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Messages - Travinsky

#1
There's not a lot of things I don't do because I like, morally object to, like my colonists rarely do drugs only because I can't be arsed to make them myself and I don't want to deal with addiction/withdrawal, not because I'm a prohibitionist.

I think the only thing is, I won't kill/execute/sell into slavery/position them near raiders any of my colonists because they're useless. I've executed them if they've committed severe enough crimes during a rage. And I euthanised one who was braindead (Which was one of those most memorable things I've done in the game), and I won't rescue sailors or sheriffs from bandit camps or raiders. But once they're in my colony, I try to protect them best I can and find the best use out of them I can.
#2
I have, colonist went into a rage and managed to kill one of my other colonists. The one who went into a rage was, half-decent, couple of useful skills but she killed a super useful one. I was so annoyed and irritated that I had her arrested and executed pretty quickly.

Also, I normally build a cool crypt for my colonists when I progress far enough. In a cave or chapel, with like excellent+ stone crypts, but I just buried her in an unmarked grave, far away from the colony. I get annoyed enough when my colonists die in raids, let alone when one is killed because another colonists is throwing a tantrum.
#3
Quote from: O Negative on May 12, 2017, 06:02:03 PM
Actually, there is an almost sure-fire way to prevent needless colonist deaths in the early game. The simple fact that there are no nocturnal animals makes a night-time colony almost completely safe.

This also works fairly well for hunting the predators. They're harder to hit at night and while they're sleeping, but it's always much safer to take them out while they're down and not wandering around.

Hope that helps! :D

I might try that out actually, sounds like a good idea.

I've always had this problem, continuously scanning and tagging preds for hunting is a nightmare and way too micro in animal rich environment. Then on ice sheets, I'll forget all about animals until a colonist hauling gear gets stunned by a polar bear and there's nothing I can do then. I typically avoid hunting once I've got my farming set up to make sure any preds have lots of prey.

I did have this idea of breeding tons and tons of squirrels or rats then just releasing them into the wild, keeping any preds busy. Never tried it though.
#4
Early cremation solution. Dumping zone area, surrounded with stone block floor. Colonist with a Molotov. Congratulations, you've taken your first steps to body disposal on a massive scale that will covered by the History Channel for years to come.
#5
This is probably a really inefficient way of dealing with the poison/AI ships but if you have an abundance of steel and a lack of manpower to directly face the mechanoids head on, you can build steel traps all around said ship then a wall around those traps but leave one space free so you a colonist can shoot at the ship. By the time the mechanoids have traveled around, sycthers will have been killed by the traps and centipedes will be heavily damaged/dead.

This works best early on in the game when you might be lacking decent fighters but have mined all that easily accessed steel.
#6
Randy extreme. Been playing like that since like A12. Randy just feels more balanced to me, maybe it just becuase I haven't play Cass in ages but Randy seems more enjoyable.

Also extreme because losing is fun. Also always random location and random colonists, I hit random location and look away and I don't look at my colonists until they touch planetside.
#7
I definitely think there should be a pop-up along the lines of:

"A wanderer by the name of Derek who is Sheriff has stumbled upon you encampment and has asked to join. Do you wish him to join? Y/N"

Perhaps if you say no, they attack your colony for supplies (This could be your first raid of a new colony) or they go off and join a pirate band and point raiders to your colony. I don't think you should be able to see their skills, just like with the being chased by raiders event. Part of the reason I think you get the skills of slaves from ships is because you're paying for them (And their prices are adjusted accordingly?) but that isn't the case for these wanderers. It's partly a survival game and you have to deal with pawns who aren't 20/20 in every skill or those arseholes who refuse to haul for the sake of balance.
#8
General Discussion / Re: Why do scars cause pain?
December 24, 2016, 01:59:43 AM
I think ultimately its just a game mechanic to punish you for not healing someone right away or have good medicine around or a skilled doctor. I have no idea if deep scars from stabs or gunshots hurt, I only have a couple and they're all on the surface. There has to be a penalty for not being completely prepared, its easy enough during end-game to have loads of good medicine and skilled doctors around, and I think it enriches the pawns a little bit. My original colonists always have loads more scars than the new arrivals and I quite like the fact that is looks like they've been through hell.

