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Messages - podium86

#1
Sorry, let me elaborate on my point
I understand that the default temps for a pawn is 16-26 naked
With a tribal wear in tribal start it is -9.9 min/+9.9max

So i started a tribal run on a regular temperate forest map which starts at 6 degrees, filled in a room and built a campfire which took it to 28 degrees interior.
Now this is the question, whether it is intended behavior to require BOTH a cooler and campfire just to fix the interior temps for a 6 degree exterior environment for a tribal start?
#2
Is there a problem with slept in heat penalty atm?
Just started a new game and a room with campfire at 28 degrees celsius triggers the slept in heat penalty. Really don't think thats considered HOT.

#3
Storyteller: Cassandra
Difficulty: Rough
Biome/hilliness: Temperate forest -9 to 30 degrees (30 days growing period)
Commitment mode: Yes
Colony age (days): 633
Hours played in the last 2 days: 10
Complete mod list: Numbers
Wealth : 741k (Made no attempt to control wealth)

Final Sequence Log
14 Sep 5510, 5pm : Engine Startup attempt with 19 colonists
14 Sep 5510, 7pm : 66 man Tribal Raid with Father and father in law of a couple , 1 colonist caught in the open while hauling (arrow stormed to down status and kidnapped immediately with the raid leaving)
15 Sep 5510 3pm : Recruited a prison to fill the ranks and carry the dropped minigun
1 Dec 5510 1pm : 41x Scythers Attacking from the north, no casualties except 5 or 6 turrets
2 Dec 5510 8am : 41x Scythers Northeast Direction, Called aid as turrets partially down and little time to rebuild traps (Only 8 men arrived and died as meatshields together with 10 animals, another 15 wounded badly)
2 Dec 5510 3pm : Group of 16 centipedes crawled from southward direction, Killing all the downed animals in the battlefield
2 Dec 5510 8pm : Bulk Goods Trader (Called), Stopped all cooking, planting and put everyone on repairs plus rebuilding mortar ammo
4 Dec 5510 3am : War Merchant (Called)
4 Dec 5510 4pm : Raid, 53 Pirates, mother of one of the colonists (One colonist got shot in the torso by my own sniper turret for 75 dmg, poor dude got himself eaten up by wild animals while i was mopping up the raid
4 Dec 5510 5pm : Prison Break!!! Decided to let them get shredded by turrets and left for dead
6 Dec 5510 2am : Siege, 32 Pirates, Easiest battle by far, a few mortar hits and they fled after a short exchange
6 Dec 5510 8pm : Raid, 32 Scythers and 75! Tribal Friendlies moved in to help! Being the warrior tribe they are, after mopping up the scythers these bravehearts charged straight at the trader group and took them as well. Such bravery
6 Dec 5510 2am : Second group of mechs, 8 centipede 7 lancers 6 scythers. With defenses still down, we bravely engaged, losing 2 colonists(resurrected) with another 2 badly injured
8 Dec 5510 0am : Shaman Merchant, *We ran out of steel and wood at this point
8 Dec 5510 1pm : Raid, More Mechs 7 Scythers from north, 9 from South. Raid sizes are dwindling in tandem with my base destruction and deaths. Barely any time to sleep and eat much less do anything else.
9 Dec 5510 0am : Siege, 19 men. No time to sleep! Mortar stations! 400 steel to haul home
9 Dec 5510 8pm : Siege, 21 men. Easy battle. More steel and mortar ammo
10 Dec 5510 4am : Drop pod raid on top of base! 15 men or so. No time to count. They died fast to strategically placed mini turrets in base
12 Dec 5510 0am : Mechs drop on top of us, called for aid only to realize that there were only six scythers, oh
12 Dec 5510 1am : Second wave? 4 centipedes and six lancers moving in from the north by foot, raid numbers are now small enough to cause absolutely zero issues
12 Dec 5510 0am : Size 20 Sapper Raid, Managed to chase them away with only losing 8 batteries.
12 Dec 5510 3am : 19 Man siege. Still waiting to even engage the first raid. Will have to split up.
12 Dec 5510 6am : Friendlies, 15 man
14 Dec 5510 5pm : Reactor ready

Notable observations :

1) Death tally :
10 colonists killed in total before ship launch attempt, 3 resurrected via resurrection serum

2 got fragged by siege mortars when i attempted to hunker down early game due to half the colonists out caravaning (hit once in the open once in the hospital)
1 colonists got hunted down by a warg on a mining expedition during winter
1 got his head shot off by an autocannon shot from behind
2 men storytold by mechanoid lancers
1 poor dude got storytold by my own charge lance
2 died during regular firefights with pirates
1 got euthanized due to broken pelvis, did not receive a single healer mech serum quest in 10 years game time

2) "Bedrooms" everywhere!?
My two 11x12 Hydroponics grow room = bedroom (very impressive 101 rating)
My 11x30 Storeroom = bedroom (Unbelievably impressive 173 rating)
My walled off Soil plantation area = bedroom (Extremely impressive 137 rating)
Hospital = bedroom (190 rating)
Primary dining room + rec room (210 rating)

3) Wondrously impressive rooms (rating beyond 240 seems practically unattainable? Raid sizes would be inhuman?)

