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Messages - relicofthepast

#1
Quote from: Zakhad on October 26, 2016, 09:27:54 AM
Quote from: jldkrocks on October 26, 2016, 08:54:13 AM
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?

Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3  then you got food that'll last all year round.

Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.

Thanks. Do you build bases in mountains or make buildings?

At the very start I build a log base (Not stone as this is temporary and could be better spent on furnaces etc otherwise you fall behind tech wise spending an entire year cutting stone which you really can't afford due to harder events becoming unlocked, based on how long you've been playing e.g. skynet event happens after 120 days you should have guns by that point) near where I want to dig into the mountains (Preferably with only 1-2 attackable locations) as it takes far to long for the start of the game and you want to make sure its a well designed base, its a long term goal. Due to sieges you have to be in the mountains eventually or unless you have a lot of artillery at your disposal.

I do try to dig into mountains but it takes so long to mine anything so my colonists normally freak out on me for not having their own rooms and shit because I'm waiting for them to mine out the rooms....
#2
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?

Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3  then you got food that'll last all year round.

Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.

Thanks. Do you build bases in mountains or make buildings?
#3
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 02, 2016, 10:36:47 AM
Will the next version have any new mods?
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 17, 2016, 05:23:48 PM
Would I be able to add combat realism defence, mending and high caliber without any problem?
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 15, 2016, 08:33:38 PM
Started with a new install and a new game but im getting this bug when accessing the completed research and it stops me from using it ever again unless i reload the save. I keep accidently hitting it...

#8
Mods / Re: Tips for ModVarietyPack
November 25, 2015, 03:48:58 AM
Quote from: Britnoth on November 23, 2015, 06:42:27 PM
I have spent most of the last week trying this modpack out.

You can attempt to recruit visitors thanks to the hospitality mod I believe. Considering how lethal firearms are now and any survivors are probably missing an organ or two, this is probably the main way to gain new colonists.

Money: Same as vanilla, you can chop up dead raiders and sell the meat and human leather. Trading is harder to get going with needing to research both to be able to trade and to be able to keep the human meat frozen, however.

Food: Planting is indeed very slow to get going, with needing to build both buildings AND to 'construct' usable soil. I suggest sticking with hunting for quite some time. Jerky from meat lasts a lot longer than salad or simple meals when you do not have a freezer, and the animals give you leather for beds.

Better guns: Keep restarting the map till you get a good one. Fully zoomed in you can see the infusion tags on weapons even though the undiscovered fog of the map. After a few tries I found a room with a sniper rifle, assault rifle, and two shotguns just there for the taking. Interesting balance. ::)

As for crafting.. again, you can restart till you have a map with lots of steel buildings on it rather than stone. Tear them down for lots of easy steel bars rather than having a colonist tied up with crafting them from ore for a month.

This modpack uses the awfully balanced beds that also plagued my experience with the UO modpack. The starting beds available need furs/leathers (fair enough) but have been massively nerfed to make the starting experience (which should be the most fun past of the game) a real pain in the neck. They get a miserable 75% rest and 80% immunity gain. That is right: resting in your muffalo leather bed is a death sentence if you have an infection. Instead, either continue working outside or even just lie on the ground for 100% immunity gain. More interesting balance choices.... ???

As for raids, restart until you do not get Norbals. For some reason, someone thought that giving tribal raids access to personal shields, one-shotting plasteel melee weapons, +30% hitpoints and super-fast low damage frag grenades (that are destroyed on death so you cannot use them yourself?) was a good thing. Whichever thought process was involved that said, 'hey, these guys really are not strong enough, we should remove their flee mechanic so they can do more damage!' would be a fascinating discovery to your local psychiatrist. Laughingly, they are given strength values almost the same as the vanilla tribals, resulting in hilariously large raids on extreme difficulty. 19 norbal raid with personal shields and grenades on day 17? This sounds reasonable.  ::)

Speaking of reasonable. Maybe try taking out the combat realism mod so you can actually hit something smaller than a barn. I just watched a guy (5 shooting skill) with a pistol miss a prone elephant from 2 squares away. Over 100 times in a row. Yet I get AI snipers with 1 shooting skill hitting me while peaking around a rock wall from 60+ squares away. Multiple times over a couple dozen shots. I can only assume the shooting accuracy is horribly, horribly buggy right now.

Myself, I am giving up on this modpack until some serious work is done on it. My last colony just died after getting a psychic ship just 51 days in. Inside there was only 1 centipede. With a rather improved minigun. Long range accuracy increased from 10% to 85%. Range increased to... 107? Oh and shot burst up from 30 to.. 300. I had people die while in cover behind sandstone rock walls. The minigun just punched through the rock wall with bullet spray, then through a 150 point shield, then killed my colonist. All in one single burst. All I had was 1 survival rifle and a handful of pistols. Shooting the thing with the 22 damage rifle resulted in... 3 points of damage.

Apparently I am supposed to use EMP mortars on it. Sounds wonderful, but with how much slower the game start is now, I still havent managed to build even one decent turret yet never mind getting to mortars, and then building one and also some shells for it. It takes something like 2500 research to get to basic turrets, which take bars so are much more cost intensive to build. And the better turrets are at a painful 4000 research to get. And yet they will still be horribly outranged by other weapons in the open, forcing me to use them in a killbox.

Again, this is the same ridiculous issue I had with the UO modpack: Research required to build any meaningful defences, but hugely buffed early raids that assume you are playing with vanilla turrets that cost 150 steel that is just lying around the map and buildable right from the start. Balance? What is that. :-[

Quote★ It's not a ModDumpPack.
::) With Norbals I cannot take this claim seriously.  ::)


Do you suggest i switch to hardcore SK then?
#9
Mods / Tips for ModVarietyPack
November 22, 2015, 08:48:14 PM
Prisoner recruitment rate is 3% or below most of the time. Can't seem to find better guns than the starting ones so i just die when im raided by anyone other than tribals. Making a field for crops takes ages to make so i hardly have much food. Once i get about 6 hours in i don't have enough people to build things i need and never have anything of worth to sell. Any tips?.....