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Messages - boozdeuvash

#1
Quote from: Gebunator on February 12, 2019, 04:15:59 AM
The Centipede inferno rant again!


Fighting those slimy bastards is tricky, but there's a few methods you can reliably use. the most important factor you can leverage with the inferno cannon is the long target acquisition and aiming time, which makes it possible to maneuver your way around its ridiculous firepower:

- The EMP long range strike : use long-range weaponry (such as mortars) to stun the target mechanoid while keeping your pawns just outside of range; once it is stunned, move into position and engage with all your forces. Take advantage of the binoculars for an accurate strike.
- The EMP ambush : when you have that possibility (thanks to terrain or an inactive ship part), you may want to position a few pawns with sort range EMP weapons such as grenades, grenade launchers, or shotguns with EMP rounds. Then, when the ambush occurs, immediately stun the target and concentrate your firepower on it.
- The Shield bait : the mechanics of a shield belt allow its wearer to take a single blast with no harm, even though the belt will be depleted. If you lure the inferno cannon onto this target, you can buy more time for your damage-dealin pawns.
- The Doggy Bait : Using a bunch of dogs as infernon cannon fodder is far from being the worst thing you've done in this game. They'll have to be trained for release.

Other general advice :
- Rocket launchers should be your primary weaponry against centipedes; even if they do not kill the target in one go, they can often damage sight and manipulation to such an extent that the bastards can't hit the broad side of a barn.
- Heavy weaponry with the correct ammo is crucial : TAC-50s are your friend. You can also form an HMG team with one guy carrying a boxed KPV and another carrying some ammo. Charge weapons with Ion ammo also helps.
- Anyone else should be carrying saigas or USAS-12 with EMP ammo, if anything to deal with the other mechanoids if they get too close.
- Smoke can help you cover a retreat or cross the range and get in close. Engaging with melee can be useful if there are no supporting mechs nearby.


Personnally, when dealing with centipedes, I find the charge blasters to be more of an issue because they have a much shorter aiming time and can often one-shot pawns with a headshot.
#2
Med tools require steel.
Medicine requires Herbal meds, Clothes and med tools.
Advanced med tools require plasteel and components.
Protequaline requires Agave, Ametrusol requires insect jelly
Glitterworld medicine requires Medicine, Advanced med tools, protequaline and ametrusol.

The exact amounts can be see in the bill's details.
#3
MEDICAL CRAFTING

I found it a little weird that the colony would have ways to craft Charge rifles and power armors and all, but would still be incapable of producing decent medecine. This (tiny) mod aims at quickly filling this little vacuum in a simple and vanilla-friendly way. It does not add fancy new wounds, infection or mechanics, just plain old crafting with a little bit of complexity and difficulty for the more advanced stuff.

Download:
https://github.com/Boozdeuvash/MedicalCrafting/releases

Contents:
- 2 Crafting benches (graphics copied from research benches, 'cause i cant draw), with 2 relevant research projects.
- Craft regular medicine at the simple pharma bench, and Glitterworld medicine at the advanced bench.
- Intermediate products: regular medicine requires med tools and cloth. Glitterworld medicine also requires Advanced med tools, and two substances extracted from agave and insect jelly.
- Additional orbital trader: Pharmaceutics trader. May bring in the ingredients you lack.



DISCLAIMER:
this is my first published mod, as usual mods may break your system use at your own risk etc etc...
Some price balance may be required

Comments and suggestions are welcome.
#4
Releases / Re: [A12d] Glitter Tech v1.0
September 08, 2015, 06:01:49 PM
Not sure if that's proper with regard to the Author.
#5
Releases / Re: [A12d] Glitter Tech v1.0
September 08, 2015, 10:01:03 AM
Quote from: Sam_ on September 04, 2015, 07:42:05 AM
If you truly want a more "balanced" game that is more to your taste then you could always play on Basebuilder diffculty and/or on an easier storyteller. That's what they are for after-all.

Unfortunately that completely removes any difficulty from the vanilla parts of the game, which isnt what most people here are looking for.

So i've taken steps to adjust things a little more seriously. Here's what i've done so far:
- Brought the OC Rifle more in line with the rest: 6 rounds burst, 9dmg, Slightly reduced medium range Acc. Basically twice as powerful as the Assault rifle.
- Adjusted difficulty of Orion raiders by reducing the minimum value on weapons and apparel, and bringing a couple of the more powerful weapons in Vanilla and one other pack under the OC tag, meaning the lower point raids show up with charge rifles, high tech snipers, etc...
- Commandos show up after 5 months.
- Reduced the amount of rocks needed  for silicon from 35 to 6.

Good difficulty and very engaging, and no more unbeatable raids!
#6
Releases / Re: [A12d] Glitter Tech v1.0
September 02, 2015, 01:16:24 PM
I just doubled it, and it turned out I had managed to buy a couple of LMGs and sniper rifles by the time I reached the first raid, but I got lucky because I had a lot of gold on the map and the right trader showed up.

If i'm to customize the thing, I'll probably look into having a more dynamic setting where they first show up with pistols and no shields, and gradually get stronger, like the other invaders
#7
Releases / Re: [A12d] Glitter Tech v1.0
September 02, 2015, 11:12:47 AM
Im at work here and I dont know by memory, but in the Defs folder inside the mod folder, there's a factiondef file or something like that. And in this file there is a tag that contains the minimum amount of time before this faction's raids show up.

Same thing for the silicon.

I can give a more accurate answer when I get home, but i'n pretty sure you can figure it out, it's all XML and very readable.
#8
Releases / Re: [A12d] Glitter Tech v1.0
September 02, 2015, 10:17:05 AM
Quote from: Sam_ on September 02, 2015, 03:00:04 AM
With regards to the comparisons between the factions I would be intrigued to see video proof of five naked pirates killing armed Orion soldiers. And considering a large number of complaints about the overall strength of commandos I'd also like to see ten tribals win against ten commandos. Unless of course I've mistaken your intent but the poorly worded comparison.

I'm pretty sure he meant, around the time you get attacked by five naked pirates, you also get attacked by five well-equiped soldiers.

Since the strength of an attacked is based on the supposed strength of your defenses, there's a little disconnect here.

Personally i've taken steps to modify the defs to increase the minimum time before OC/commando attacks, and reduce the number of rocks necessary for Silicon production. Still toying with what would be a challenging yet fun setting.
#9
Releases / Re: [A12] Glitter Tech v1.0
August 30, 2015, 10:03:05 PM
I'm getting attacked very early on by Orion Tech scumbags with high tech weapons and shields and all... Doesnt seem right, especially compared to what i was getting in the previous version, or the other raids from raiders or tribals showing up around the same time.

Right now my only option is to reload, the guy with an OC rifle typically one-shots anyone. This weapons is ridiculously overpowered by the way, I could hold the line with just a couple of these against anything except mechanoids.