If you have a better alternative than scars by all means post it, but as is its just one of things in games where we have to suspend our disbelief.
#9
Bugs / [A16 Release] On Fire Colonists Accept Death
December 20, 2016, 08:47:38 PM
Several of my colonists, over subsequent fights with molotovs and inferno cannons, simply stand completely still when on fire, not trying to put the fire out or even run around like a person on fire might. This makes it very hard to even attempt to get another colonist to beat the fire out during the middle of a firefight.

So this is either a bug or a slight imbalance.

Edit - After creating a new colony, the problem seems to no longer occur so I suppose it must've just been that save.
#10
I don't know if this has been pointed out, I don't fancy digging through 22 pages of posts to find out, but I found if you order you pawn to go through a door but as it opens you Undraft then redraft the colonist the door will open fully allowing your colonist to shoot through it however, raiders will not attempt to shoot back through the door nor will the attempt to melee attack your colonists. This means your colonists can safely shoot through an open door  at raiders (Until they eventually manage to destroy the door).
#11
Ideas / Taser/Stun Baton/Mace etc.
August 31, 2016, 09:54:09 AM
Probably been suggested a dozen times over, can we please get something to disable berserk colonists? I personally wouldn't mind the introduction of a police role, someone who automatically restrains berserk or binging colonists, but it would be nice if we could research something to take out colonists without risking killing them (Of course it would have to be limited to a non-raid situation/be useless against insects and mechanoids).

I get that fists and a club is a pretty good way but its slow and you can risk someone getting killed (Berserk guy might have bionic arms or they manage to corner a pacifist colonist) so it might be nice if we can research something later in the game to take them down much more effectively.
#12
Quote from: Naeem on August 29, 2016, 02:49:30 PM
I think I have seen this picture before....

You shouldn't have since I uploaded it to imgur today, I meant has anyone seen Tynan in any of their playthroughs or has it been chucked in with this update.
#13
General Discussion / Re: Interesting seeds
August 29, 2016, 02:53:06 PM
Quote from: Franklin on August 29, 2016, 02:11:54 PMMy best ultra-cold run I made it to the 4th of Winter before high-temp 3 heaters in my greenhouse couldn't keep it above 0C, then once the hydroponics all died I knew the colony was done for. Curious how people manage it.

You HAVE to have a set of good starting colonists. That means either using Prepare Carefully mod or spamming the random button till you have a bunch of starting colonists with Cold Lover or Cold Tolerant and they need to be useful. I find you need at least one good miner (Coldest maps are mountainous and you need lots of steel for power/heaters) and one good researcher to research hydroponics and geothermal power. Your first building should always be built around a steam geyser and usually the geyser closest to the steel source is best. Also having the third colonist to quickly haul all starting food and kill any wildlife (It freezes straight away, no worries with rotting) is basically essential to reach the point of self-sufficiency. I have never done it on extreme with Randy with a bunch of random colonists, maybe some else has but I think you'll need a fair pinch of luck for that. Your hydro room with one Sun Lamp range needs four heaters in, then once you build your colony around (One big block to preserve heat) the temperature becomes a little more stable when you add heaters in other rooms. Also, store wood in hydroponics so in the event of solar flare, you can quickly build firepits.

My coldest seed is 42615 (400 x 300). Its at 293,299 in a big mountainous block and it reaches -98.7°C in Jan with an average of -72.1°C. Good luck.
#14
Actually, never mind. It was just some dumb punk.



Slothful huh? Might be the real one after all...

(Was this name thrown in for Alpha 15? Or this gonna be a total repost?)
#15
Before Alpha 13 I think, I always went with a tight enclosed mountain colony with a funnel to make defense easy. However since infestations and sappers were introduced, I've moved away from that type of colony. Now I like a tightly enclosed colony, often with no walls around the perimeter. and I tend not to add turrets until later when the raids start outpacing your colonists. I often have the food storage, mess hall and hospital in the center then build into and around it I have my workshops and bedrooms. All made of stone so when I get raided I have my pawns engaged in proper door to door, city brawling and fighting, picking off raiders when they're isolated.

Of course, 95% of my colonies fail but I do always go for Randy on Extreme/Perma and I pick random colonists and sometime random location, but I'm also probably pretty piss poor at this game. So, I don't know how effective this layout actually is.