When a random encounter occurs movement gets reset back the start of the square. So if you were 1hour away from the village and you got hit with a random encounter your travel time goes back to 8 hrs. Kind of annoying bug
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1
#1
Ideas / Re: Caravan's need a fixin' thread! Post things that need fixed concerning caravans!
January 09, 2017, 12:53:58 PM #2
General Discussion / Re: Sea Ice Community Challenge
January 06, 2017, 12:11:13 AM
Run N+4. Medicine/disease system strikes again, this time its my fault for not managing frost bite. Caught an infection immunity 10% severity 12%. Run N+5 is next.
#3
General Discussion / Re: Last updates push the player to "trick" the game
January 04, 2017, 10:41:38 PM
If the the game does things you cant mitigate for then that really breaks the 4th wall. For example I had a single colonist and he got the plague on day 16. There was 0 ability to do anything, he died with 70 immunity on a silver bed so I don't think much would have saved him. Or of you get a raider with a survival/sniper rifle and 10+ shooting skill early on. You just end up having to save scum or start over and it feels like you got no shot.
#4
General Discussion / Re: Sea Ice Community Challenge
January 04, 2017, 10:27:08 PM
Run N+3:
Everything is going great day 15 killed a couple raiders got my smelter going.
Day 16: Plague - Game over you die 0 chance of survival. And im f$%*ing done. I need mods to fix this broken shit medicine/disease system in A16 I hate it so damn much.
Everything is going great day 15 killed a couple raiders got my smelter going.
Day 16: Plague - Game over you die 0 chance of survival. And im f$%*ing done. I need mods to fix this broken shit medicine/disease system in A16 I hate it so damn much.
#5
General Discussion / Re: 96% success chance doctor failing five out of six operations
January 04, 2017, 02:56:16 PM
That would probably make the system even harder unless you could cheese the disease prevention meds.
The biggest problem IMO is that you cant see success odds. That should be more obviously displayed (A mod would be great for that). Ideally success should be higher too but knowing the odds is the first step.
Id really like to see A17 have re-balanced medicine, and self self bandage. Thats currently the most annoying system in the game, and for me the one that detracts most from gameplay.
The biggest problem IMO is that you cant see success odds. That should be more obviously displayed (A mod would be great for that). Ideally success should be higher too but knowing the odds is the first step.
Id really like to see A17 have re-balanced medicine, and self self bandage. Thats currently the most annoying system in the game, and for me the one that detracts most from gameplay.
#6
General Discussion / Re: Sea Ice Community Challenge
January 04, 2017, 10:35:11 AM
N+1: Died from Hypothermia on day 1. Forgot to order Engine to stay inside, she went out to haul things to the scrap pile and died:
N+2: Got to about day 15 with 2 colonists. Engine has a breakdown as wanders right as a Raid hits, everyone dies.
N+3: Tomorrow
N+2: Got to about day 15 with 2 colonists. Engine has a breakdown as wanders right as a Raid hits, everyone dies.
N+3: Tomorrow
#7
General Discussion / Re: Sea Ice Community Challenge
January 03, 2017, 06:12:17 PMQuote from: DeathWeasel on January 03, 2017, 05:54:05 PM
Fall 5506
Finally, a trader shows up with Uranium. It was a superior uranium knife costing over $10k, but that's a small price to pay for getting out of this frozen hellhole. Engie melts it down and puts the finishing touches on the ship's engines and everyone enters cryosleep without looking back.
The ship launches, hopefully taking the colonists to some place less terrible than this one.
Any tips for the rest of us? Lessons learned?
#8
General Discussion / Re: Sea Ice Community Challenge
January 03, 2017, 01:23:52 PMQuote from: DeathWeasel on January 03, 2017, 12:53:46 PMQuote from: snoodog on January 03, 2017, 12:24:38 PM
Also question for you guys: How do you deal with Raiders? Its not cold enough for them to freeze and bleeding has a 100% chance of death with one pawn. Any tricks you can share?
Bleeding isn't 100% chance of death. In my game Engie got shot in the lung by a mechanoid and healed up completely despite a 70%/d bleed rate just by staying in bed the whole time and eating when required. You'll always heal while resting even if you are patched up.
For early raids the best tactic I've found is hit and run. Hide around corners and hit them while they are distracted by trying to destroy something else. It is always cold enough for them to freeze to death unless they have wool clothing of some type. Sometimes you just have to retreat and let them try to steal things from your base; they usually wont make it to the edge of the map.
Yeah the bleeding isnt so bad but the infection is the real killer. For me the 3rd+ round of raiders typically spawns with gear rated to -60 to -100 so some never freeze and some just take forever.
#9
General Discussion / Re: Sea Ice Community Challenge
January 03, 2017, 12:24:38 PM
Ive tried a few playthoughs. Had to edit the original save to remove the permadeath mode as it was too much a pain to copy/restart.
1st play-though:
Built a little too big Eugene died on day 1 of Hypothermia
2: Run, still too big,
3rd,4th, 5th: Staging problems and build order issues
6th: Finally got a base built, but then I had some steel land on the far corner of the map and Eugene died from Hypothermia trying to get it
7th: Shot by a raider, a minor flesh wound means instant death because no self medicine
8th: So far doing ok, finished research on Hydro and Smelting but wasted a bit too much material my house is too big.
Couple interesting notes/exploits:
The communication console even unbuilt acts like a wall. I use it for the back of my house to allow for quick expansion without resource loss. Not sure what other buildables work this way but ill need to experiment. Similar to what some of the other players have been doing.
Also question for you guys: How do you deal with Raiders? Its not cold enough for them to freeze and bleeding has a 100% chance of death with one pawn. Any tricks you can share?
Also current build order:
Walls+Fire
Heater+Battery+Wind demolish fire
Research bench -> Smelting ->Hydro ->deconstruct
Butcher Table
?Electric stove maybe
?? Not sure after that Tried Hydro but Too cold in my main room even with 2 heaters. Any time the door opens plants die/dont grow.
1st play-though:
Built a little too big Eugene died on day 1 of Hypothermia
2: Run, still too big,
3rd,4th, 5th: Staging problems and build order issues
6th: Finally got a base built, but then I had some steel land on the far corner of the map and Eugene died from Hypothermia trying to get it
7th: Shot by a raider, a minor flesh wound means instant death because no self medicine
8th: So far doing ok, finished research on Hydro and Smelting but wasted a bit too much material my house is too big.
Couple interesting notes/exploits:
The communication console even unbuilt acts like a wall. I use it for the back of my house to allow for quick expansion without resource loss. Not sure what other buildables work this way but ill need to experiment. Similar to what some of the other players have been doing.
Also question for you guys: How do you deal with Raiders? Its not cold enough for them to freeze and bleeding has a 100% chance of death with one pawn. Any tricks you can share?
Also current build order:
Walls+Fire
Heater+Battery+Wind demolish fire
Research bench -> Smelting ->Hydro ->deconstruct
Butcher Table
?Electric stove maybe
?? Not sure after that Tried Hydro but Too cold in my main room even with 2 heaters. Any time the door opens plants die/dont grow.
Pages1