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Messages - Didact04

#31
Why does this thread even exists? It's an outlet for screaming and ingratitude. There's no place for this here and it should not be provided for people.

I'm sorry about however offended or hurt or what the hell ever people have to say about anything regarding this topic, but this is a game. Just play the fucking game and stop screaming and demanding more things. I don't care who you are.
#32
They're colonists because they can't leave. Eventually you can, but it's a long and drawn-out process in which you basically need to be a thriving settlement before you can ever hope to get off the rock you're stranded on.

Nobody said you had to be a WILLING colonist; it's just that having a colony is the one and only option available to everyone other than dying. A colony of necessity.

Furthermore, I don't know about anyone else, but even if I could fight back, I would not want to live on that planet. The land is rough, there's no law or order not personally enforced by you, the place is infested with generations of pirates, the locals hate you for all kinds of reasons, the wildlife is hostile and predatory, and the entire system is haunted by the remnants of some ancient automated war machine that have decided you are whatever they're designed to fight. The entire planet and everything on it is dangerous and wants to kill you. People get in fights all the time and people are killed and die regularly. With some advanced shit, too. These aren't pea-shooters we're talking about here; we're talking military-grade weapons and powered armor and explosives.

Anyway, the point is that you DON'T want to live there. It's a bad place to live and it's dangerous as hell, and swarming with pirates and slavers. You HAVE to leave. The world is just not safe for inhabiting.
#33
Here's a thought: build a room with no doors around the abrasive person. Walk away.

Problem solved. No more fights.
#34
Ideas / Re: Extreme biome
April 14, 2016, 06:46:35 AM
I don't know about you, but if something wildly fluctuated between one extreme to the next, I wouldn't want to live there. Would you? I sure wouldn't.

^That is what nature says. If you get anything at all living there, it'd be underground, if that.
#35
Stories / Re: Abrasives are absolutely assholes now.
April 12, 2016, 06:04:14 AM
The moral of this story? A person with a dog and a person trained to murder are equally dangerous and also extremely poor targets for punching.
#36
General Discussion / Optimal Corpse-Eating
April 12, 2016, 05:23:37 AM
Question: is it more efficient for your pet flesh-eating war monster to eat directly off of the corpse, or for the body to be chopped up?

I know having it be butchered carries a penalty for whoever did it, but as far as food values go I was curious on what would technically be the most efficient way to feed your animals after a raid.
#37
The whole reason I need those ships is because they, like, SELL stuff. And they BUY stuff. Caravans 90% of the time either A: do not have what you want, and/or B: will not buy fuck all, even if you're swimming in clothes and weapons and solid gold ornaments. They won't even buy leather.

If you're going to have trade caravans, why on earth wouldn't you have them, y'know, do the one thing trade caravans are supposed to do? All this crap sitting around is worthless and attracts pirates.
#38
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 11:31:34 PM
Quote from: Shurp on April 09, 2016, 11:09:04 PM
You might want to try Cassandra instead of Randy.  Randy is *supposed* to do stupid things.  Getting attacked by mortars by Randy when you have 4 colonists is WAD :)

I usually do Casandra but this time I'm doing Randy. I'm experimenting.

Maybe it's just Casandra I hate. I'm not sure. Doing a little more inspection to pinpoint what might be making me miserable.

According to Randy I just need a stroke of luck as opposed to none or negative luck, but I'm unconvinced. Needs more testing.

Either way, defenses on day one is making a noticeable difference. Firefights are evidently not the way to run conflicts.
#39
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 10:57:14 PM
Quote from: Limdood on April 09, 2016, 09:30:16 PM
how far into the game are you?  it might be that your start needs some work?  Most early raids can be dealt with by walling your base, placing a long, 1 square wide tunnel with doors every 3 squares, then filling the tunnel with deadfall traps (place a door in the wall and your colonists won't walk on the traps).  some enemies will hit your walls but most will walk thru the hall, getting a kill or two early and speeding up the time and effort til raiders flee (sappers and sieges are the exception here)

even without traps, using cover or massed fists with good use of corners and/or doors can deal with most early raids.

I think your big issue in your current base is that you have a colony of 2 fighters, with the WEALTH of a colony of 5 productive pawns.  Siege sizes are calculated off total base wealth, including everything you've built with and everything you've stocked up.  Not trading means you end up with lots of useless wealth sitting around, meaning harder raids.  Trading at a disadvantage (in skills) at least means you're bleeding off wealth.

The game isn't advanced enough to have complicated faction AIs and risk/reward analysis of raids (honestly, the risk reward analysis would almost always say "don't attack!")...the game simply occasionally sends a raid...depending on your difficulty, base wealth, time in game, and somewhat on your storyteller, the raid is set to a certain difficulty (raid 1 is almost always a single guy with a bad shiv).  Manipulating any one of those things will affect the raid sizes.  Less colony wealth, easier raids.  Lower difficulty, easier raids.  Spend a bunch of time early on accomplishing very little, you'll have harder raids than you'd think due to time elapsed being high compared to ability to deal with attacks.

Lastly, when a raid happens, the game fairly randomly picks an enemy faction, then fairly randomly picks an applicable type of raid to have them do.  Tribals will do either an attack immediately or a wait and attack, and they'll do it with a ton of bodies with bad weapons.  Pirates could be stocked with good guns, they could be an all melee team with personal shields, they could do a sapper attack or a siege, they could drop pod right onto your base if you have any orbital beacons set up.  If you reloaded a save immediately before the siege, you'd likely still get a raid, but would probably get a different kind.

