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Messages - Anxarcule

#1
I've actually tried both of those and they help but doesn't exactly fit the bill.  What I'd like to do is make one pawn have a very fast aiming time, much faster disease recovery - I suppose I can add additional traits for that (past the 3) if necessary. to do some of what I'd like, though I'd rather have the flexibilty.  Thanks for the help!
#2
I'd like to try a playthrough with a single nomadic character that has very high stats for certain things, but when I try and set this up in the scenario editor it lets me apply traits for the starting character only, but for stats it is global and affects everyone.    Is there any way to do this?  I don't mind diving into the save game file (I did but didn't see anything obvious). 
#3
@Ykara
I think I've thanked you a few months ago (a few days after discovering this incredible mod) but let me thank you again!  I play with 20 or so mods and I think that if I had only one to chose it would be yours - it is just so incredibly fun to be able to deck out my colonists in bionic gear!  I haven't played a new colony in a month or so but I'm glad you took vancidium out - it got WAY too tempting to call in exotic traders and kill them if they were carrying vancidium gear - I had one trader with a grand statue and a large statue....  I think after I snagged them I had something like 500 vancidium all together... I even built a few vancidium walls for fun.

Anyway, can't wait to see what you have in store for 2.0 - you may even force me to start up another colony :)  Keep up the good work!
#4
I find silver highly ineffective to drill for - it costs too much to set up the drill and it is a slow process to get what will likely amount to a few thousand.  Better to drill for gold or chemfuel if you want a cash mineral
#5
Devilstrand is amazing and all my colonists wear devilstrand gear - it's protection value is top-notch (aside from hyperweave and maybe rhino/thrumbo hide).  While it does degrade somewhat quickly, a good crafter can produce higher quality clothing that degrades slower and it is a replenishable resource unlike synthread/hyperweave. 
#6
I just finished a tribal game and I used a few ways to make money:

Try to start your colony in an area with a good amount of rich soil and plant corn over every square.  Build a good sized freezer and when harvest time comes around have everyone haul it in (only 10+ growers should harvest so you don't lose).  I end up with my tribe of 5 something like 2k corn which sells for $1.70ish per corn to bulk traders.  The same can be done with meat, although I find this only happens with manhunter packs/thrumbos as it's too much work to go out and actively hunt.  This also has the added benefit of having lots of skin to sell, but be sure you have a colonist with a high butchery efficiency do the work to yield the most meat and skin.

Devilstrand is another good way - I usually save all my devilstrand until I have a crafter(s) that is 18+ and have them churn out dusters, button down shirts, and pants.  After my colony is geared up I sell the remaining clothes which also sell for a good amount (superior/excellent sells for 500-700 IIRC).

Another great sale item is chemfuel, but you'll need to have drilling.  Chemfuel patches are relatively common and they sell for $3.00 per unit.

Later in the game when I'm rolling in resources I have an artist make platsteel grand statues (only at skill 20, before that I stick to steel). 

To be fair though, you'll only start making money once you have a comms console and are able to trade with passing ships (and to a lesser extent call in other colonies).  I use the more trade ships mod too as it keeps the game more interesting for me.

#7
General Discussion / Re: Raiding other factions useful?
February 23, 2017, 02:53:09 AM
I think A16 was a good introduction to the potential of raiding - but as others have said it is a little bare bones at the moment which is expected.  I made a suggestion (https://ludeon.com/forums/index.php?topic=30661.0) as how to improve this by having the community create different kinds of bases to be added to the main game although it didn't get any responses.

#8
Ideas / Re: New Task: Organize Storage
February 21, 2017, 05:33:31 AM
+1 to combining stacks together - this drives me nuts especially with survival meals as I can never get them to haul it without them starting to eat them
#9
Ideas / Re: get rid of auto join colonists
February 21, 2017, 04:20:07 AM
An easier approach to this would be similar to what was done with prisoners (I'm pretty sure this is in the base game and not a mod), where you can execute prisoners in the first 24 hours without a mood debuff.  You can have a similar feature for random joiners/colonists calling for help (maybe mark them as fugutive/vagabond) so the laws of society don't apply to them just yet. 

Another option would be to mark them as "new" for a week and mood debuffs for killing/losing them would be halved.
#10
General Discussion / Re: Post a cool tip you know about!
February 20, 2017, 10:49:48 AM
Later on in the game when you have 30+ mechanoids pop up they appear in every spot around the ship, so four corners wouldn't deal enough damage.  At that point since you also get so many corpses your net component gain is positive at any rate from disassembly (even more so with a bionic 20 skill crafter). 

Early game when you're dealing with a handful of mechanoids I generally resort to a few snipers to take them out as components are rare and IEDs are overkill (or not even researched) - this also gives the best chance of knocking out scythers so you can snag a few scyther blades for great money. 

