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Messages - Ranilin

#1
General Discussion / Re: Killboxes
October 01, 2015, 05:05:31 PM
Quote from: Shadou on October 01, 2015, 06:48:29 AM
if I use walls to obstruct line of sight and force the enemies to come close enough to the turrets that the turrets can fire back, those same walls provide cover to the enemies to fire at my turrets from.

This is usually the biggest problem with killboxes. Some guns simply out range turrets. However, the raider coding was changed not too long ago - raiders ignore turrets that have no power. You can put a power switch somewhere safe where your colonists can activate it with no danger to themselves, and then on the other end of the power line from that switch, you can set up turrets that specifically have unobstructed line of sight on the position raiders use for cover to reach your powered turrets. Once the melee raiders are past these turrets and any long-range gun users take cover, turn on the power to the turrets that will decimate them from behind (just don't forget to cut them back off).

This also offers the benefits of killing fleeing raiders too for more loot (and makes them flee faster since you kill more of them quickly, which can reduce your repair expenses after raids).
#2
General Discussion / Re: Best Non-Killbox Defenses?
September 15, 2015, 09:40:56 PM
I like to flank, similar to CB Elite, but I do use a form of killbox for it (so it's a guaranteed flank by knowing where the raiders will go).

I like to set up a covered V formation entrance (it's kind of a V - the point is a vague point to not give wall cover). At the point of the V, in the dark, is a small series of turrets, usually two or three with a wall between each to prevent chain turret explosions, but not a huge box of turrets. I then place sandbags about halfway the range of turrets down the entrance to these turrets with a ceiling light off to one side. This causes raiders to advance through turret fire in the open to take the nice cover behind the sandbags, well illuminated to increase their chance of being hit, and usually netting the turrets a couple of kills or at least softening up targets so their aim is hopefully lowered. Once the raiders are in the sandbag "cover" and the meleers are running up on the turrets, my colonists come out of doors off to the side behind the sandbags and hit the now-exposed raiders from the sides and behind while staying in the darkened alcoves where they are hard to hit due to wall cover and darkness bonuses. Works pretty well and you don't have to deal with the meleers who can just lop off a random limb since they rushed to the turrets, and the whole assault is fleeing before they can get back to the colonists after the turrets go down.
#3
General Discussion / Re: chicken and eggs
September 15, 2015, 09:29:26 PM
It's kind of annoying that meat eating animals will consume fertilized eggs instead of hauling them. Being unable to control animal diets is actually what can be frustrating - but on the bright side, human raids are free food delivery services for those haulers!

It's easily fixed by making sure your chickens are assigned their own area, but you have to use a non-chicken coop area as the restriction for hauling animals instead of unrestricted - which means you also can't let the chickens graze instead of growing them hay all the time unless you include a huge non-hauling animal area for the chickens, because they'll lay eggs in the fields which haulers would eat.

Side note: Herbivores can be fed meat by simply cooking with it. If you run out of hay in the winter, you can cook up simple meals with just human meat and ensure colonists are forbidden the stockpile of human sandwiches while animals are not - herbivores, carnivores, and dendrovores will all eat the yummy sandwiches made from that dude named Darkeye. :)
#4
General Discussion / Re: Things I Wish I'd Known Sooner
September 13, 2015, 08:05:28 AM
After playing for a while, I think it's only natural that new players gravitate to a killbox type of defense system, whether they look it up or not. One thing I wish I had known the first few weeks was how much lighting affects accuracy - illuminating the killzone of your killbox makes it faaaaar more deadly, while illuminating where your colonists will be to aid turrets in the defense is the worst idea ever since it only increases their chances of being hit in turn. Also, it never occurred to me that putting walls in between turrets two spaces apart prevents the chain-reaction detonation of turret defenses when one turret goes down, while avoiding the space needs of distancing outside each turrets explosion radius.

Learning how accuracy works, with all of the modifiers on it, as well as how distance affects hit chance, were very important tools to being able to win fights while severely outnumbered with low/no turrets.
#5
General Discussion / Re: Ludeon Forum Issue
August 29, 2015, 10:34:00 PM
Unless someone changed something else to fix it while I was tinkering, I fixed the problem for myself by going to Profile, Modify Account -> Account Settings, then changing Preferred Language.

Mine was listed as Arabic (no, I didn't set that), even though it was showing pages in English writing already. I specifically set it to English and save, the image now loads properly in Chrome and IE. Set it back to Arabic, pages show in a different language entirely as should have been expected (where, coincidentally, the image is broken again). Set it back to English where everything is working. The option stays showing English when I navigate away and come back to modify the profile, etc.

CSS and templating is not my area of expertise. However, I would say say I my profile actually didn't have a preferred language set. Arabic was showing as Preferred by default because it's the first option in a drop-down list with no option available for None-of-these, not because it's actually what was set.
#6
General Discussion / Re: Ludeon Forum Issue
August 29, 2015, 10:09:58 PM
I didn't feel like bringing up a topic for something so minor as this, but yeah, I've had the same issue for a while now (can load the linked image fine, never loads in-line though). I made sure all Chrome extensions were disabled to rule them out. Problem is not Chrome related only for me, but I don't use other browsers much if ever. IE fails to show the image.

However, the link posted by ItchyFlea and the image link in the page are actually different

https://ludeon.com/forums/Themes/BlackRainV3_20g_/images/english-utf8/new.gif - ItchyFlea's image

https://ludeon.com/forums/Themes/BlackRainV3_20g_/images/english/new.gif - non-loading image link - note the missing "-utf8"

The element when inspected in Chrome is pointing to a non-existing resource, if you try to load that image link directly.

#7
You should heed Cimanyd's post. That info window you can open on every colonist breaks down every skill and their own exact calculations.

Consciousness is the most important stat to everything universally. Manipulation is really the second most important overall to many different things, although sight is just as important on a few skills (like medicine).

Also, a colonist's current total overall mood has a direct effect on their global work speed, speeding them up or slowing them down at EVERYTHING. :)
#8
General Discussion / Re: Do you hunt, and how?
July 16, 2015, 03:03:14 PM
I mark every animal on the map for hunting, but only ever have one pawn set to be a hunter at a time; usually the lowest skilled pawn that has any passion for it, free shooting level ups. It's never really been a problem and you get plenty of food with zero farming (maps spawn more critters based on amount of existing critters - if you don't kill everything, you end up with a map full of squirrels or boom rats, and no muffalo/elk spawning, etc). Occasionally have to check when a revenge warning stays too long, but most animals seeking revenge still die before actually hitting the hunter.