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Messages - vampiresoap

#16
General Discussion / Re: Most protective non-armor outfit?
September 13, 2018, 01:06:20 PM
Quote from: Dusty_Monk on September 13, 2018, 12:17:34 PM
Why a Jacket and not a Duster?
Not sure if a duster is better. Can anyone check? I'm not playing the game right now
#17
General Discussion / Most protective non-armor outfit?
September 13, 2018, 12:13:14 PM
Hi guys, I just want to know what is the most protective outfit without armor.

So material wise, I think devilstrand is very cost-effective, but obviously hyperweave is the most protective.

Here's the outfit I have in mind:

Jacket
Tuque/Cowboy hat (depending on what biome you're playing on)
Button-down shirt
Pants

I'm not sure if I'm missing something, but that's all the clothes I can fit in one single pawn. If you guys have a better idea, please share it with the rest of us :)
#18
General Discussion / Re: New wealth system in B19
September 11, 2018, 07:13:06 PM
Is making sculptures always a "bad" idea? Because it just slightly increases pawns' moods but insanely increases the colony wealth.
#19
General Discussion / Re: Sanguine vs. Iron-Willed
September 11, 2018, 07:11:54 PM
Quote from: Limdood on September 11, 2018, 12:33:52 AM
Quote from: vampiresoap on September 10, 2018, 11:32:22 PM
I think you guys are kind of missing a big point in this thread. While Iron-willed pawns do break more than Sanguine ones, they rarely go on murder sprees. Personally, I think this is really useful when you're playing on sea ice or extreme desert where you kind of have to force non-cannibals to consume human meat early on.
Is this your impression, or do you have data to back this up?

Please read the previous posts, but you can also easily try this yourself with dev mode.
#20
General Discussion / Re: New wealth system in B19
September 10, 2018, 11:34:14 PM
Are there non cheesing/micro-intensive methods that lower wealth?
#21
General Discussion / Re: Sanguine vs. Iron-Willed
September 10, 2018, 11:32:22 PM
I think you guys are kind of missing a big point in this thread. While Iron-willed pawns do break more than Sanguine ones, they rarely go on murder sprees. Personally, I think this is really useful when you're playing on sea ice or extreme desert where you kind of have to force non-cannibals to consume human meat early on.
#22
General Discussion / Re: Sanguine vs. Iron-Willed
September 09, 2018, 09:19:33 AM
Quote from: RawCode on September 09, 2018, 09:13:17 AM
Both traits have exactly same effect on pawn, it's about flavor only.

Is it though? I've noticed that while it is hard for Sanguine characters to break, but the effects of their mental breaks are usually more devastating. I've seen Sanguine pawns become murderous a couple times, but I've yet seen an Iron-willed pawn doing that.
#23
General Discussion / Sanguine vs. Iron-Willed
September 09, 2018, 07:07:54 AM
After reading many posts, it seems that most people prefer Sanguine over Iron-willed. But I think it's kind of unfair because based on my experience, Iron-willed characters usually do a lot better on extreme biomes...(which kind of makes sense?) because when they do have a mental break, they rarely become homicidal. They usually just throws a tantrum and just goes right back to work. I think we need to account for that too. I don't really have any data to back me up on this. It's more of a citizen science, but I'm hoping that one of you geniuses can find something that I couldn't. So what do you guys have to say about this topic? :)
#24
General Discussion / Re: New wealth system in B19
September 07, 2018, 12:10:01 PM
So the game is not gonna get infinitely harder as time goes on?
#25
If your colonist is on ice, does he/she still factor into the raid size calculation?
#26
General Discussion / Re: New wealth system in B19
September 05, 2018, 03:23:47 PM
Quote from: zizard on September 05, 2018, 03:17:35 PM
Wearing armour only for fights is a bit harder now that the time to equip was increased a lot.

Also, too much micro for my taste. I play games to relax, not to agitate myself lol
#27
Quote from: Bolgfred on September 04, 2018, 08:51:31 AM
If the formula in the wiki is correct, the game doesn't differ between death and downed.

For this reason I created a heat box: small room filled with heaters, big enough to put all my naked colonists into. After they were all downed to heatstroke, adaption graph dropped a lot and a stranger appeared ( it was a wimp). As I did repeat the process, no wimp appeared and no more graph reaction was noticed.

Does it confirm that you can only do it once in awhile?
#28
Why would getting new colonist reset the "adaptation" thingy? Shouldn't the game be more hard on you when you have more people?

Also, I think it is a very good idea to imprison the useless pawn before the sacrificial time of the year comes. That way the raid size probably won't be as large while you wait.
#29
Hmm...I'm getting confusing answers from you guys ;P I guess I'll have to see for myself before jumping into this discussion more...I shall build a dark shrine and honor the gods once a year!!!
#30
Bugs / [Modded B19] Nutrient paste is not working
September 03, 2018, 02:33:09 PM
Hi, for some reason, I've never been able to get the nutrient paste to work. Sorry for posting such a noob question, but I've followed all the instructions...and it still doesn't work.

Hoppers, check
Electricity, check
Dignity, long gone
Still no nutrient paste