4) Pawns able to immediately pick up items from stools and chairs yet need to turn to pick up from shelfs

5) Sniper turrets are the real danger, one shots my colonists from the back real easy, NEVER STAND IN FRONT OF ONE

6) My chemical interest pawn keeps overdosing and dropping his weapon. Micromanagement hell

7) Raid sizes dropped off a cliff after i lost 2 colonists in a desperate firefight halfway during reactor launch sequence. See debug graph

[attachment deleted due to age]
#4
I think it might be a good idea for colonists that go caravaning or out of the map to have a memory of their previous beds and sleeping positions.

Not only is it perfectly logical, it also saves the trouble of having to deal with mood issues such as

1) couples not sleeping together
2) ascetic sleeping in random impressive rooms
3) greedy and jealous people picking the wrong rooms
#5
Tynan, we need a description or something that states that telescopes must be placed outdoors. Tried placing them indoor in my rec room and my pawns weren't using it. It can potentially fool a lot of new players.
#6
Sorry but does anyone know the rest effectiveness and immunity gain for sleeping on the floor? Was wondering if sleeping on the floor or bad furniture is better.
Or perhaps we can add the stats in the description itself?
#7
One more small issue, newborn baby dogs drinking up my beers till they blackout. Honestly silly.
#8
On my cassandra rough permadeath playthrough at the current unstable latest beta till day 200(currently), my two biggest annoyances are

1) Unable to chat with prisoner to gain social for my warden unless i want to micro stopping the recruitment

2) Animals eating up all my survival meals when i fail to forbid them fast enough

On the other hand, at this difficulty level at 100k wealth, raids are rather managable with me not losing much except when i send half my people out of caravans (calculated risk)

Am truly extremely happy with the base game with just a single mod, numbers (For a quick overview of their movespeeds, current job and temperature comfort levels)
#9
General Discussion / Re: Speed run challenge
September 17, 2016, 01:41:37 PM
Maybe we can all share exploits, tips and strategies for clearing the game fast?
#10
General Discussion / Re: Beer now worthless?
September 13, 2016, 05:47:02 AM
Drugs are more powerful than you think, especially when you stack their bonuses on top of other bonuses.
Here's an example of a 1000% builder speed drugged on wake up and luciferum.

Just manually give them a shot of wake up right around sleep time (around 2200 for default) and they will regain full rest bar ready to power through the night at whatever you need to do.
Its like having no sleep cycles (except when you start building up tolerance to the drugs).

This will actually allow you to speed through the game like mad. (completed flying away 10 colonist on cassandra intense in 70 days).

Though i have to admit beer and smoke joints are weak, but they're really only kept for preventing your colonists from going berserk.

[attachment deleted by admin - too old]
#11
To help players design better bases for centrally heated/cooled bases and/or freezer designs

Tested 11 Room Styles for cooling efficiency :

"Room Size 5x5"
Ambient Temperature 15
Cooler set to max negative temp -270

Primary Findings :
1) 1 Tier Wall Temperature Differential = 40 degrees approx
2) 2 Tier Walls Temperature Differential = 50 degrees approx
3) 3 Tier Walls are a waste of time, similar to 2 Walls
4) Air locks do help maintain more efficient cooling especially if pawns are entering/exiting
5) Exploit Trick of cooling 1 square room and venting to freezer room works

Misc Findings:
1) Wall insulates better than a door
2) Doors Count as a separate room
3) Gaps Between triple doors count as 2 separate rooms
4) Temperature calculations seem to ignore diagonals, *see bottom right most corner
5) "Air locks" don't matter in size if no one is entering or leaving

Please pardon me if i have missed anything. Or suggest a different layout to test.

[attachment deleted by admin - too old]
#12
Before getting electrically cooled/heated rooms, tribal start always lose their beer brewing barrels(from spoilage) to random events.

Makes it kind of not worthwhile to plant hops or at least extremely risky for not much reward, don't think it was that bad in real life?