Great tip on the stockpile room - my killboxes/doors to the outside are lined with metal scraps to slowdown incoming enemies but I never considered the time saved for haulers by having empty walkways in the stockpile room. 
#11
Dusters, Button Down shirts, and Pants and cowboy hats are what I create for each colonist.  Once you start creating power armor that replaces the duster so I churn out endless amounts of button down shirts and pants so I have a good supply of high quality clothes for my combatants. 

Because it takes so long to grow I would hold practice on animal skin (aside from rhino/thrumbo/elephant) until you reach a decent skill so you don't waste it on poor quality gear.
#12
General Discussion / Re: Mortars: Useful or not?
February 20, 2017, 05:50:42 AM
In my last base I had 4 mortars set up that I would use to soften up incoming raids - I didn't feel like they were all that great as they would often miss but I would manage to kill/wound a few. 

For me their real use shines in through repelling sieges.  I used to run out to attack them putting my pawns at risk, but a few volleys directly at their artillery shells will force them to charge. 

I tried the EMP mortarts a few times for Mechanoid raids but found them somewhat lackluster - the reload time was too long and the accuracy was too low to make it a viable strategy, although for non-combatants I suppose it would make good use of them.

Another good use I haven't personally used would be against crashed ships, but I generally just lay IEDs around them and shoot them to get them pop out and die - I suggested in another thread to have them pop out if any colonist enters within a 2 square radius to prevent this exploit, so if that is implemented I may need to resort to mortars for that.

Agreed on separate mortar ammunition types making more sense than mortars themselves. 

#13
Having just finished an awesome game on A16, I tried my hand a bit at raiding and found that by the time I did so I was able to dominate each outpost for not much material gain - understandable given that this is a brand new feature.  I have a few ideas I thought would be a great way to flesh out this feature as well as bring in the community to help with a content creation via a contest of sorts.

Currently we have 3 faction types - tribals, civilized folks, and pirates.  To start with, I would suggest expanding on this by adding wealth level for non-tribals.

  • Base faction types would be Tribal, Outlander Normal, Outlander Wealthy, Pirate Normal, Pirate Wealthy
  • Upon game start there would be more than the 5 factions - I was thinking even something like 7 or so factions (depending on world size)
  • Peppered around the map would be the bases/outposts of each faction, but instead of every outpost being the same there will be different types - settlement, village, city (pirate equivalent would be raiding camp, outpost, capital base), with the bigger types being less common.  Of course each of those types would have a unique (or one of several unique) layouts... created by the community!
Creating different variations for each base type and for each wealth level (a wealthy pirate base would have much better loot/defenses/infrastructure than a normal pirate base), would be an arduous task for the developers to do by themselves especially with what I imagine to be a very healthy backlog... so why not run a community contest that will challenge the community members to do this exact thing?  Building bases is one of the most fun things that you can do, and I personally would LOVE to design an enemy base that would be very challenging to take over.  From some of the bases I've seen posted here and on steam we have some incredibly creative people here too who would make some intricate bases fitting with the theme of the faction.  Imagine a tribal base with a 40 tamed muffalos, a plethora of cropland, and scattered smaller dwellings... or an outlander town with paved roads, a central market hub, and furnished dwellings.... or a pirate stronghold deep in a mountain, with hoards of silver, a supply of hi-tech weapons, a handful of prisoners, and a killbox of their own...

Provided Tynan is on board, I would propose a community challenge to design each type of base for different factions that can be submitted for peer-review/voting and ultimately decided by Tynan on what makes it into the final game.  Rewards can be given to the winners that would be similar to the current DLCs (name a colonist, name a pirate king, etc.).

There would have to be some kind of ground rules involved with creating bases so they don't become too overboard, but that is beyond the scope of this suggestion - I just wanted to put this out there.  For further storyline events, I could even see a rumour of a legendary piece of equipment being held in specific base (similar to the quest to get across the world to an abandoned ship)... maybe  even a mechanoid factory!  But that is putting the cart before the horse :)


#14
I think the game is perfectly playable in it's current state.  My only gripe would be with surgery success chance but once your understand the changes it does give Glitterworld Meds more of a purpose.

With that said, I would suggest waiting.  Any release is bound to have some bugs/hotfixes which would mean a bigger overall delay, and features in A17 could affect/break those fixes...  Also there is nothing better than seeing a massive game-changing update :)

#15
General Discussion / Re: Post a cool tip you know about!
February 14, 2017, 10:32:08 AM
I would use at least 10 personally - because the scythers can spawn anywhere in the surrounding tiles 5 won't be enough to cover every square.  The only downside to this is the loss in resources/corpses - it can be hard to get a scyther blade if you are looking for one of those too.