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Messages - reasonpolice

#1
Bugs / Packaged Survival Meals can break the game
December 14, 2014, 12:56:45 AM
I just lost a pretty well-developed colony because for some reason colonists prioritize the survival meals instead of the closest meal. The survival meals were left over from a siege - not even sure how or why they became un-forbidden. Both of my doctors ran all the way across a 400x400 boreal forest in the middle of winter to eat MREs when there was a pile of fine meals stocked up. This resulted in the neglect and death of two of my colonists that needed medical treatment, including my only cook. On top of that, both doctors got the flu from the journey, and wound up dying because I was out of medicine and no ships were nearby. Half my colonists died to survival meals.

Has anyone else had problems because of this?
#2
What the subject says. I think it would make more sense that way, since it's not that hard to cut stone into blocks, and smithing requires research and practice.
#3
Thanks for the replies, dudes!

I'll have to try to fortify a little better, seems like my bases have been a little too open.

I actually don't have trouble with centipedes because they don't even hit you at medium to long range. Seems like you guys have more trouble with them with the "kill-box" method. I'm gonna go with Nasika on this one and try to find something in between. 8)

#4
I seriously have no idea what to do against them. They outrange turrets and pretty much any weapon a colonist can hold (other than I think the Lee Enfield and the M24), and they one-shot colonists. It just completely takes all the fun out of the game for me. I have literally never beaten a scyther attack.

I have been 1v4'd by a scyther as early as one month into the game.

Just now I got 3v10'd by them so I'm rage-posting.

How the fuck are you supposed to beat a super long-range, super accurate enemy that incapacitates or kills colonists in one shot?
#5
Ideas / Some random thoughts as I play
April 16, 2014, 03:34:32 PM
I'd like to apologize in advance for not combing the forums to see if any of these ideas have been posted; I'm too busy playing the game to worry about that! Also, I realize that some of these are probably pretty obvious and going to be worked into the game soon/eventually. I'm basically just making a brain dump here.

So, let's get right to it:


  • Crude stone walls should probably be a thing, and raw stone too while we're at it, gathered either from rock debris or from mining rock.

  • Mining rock could drop 3 raw stone, and building a crude stone wall could require 3 raw stone, which would be in line with the 3 metal requirement for metal walls.

  • You could then research stone blocks and stone block walls, and later on tech up to metal walls. Each tier of wall should have advantages and disadvantages, and be useful throughout the game. (Example: crude stone walls are cheap but ugly, stone block walls need a refined resource and take longer to build but are nice looking, metal walls would be aesthetically 'meh' and take much longer to build but would be strong and explosion/fire resistant.)

  • All production, refinement, and power generation buildings/furniture should be upgradeable. This would give research a bit more importance and allow for a lot more options both early and late game (and would also help the issue of productivity per unit of space in the extreme late game, since the map size is limited). In my opinion, the upgrade process should take a significant amount of time (like a day or two) and cost exotic (only acquirable through trade) or refined resources as well.

  • I'm sorry but the 'berries' icon just looks weird.

  • Certain powered things like lamps should have a 'power by proxy' option that could use the same mechanics as the 'resource search radius.'

  • Intermittently powered things like doors should only drain power when activated, but I'm not an electrician so I don't know if that's realistic or not.

  • More cover options than sandbags; crenellated stone walls, metal barricades, bunkers, etc.

  • Windows! They'd function as a light source while it's light outside. Perhaps add power options to lamps to only turn on when it's dark.

To be continued via edits...