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Messages - Admiral Obvious

#1
Quote from: Syrchalis on July 17, 2018, 10:04:51 AM
Ugh, that patch broke my entire game again. It was the mod "While you are up" which was checking all pawns constantly for the job "friendly chat" (obviously), took me 30 game starts and mod enabling/disabling to figure it out, since the error logs were useless.

Anyway... as I said, the option to befriend a prisoner and make him easy to recruit once you choose to (plus a reliable way to skill up social) is really appreciated. For social one could focus more on the internal colonist - colonist relationships, but I already said that a few pages before.

Isn't while you are up baked into the game already?
#2
Quote from: MoronicCinamun on July 12, 2018, 08:05:21 PM
So I'm not sure if this is intended or what, but here it goes:
As screenshot shows, colonist took a stab to the chest, and their flak vest downgraded it to a crush, as the description for sharp armor says.
Yet, it still bleeds. I'm not sure if this is just because it's a hit to lungs or if it only actually changes in name only? Seems to defeat the point of converting the sharp to a blunt impact if it still bleeds.

I've seen a bruise caused from gunshot before but I honestly can't tell you if it bled or not because it was after it got patched up that I noticed.

I'm pretty sure it's intentional for that to work like that. Basically any internal injury would cause bleeding. The bruise on the outside means bleeding on the inside anyways. I've never really understood how "internal damage" happens when you got shot. Like, you can take a full miniguns burst and not hit any internal organs, but you get bit by a squirrel once and you get brain damage.
#3
I've had instances where local wildlife was the target of the plague event as well as one of my dogs. I'm not sure if that's supposed to be intentional or not. That was the patch prior to the most recent one I downloaded before booting up again this evening.
#4
Just posting to say Steel>Bears in terms of how hard it is to acquire.

You have almost daily influxes of bears in most biomes, and once you get good enough weapons to take down a bear in 1 or 2 shots, bear hunting is trivial.

Steel is extremely finite since, no matter the map, there's a limit to how much you can get, even with deep drilling.
#5
Quote from: Perq on July 04, 2018, 01:48:13 PM
I have some more stuff... you guessed it - caravans!

What I've noticed is that every caravan member contributes to total carry weight (this includes prisoners). What is kinda weird tho, is that downed members also contribute to that limit.
You can end up with 8 man caravan, from which 1 colonist is not downed, 4 are downed colonists and 3 downed prisoners. Yet, this single dudes can carry as much as 8 people... :P I'd say that downed pawns should not only not contribute to carry weight, but they should take some (but not all their weight - that would be too brutal). Say, 10-15kg, thematically explaining it as them being dragged on the ground.

I think it could add a little more of we need to stay here until he can walk, which adds some story telling but also makes you consider if you want to drag downed people around. More dramatic choices to leave them behind, and so on.

I prefer it this way honestly. That way a character with the wimp trait can't suddenly stop the caravan from moving because he got a spot of food poisoning.
#6
Quote from: bbqftw on July 04, 2018, 02:55:06 AM

You are correct, there is a definition for cheese. It is "stuff I don't like."

I will point out that TMIT gave a number of constructive suggestions for improving raid behavior and unpredictability. Just because he is effective in breaking your vision to a degree that even most extreme players do not achieve doesn't mean he's wrong.

Incidentally, your envisioned positional battle against raiders is as full with AI manipulation as thrumbo looping.
I'm pretty sure the definition of cheese in gaming is "a strategy or use of mechanics which isn't be foreseen by the opposing player or developer which will guarantee a win, but can easily be defeated if the opponent knew of the strategy before hand".

Like, in one of the war games I play, I have 5k resources. I build a balanced army with a mix of everything. My opponent uses exclusively attack helicopters which overwhelm what would be a reasonable amount of AA a reasonable player would bring, as well as a sweeping counter the rest of the army leading to the choppers steamrolling.

Cheese is basically an exploit of the game mechanics, and is usually detrimental to most of the parties involved. It however is up to the developer to set artificial limits to stop, or at least reduce the viability of cheese tactics.

