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Messages - travin

#1
General Discussion / Re: 8x7 or 7x7 Bedrooms?
May 22, 2017, 07:17:06 AM
Quote from: cultist on May 21, 2017, 04:33:27 PM
I don't get why people fuss so much over room sizes.

Try being confined for six months in an undecorated room not much larger than your bed---essentially single occupancy prison cell--and report back to us how you feel about it.
#2
Quote from: giannikampa on May 22, 2017, 06:32:16 AM
Do you really need a colonist do more than 4 activities in a priority order that is not left(first) to right(last) in the job menu?

Yes
#3
I've experienced some odd animal bugs, but I try to just work with them as I can't fix it.

For example, this one save the animals would, for some reason, transverse between animal zones by stopping at this one obscure 1x1 spot on the map, hang out and then eventually roam to their assigned zone. There was no residual any kind of feeding or animal zone assignment or missed 1x1 spot of something. It was like they were paying homage to a fallen comrade. There was just nothing there on screen at all that I could interact with in any way. And the only animal related mods I have are Packified Animals and Animals Tab which don't have any influence on roaming behavior.

I suspect it was just a miscoding of sorts in an INI file. But, again, weird things just happen.
#4
General Discussion / Re: Hunting Strategy
April 05, 2017, 11:33:57 PM
1) Hunt animals at night, especially if in packs, by assigning your hunters to night shifts only. When you start shooting adjacent animals will get disturbed, wander around a bit and then go right back to sleep even if you're still shooting. It keeps them better contained and although I can't confirm for certain it reduces the chances of manhunter revenge,  it seems to work that way.

2) Save the hunting of boom(alopes/rats) at night in the rain.

3) You can manage wild stock by leaving mating pairs intact and/or hunting all but a couple adjacent males only until you have no other choices.
#5
FYI, because limitless grenades.

Once I found out the hard way (don't ask) that you can fight fires with grenades. I can't vouch for how efficient it is but it seems to work better than manual fighting if you're limited in pawn resources. A grenade puffs out a fire in the boundaries of the blast. Target the ground and micro it and you can clear an area pretty fast without the many delays of the AI firefighting, colonists getting burns and walking away to leave it to escalate.

Obviously, you don't want to use incendiary grenades. I haven't experimented with other explosive devices but I suspect they have the same effect.
#6
Quote from: Mehni on March 16, 2017, 12:15:36 PM
I'm still waiting for the mechanoids to leave my base.

Quote from: travin on March 12, 2017, 09:38:27 PM
Hopefully someone far more tenacious than I might have this level of detail and share the formula.

50%.

Awesome. Now what precisely does 50% refer too, given multiple factors being discussed?
#7
It's the stragglers holdling up the rear that tend to be the fleeing ones. So I just circle around and wait for them to move in and pick off the stragglers. The ones heading the attack tend to get a bit flustered from dual fronts.

No idea what the threshold is, but when the group starts flashing red death masks (if that's the correct term) it seems to trigger fleeing when many are seeing deaths all at once. Picking em off individually in a confusing way seems to prevent that. I suspect it's all about proximity and incident saturation.

It would be interesting to see their detail stats as it's occurring. Hopefully someone far more tenacious than I might have this level of detail and share the formula.

Kill boxes are fine and all, but they don't always do the job and let too many get away. That's wasted resources. Besides, it's kinda boring gameplay. Raid killbox, raid killbox, raid killbox. I like my killing to be a bit more of a sport. 8)
#8
It would be interesting if a group of folks forked off and continued to support and mod a previous alpha, giving it a life of its own.
#9
Fleeing raiders I see as an opportunity as just another way to amass resources they often carry. Being outnumbered isnt frequently a primary factor deciding who wins, strategy is. Given that we know they will flee it's easy to make short work of them if you circle around behind them as they charge your base instead of just waiting around in defensive mode hoping not to get killed.

Maybe I've been lucky or haven't noticed, but this strategy seems to confuse the AI a bit and I end up with fewer fleeing raids, far more dead raiders and a shit ton of goods and able converts.
#10
General Discussion / Re: Battle with a Centipede
March 12, 2017, 04:11:02 PM
Quote from: Ace_livion on February 14, 2017, 02:47:54 PM
i was always assuming that since it has rings, it kinda moved like a centipede but without legs
(which in turns make it move not like a centipede )
you know in a kinda cartoony way~~ since i don't think it have any "leg" limbs

More like how an elephant moves around.
#11
Outdated / Re: [A16] Bulk Meals
March 11, 2017, 09:05:30 PM
Confirmed: the editing notes above to remove associated Bills allowed me to continue my save.

Thanks folks!
#12
Quote from: b0rsuk on March 10, 2017, 02:34:01 PM

People like me think simple hydration need is boring, because it's a copy/paste of food need.

Since you brought it up, in my mind water is essential and should be integral part of the game. You think it's boring and a waste of time yet you're ok with the need for mopping and cleaning as an engaging and efficient use of gameplay. That is so bassackward I can't even.
#13
General Discussion / Re: Kibble vs. Pemmican
March 10, 2017, 10:16:48 PM
Kibble is more efficient because you can make it using chicken eggs since they are spawned, free resources.

In fact, all animal breeding currently spawns free resources from nothing so choose a fast breeding animal and slaughter the offspring for kibble.
#14
Quote from: b0rsuk on March 10, 2017, 04:20:57 PM
You can make a bold claim about something you're not 100% sure about and people will fall over themselves to correct you and give you precise information. See my post about colony animals not being attacked by manhunters.

I believe that should be posted in the exploits thread.

;D
#15
Quote from: Sola on March 09, 2017, 03:59:13 PM
I don't think there's a single gameplay argument against having a water system in the game.

The only thing keeping it out is the amount of work involved with such a thing, when there's already work that needs to be done in the game.

Don't confuse the discussion of one as a demand for one. Only but the greenest newbies make such demands. I think it's safe to say we're all comfortable with the demands of Alpha dev, but that doesn't prevent us from discussing additional ideas for later development.