figure out foraging but you need a pawn with high Plants (growing) skill to get good yield from foraging and then it has to be in a biome with good yield. You then have to factor in what your animals eat.

I'm not sure what animals will eat first tho. For example idk if animals that can graze will just not eat hay if you have hay with you or if carnivores will eat raw meat before meals. I'm sure someone smarter than me will figure those bits out tho if they haven't already.
#8
So if you haven't seen my other post, I've only just started 1.0 but I still feel as if Tribals are missing quite a bit. The Tribal Essentials mod pack added a lot of neolithic feeling research and items to the game (armor, traps, etc.) and it felt like there were some or a lot its contents should already be in the base game. Tribal armor, or at the very least warmer clothing options such as fur/leather cloaks, are two options that aren't there and I feel they should be. The only way to get these items is to advance to Medieval level research and even then your vanilla options are modern parka's. I sort of feel like neolithic and medieval should their own versions of clothing to keep warm and stay cool while button down t-shirts and parkas should be an industrial research.

I'm all for just getting mods to add these things in once a stable 1.0 version is released but tribal starts have felt a little forgotten for ages even with the small additions that have been added in the more recent updates.

Just curious if anyone else feels like tribal should be fleshed out a bit more or if I'm in the minority and most people think that's how it should be in order to force advancement.
#9
General Discussion / Re: First pod crash of 1.0
August 02, 2018, 05:31:27 PM
Quote from: mndfreeze on August 02, 2018, 05:27:53 AM
You definitely keep that one in prison for as long as it takes to get what you want out of him.  If you let him go who knows what insanity he will wreak upon your (our) community.

Totally right!

Although.. Every colony needs a cleaning and hauling slave right?! It was a tough decision but I was merciful!

That being said.. It was a long winter and food is becoming an issue.. So someone may have to be sacrificed for the greater good.
#10
General Discussion / First pod crash of 1.0
August 02, 2018, 03:00:27 AM
Just started 1.0 after not playing the game for some months. Thought all was going well, then this happened.

https://steamuserimages-a.akamaihd.net/ugc/951834748713797214/207E6485969040E1583515354247C71FEFE18B1A/

His stats are horrible. ._.
#11
Ideas / Addition to Tutorial/Learning Helper
August 05, 2017, 03:26:46 PM
Been seeing this a lot in Let's Plays on YT and asked often on the steam forums and someone said I should toss it here as a suggestion:

Many people don't know about the little house at the bottom right corner of the screen to see roofed sections on the map. Telling people what it does and what the different colors mean seems like it would be nice to point out to newer folks.
#12
Mod bugs / [Help] Debug Log on Start Up
July 29, 2017, 06:04:11 PM
So I get a couple errors when I first start the game up but I haven't seen it impact anything in-game yet; though I haven't survived past 1-year since I started getting the errors so it may be that the game just hasn't had to deal with the issue(s) yet.

Log File is here: https://gist.github.com/HugsLibRecordKeeper/d37b57f2f1138b587ad80ee976e143d6#file-output_log-txt-L314

The mod list and load order are at the top of the file and the errors start where the link takes you (line 314). Not sure what's causing it but it's probably a mod conflict somewhere? If the only way to know is to disable all the mods and go back through them one by one I apologize for taking up forum space.