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Messages - TimF101

#1
General Discussion / Cassandra has a sense of humor
September 04, 2016, 12:52:25 PM
When my colony finally jetted off to the heavens, we left behind three years worth of cloth, devilstrand and random trade goods filling three warehouses.  The credits ran, I clicked on keep playing to see what happened, and within thirty seconds a bulk goods trader hailed our colony.  I suppose earlier in the game the pirate traders lined up a parsec deep in every direction must have scared him off. 

Maybe you can specify that the local tribes send a bulk goods caravan when you summon one?  I didn't try it.  Literally the only locals I saw were weapons merchants, or an occasional pedestrian with two medikits and a bit over a hundred silver. 

Of course the same playthrough had almost no pirate raids, for whatever reason.  Thanks Cassandra. 
#2
General Discussion / Focus on the drill, pawn
September 03, 2016, 02:01:17 PM
Does anyone know whether manning the deep drill falls under any specific work category?  My pawns drill ten seconds or less before they get bored and go find some other task.  I can't figure out which job type to prioritize so that I don't have to constantly micromanage it. 

***Updated***

OK, it's mining.  It looks like pawns are meant to get bored drilling relatively fast.  The way to keep them drilling for as much as possible is to cancel other mining tasks.  In that case they will rotate drill time and generally taking care of themselves. 
#3
I just use stone walls when building underground and put an incendiary IED in some corner of every room that could get infested.  The problem takes care of itself and I rebuild whatever was in that room. 

For mines, I always have two exits and acquire a decent incendiary launcher asap.  When bugs show up the miners leave and one of my marksman shows up to kite the bugs with firebombs.  There's nowhere for burning bugs to run in a narrow mine tunnel so they tend to set each other on fire.