Knowing how the game functions is oddly comforting. Not quite sure how that works.

New game, got everyone that can fight and a free random chased dude. Also playing random randy, who apparently decided to take it easy on me. A few raids are tiny and only up to 3 people and I 5 now. Snake ate my cat but flying fists of doom apparently beats grenades.

Maybe it was just bad luck. Or now it's good luck. I don't know. I'm going to still weigh if I want to continue playing the game in it's current state, I'm indecisive. Maybe I'm just playing it wrong.
#40
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 08:51:52 PM
Quote from: Mikhail Reign on April 09, 2016, 08:44:15 PM
Could be that they want access to the resources that you have yet to mine? Your colony really is worth the combined value of everything on the map since by existing there you are stacking a claim. They want that claim.

I guess that could make sense. I saw some plasteel jammed in a cliff over yonder. But why not just walk in and mine it themselves? I don't have the time to mine it myself right now and certainly can't challenge someone staking a claim. It'd take too long and we have things we need done closer to us.

I've played on rough and on normal. According to the game descriptions, rough is 'as intended' when playing. It's uninspiring.

I suppose I'll try Phoebe, but I don't like the idea. I want to build a colony, but I also want to be challenged. That's why I play on normal mode. The problem I have is the challenge is a chore and not an actual challenge.

Also, how can I recruit anyone if there are no captures? I can't buy slaves until I have enough people to not need them and relying on RNG isn't feasible. A lot of problems come from the fact that I don't have enough manpower to accomplish anything.
#41
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 08:28:34 PM
That's the problem: I don't have money. I NEVER have money. I don't have time to deal with anything and I don't have resources - and even if I did, I'd be shafted by the trading even with a 10+ trader, so much that I'd need gross excess of materials and manpower to be able to afford...pretty much anything besides food or raw materials. This is default difficulty with default storyteller. I could fight them, but i really dont' want to. I don't have anything to defend. I don't HAVE anything. I'm not WORTH anything. I'd rather quit than deal with this - and this is the fourth game in a row I've felt this way, even if I DO have survivors that can fight.

I want to like this game a lot, but I can't seem to have fun with it. There's too much opposition you aren't equipped to deal with and too many permanent issues you can receive from things outside of your control. Progress is too slow and opposition too fast and numerous. I don't feel like I'm advancing enough to warrant this kind of hostile attention.

It's just...not fun. And I'm normally really into survival games. I don't feel challenged, I feel oppressed. If I go into base buildings, the challenge wouldn't exist, or be too few and far between. I'm still stuck waiting around for stuff to get done or something to happen, my eyes cross, and I quit and do something else.

I'm frustrated. I want to like this game.
#42
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 08:09:50 PM
Five. Three can't fight. I had no turrets in place before this. There are six siegers and all are armed. One had a sniper rifle, and I'm not shy to their reputation of plucking limbs like flower petals.

We're a hovel carved into the side of a sandstone brick. Our resources are a handful of leather, steel, and some trees, and about 800 silver. They're shooting fucking mortars at us.

It's situations like this when I'm reminded of just how little fun the base game is. Scratching by is one thing, but it's extremely slow going, 75% out of my control, and these raids are nothing if not tedious and just frustrating. I've played 6 games now and all of them made me want to quit playing.

God I miss Combat Realism.

Is there any word on when the rest of the game is going to get fleshed out in this area? I assume that the dev has been utterly silent save for blog posts.
#43
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 07:36:04 PM
Quote from: IgorKeefe on April 09, 2016, 07:31:49 PM
Ideological reasons. Boredom. Siege training and they can actually afford to put this much resources into this. There are many reasons if you look hard enough

This doesn't feel fun.
#44
General Discussion / Re: Nonsensical Sieges
April 09, 2016, 07:27:42 PM
Okay....so why are they putting precious and non-renewable resources like mortar shells into this? Why are they putting themselves to the elements to lob explosives as what essentially equals a bunch of shacks? It's like laying siege to an undefended hamlet. You don't. You just waltz in and flatten the place - and with far more people than one more than the total number of inhabitants of said hamlet.

It's a waste of resources and a big risk to do what they're doing and to do it with so few numbers. That's what I'm trying to say. And I don't understand why. If it was overwhelming force I'd be fucked, but this is just a dice roll for both parties. Why would pirates do that?
#45
General Discussion / Nonsensical Sieges
April 09, 2016, 07:01:37 PM
So my colony, just barely getting off the ground, suffering a casualty and the death of our beloved farm animal, JUST now setting up individual bedrooms and actual walls for buildings instead of bare rock, is being sieged by raiders with military-grade weaponry and actual mortars.

....why? We don't have anything. We've got a handful of spare pistols laying around and food for a season, and money barely enough to buy an animal. What in the world makes these pirates think we're worth the time and effort for this kind of action?

I still don't understand the raiding system in this game. If I was a pirate, I'd be looking for a lot bigger fish to fry than this sham of a settlement that doesn't even have defenses...and I'd certainly not waste my time and precious ammo in a siege of such a place!

Either I'd hit it with overwhelming firepower up front and burn it all and pillage it Roman style, or come in with overwhelming force and demand a bribe. Not....this.

Can anyone explain the reasoning here? I'm very much a mind to debug make the guys leave, not because it's frustrating, but because it's so pointless.