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Messages - Guilty Omelette

#1
I never understood the hate for killboxes. They are fun to design, and they mean I don't have to train a new blacksmith because the previous one was shot in the brain through his power armor helmet by a stray bullet "because RNG."
#2
+1 to wanting more skills to be trainable. Even better would be having pawns train each other.

I would love it if the animal skill was easier to train.
#3
Ideas / Re: The way that grass grows sucks
December 16, 2017, 12:24:43 PM
Really, pawns should be able to plant grass in growing zones.
#4
Ideas / Youth serum
November 06, 2017, 04:33:59 PM
Youth serum

Quest reward

Knocks X years off a pawn's age
#5
I used to rescue and fix up crash landers but stopped once they started joining my colony without my consent. Now I just leave them to die.
#6
"Enemy AI overhauls. They'll be harder to cheese in various ways and act more sensibly."

This honestly makes me nervous. If I have to battle endless waves of invaders who always outnumber me and who don't value their own lives, I don't *want* them to act optimally. The more 'sensible' the AI becomes, the more killboxes and the like are required.
#7
I like minimal starts in extreme desert (1 tribal, no items) and my priority #1 is to buy penoxy from another town
#8
I sell rice grown in hydroponic bays. With sunlamps and good temperature you get a full harvest every 2 days, and they sell to requested bulk goods traders for about 1.3 silver per unit. Rice takes a long time to spoil, and doesn't need any processing. Since my colonies use nutrient dispensers, i sell whatever excess i happen to have stored.
#9
Quote from: b0rsuk on February 02, 2017, 11:29:05 AM
I think weapon cooldowns should be possible to cancel. I shouldn't have to reload a crossbow immediately after shooting, I may want to duck behind cover first. It could have very simple implementation - you can cancel cooldown anytime by ordering a colonist to move. As soon as he stops, he will start his cooldown (reloading/cocking) from scratch. Until it's done, he can only move, not shoot.

I agree with you but I suspect that warm-ups and cooldowns were changed by the developer specifically to stop us from doing things like this. =)

Having an unarmed colonist open and then immediately close a door that 4 other SWAT pawns are stacked on works a dream because you can fire a salvo without triggering any return fire.

Sadly i think Tynan has a dislike of tactics like these because he fears that it will trivialize combat and rob it off its tension.

I don't bother with armor at all because every time i trade fire with raiders, i seem to always end up with my favorite colonist getting a brain injury through his power armor helmet.
#10
Quote from: Pathing on February 02, 2017, 06:35:10 AM
1. let 1 colonist, e.g. Bob, stay close to enemy's ranger users than others.
2. All enemies agree to shoot Bob.
3. All enemies warm up their guns.
4. Bob runs into cover and stay behind some wall blocks.
5. All enemies lose their sights on their target (Bob). Everyone warm up times are reset.
6. Bob shows up again. He giggles at all enemies.
7. All enemies agree to shoot Bob.
8. Go to 3.
9. ? ? ?
10. Profit!!!

and thus 2 vs infinite number of range users is never a problem.

NOT EXPLOIT, I SWEAR.

Don't the enemies switch targets when their current one moves out of their LoF? I may be wrong, but I think that their cooldowns won't reset as you seem to be suggesting.
#11
Quote from: Stormfox on February 01, 2017, 10:15:37 PM

As far as I know, nothing has changed with the way poison/psychic ships work recently (read: within the past year and about 5 alphas). It is probably just you not remembering them as particularly difficult from ages ago.

It's not poison/psychic ships that changed, it's the cooldowns from using weapons that were increased in A16.
#12
Thanks everyone for the advice. =)

I think popping the ship with the sniper is probably best.

If I don't have a sniper rifle, then maybe I'll make a wall with a doorway and hold it open with 2nd colonist, and have the 1st shoot through the doorway. That way I can pull pawn #2 back to shut the door since he won't be on cooldown.

Opening the ship was not especially dangerous in previous alphas as long as I built a wall to block the bots' line of fire with that I could run behind. I didn't realize that the cooldown on the assault rifle was long enough for the robots to exit the ship, aim and fire before I could move. =0
#13
Shot at a poison ship to trigger the bots to come out. They popped out and blew my head off before my firing cooldown finished. (so I couldn't move behind the wall)

Kind of bullcrap imo

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#14
Ideas / Maintenance Policies under Assign tab
January 20, 2017, 03:53:36 PM
Adds maintenance policies similar to the drug use policies:

Medical- creates a recurring "doctor" job every X days, which causes a doctor to perform checkups on patients. Checkups reveal diseases while still hidden, allowing the pawn to begin treatment /bed rest earlier.

Power- recurring "repair" job, where a pawn performs maintenance work on power conduits. If BZZT event triggers on conduit tile which has been maintained within X days, BZZT fails to do damage.

Cultivation- recurring "grow" job, pawn performs work on plants that exist within growing zones. If Mysterious Blight event triggers, plants which have been cultivated within X days are protected.
#15
I also hate events forcing colonists on us. Stop forcing us to accept colonists via events. Just. Stop.