For doors, there probably should be a mechanic which for a short period of time which prevents a door from closing if something is in the process of transitioning into the tile. That might prevent some degree of "door cheesing" provided you can still block it with the pawn in hand to hand combat.
#7
Quote from: Tynan on July 04, 2018, 02:43:01 AM
The term "prosthetic" has a bit of a game mechanics meaning too, though. It denotes a certain tech level of artificial parts. Prosthetic -> Bionic -> Archotech. Hence the choice of prosthetic. It makes all the parts of each tier group together nicely on lists.
Indeed it does. Just my 2 cents on the topic.

If it's a matter of helping the player know "prosthetic is tier 1" that's fine to keep it as it is. I don't mind either way, I'm just having fun with each patch as they come along.
#8
Quote from: Tynan on July 04, 2018, 02:04:37 AM
Quote from: Teleblaster18 on July 04, 2018, 12:48:31 AM
I don't believe that the term "Prosthetic Heart" is grammatically correct: I'm pretty sure that prosthetics only refer to external replacement body parts.

The defintion of prosthetic I got is: "a device, either external or implanted, that substitutes for or supplements a missing or defective part of the body."
I think there are two types of heart "solutions" which aren't full bore transplants. I think there's a "synthetic heart" which would be a full replacement of the heart itself as a type of "advanced" heart. We haven't perfected synthetic hearts yet. Then there's a "mechanical heart" where you have an implanted machine which helps to regulate the heartbeat. It's not quite the same as a pacemaker either. I don't know too much about it, but ice met a few people with the latter.

I think synthetic would be a more proper term for organ replacements over prosthetic, though it doesn't really matter much.
#9
Quote from: NiftyAxolotl on July 03, 2018, 09:08:48 PM
Quote from: Admiral Obvious on July 03, 2018, 08:04:51 PM
Pila basically split everything in half, assuming it doesn't hit the torso of the target. It it supposed to be that powerful?
A pilum will absolutely ruin any limb it strikes directly. It doesn't go as fast as a bullet, but it is much, much bigger:
https://en.wikipedia.org/wiki/Pilum#/media/File:Pilum_light_-_cropped.jpg
Oh, I definitely know that. It's more of a matter of "you broke his leg with the pila" as it should be, instead of "the Pila literally removed the entire leg in one strike".
#10
I've always been wondering about weapons like the Pila. Should it's damage be toned down a little, and it's ranged buffed a bit?

Mostly asking because the Pila basically split everything in half, assuming it doesn't hit the torso of the target. It it supposed to be that powerful?

Basically every time you hit something it loses a limb unless said limb is armored (which rarely exists outside of mods).

Maybe an added weaker throwing spear variant? I don't know, I'm just spiralling ideas.
#11
It'd be nice to have this for rotten item types too, for general purposes. I can stockpile food, and not allow rotten items in the stockpile, but I want to make a pile specifically for rotten items, that way the pawns will prioritize moving the rotted muffalo out of the freezer next to the cremator after the solar flare.
#12
If you haven't even tried making an A14 colony, odds are it wasn't going to work anyways.

Right now, major modders are keeping up to date with A15, or at least trying to.
#13
Did anyone involved have bionics that you overlooked?

From what I've seen, people with exceptional melee skills do have the potential to do some permanent damage. (This knowledge coming from a recent fist fight where one of my colonists had their spine shattered when they were punched in the torso by an assassin grade pirate, no bionics involved).
#14
General Discussion / Re: will i get a steam key?
July 15, 2016, 02:53:22 AM
Quote from: stefanstr on July 15, 2016, 02:30:35 AM
Quote from: lukiva on July 14, 2016, 04:28:17 PM
i just bought mine last year?
Then no. Only people who bought the game before November 2014 will get a Steam key. (I bought in January 2015, *sigh*)

That's probably incorrect.

Valve now expressly forbids the promise of steam keys if the game hasn't been released to public market. Once the game is released on the Steam platform, the developer can create as many game keys as they so wish.
#15
General Discussion / Re: will i get a steam key?
July 14, 2016, 09:03:00 PM
Quote from: Sh4d0w225 on July 14, 2016, 07:00:37 PM
I am personally a bit worried about how I actually get the key, is it via email? What? Beh.. Confusion!

It's either that, or through SendOwl (which will probably send you an email anyways).