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Messages - Jovlo

#1
Quote from: Sirinox on July 06, 2018, 12:52:03 PM
Quote from: Jovlo on July 06, 2018, 12:20:04 PM
The rats often set IED's on fire, which then can explode as my colonists try to extinguish them.

Whoa. Somehow even though I had IEDs triggering on rats, I haven't thought of a possibility when I'd lose a pawn because of a rat jumping on explosive IED near him. xD Even funnier/scarier then if he accidentally triggered it himself.

Well, it was the fire of the boomrat's death that put the IED on fire.
The IED was close to a trap that killed it, the trap killed the Boomrat, not the IED.
My colonist almost exploded when he tried to extinguish the IED.
Haven't seen any IED's triggered by animals yet.
#2
You know, now that wild animals trigger traps, there's a bizarre phenomenon happening each time there's a cold snap in my temperate Forrest:
The Great Boomrat Suicides!

I leave some doors to my main stockpile open, and once it gets really cold, lots of wild small animals go towards it looking for food.
Now the boomrats often trigger my boobytraps, leading to constant small explosions at my colony's entrances.
It's both a good source of food and a risk to my colonists.
The rats often set IED's on fire, which then can explode as my colonists try to extinguish them.
It's quite funny though.
#3
I'm probably not the first to suggest this, but could melee fighters please get an "attack at will" button, just like shooters have a "fire at will" button?
I love how melee is now actually useful and use melee ambushes to deal with long range shooting raiders, but If I turn my back on them for 5 seconds, I often find them just standing there next to a raider corpse while a valid next target is shooting at them from 4 squares away.


Some play stories now:
I'm playing on Randy Medium with a tribal start.
148 days in and with 18 colonists, I haven't built a single turret (haven't done that since I started playing late A15), and only 3/4th of my colony is walled off.
The large gap is defended with sandbags and wall pillars, which you can reach by walking along long pieces of wall on either sides with (plasteel) doors that can be used for ambushes.
My 3 attack rhinoceroses (and slowly breeding more) really come in handy.
There is a smaller gap where the river leaves my colony through a cave, which is booby trapped and leads to a defendable position within my base.

There's only been 1 sapper raid that I remember, which could be because of my lack of walls?
I didn't build turrets because I couldn't get much steel at first.
To my surprise, I noticed that I could survive well (with some save scumming to learn from my mistakes, I'll admit) and I love not having a killbox.
Then again, I haven't faced many mechanoids yet.

I also love how caravanning is now often worth it, getting you those rare items that were introduced in B18.
Because of this, I can give/grow my poor colonist Ophelia who Randy seems to hate a new leg, arm, ear and eye.
I also love that prosthetics are researchable.
Rescue mission were still too risky when my colony started (right after the build that made watermills bigger) and I haven't tried them since.

Tynan, I don't believe perfection is possible, but you're getting close.  ;)
#4
I think I've encountered two bugs:

My colonists were on a quest where a small outpost with turrets and a mortar had to be defeated.
I placed my colonists inside the minimum range of the mortar and had them shoot at it.
The mortar still fired a shot at me, and it hit dead on (quite literally...).
Could this be a bug?

I'm playing tribal and just discovered electricity, so when that outpost was defeated I took some of their standing lamps with me (saves me mining more steel).
When I installed those lamps in my base, they did not connect to my power grid.
When highlighting the power grid and the connections, I saw that the lines which show to which conduit part the lamps connect went all the way off the map. To the bottom left corner to be precise.
Pushing the "reconnect" button solved this.

Hope this helps. Keep up the good work!
#5
I've been playing Naked Brutality for almost one in-game year (on Phoebe, some challenge).
Either I'm being very lucky, or everyone is related to everyone:

The first colonist to join was a refugee and my colonists brother.
The second colonist to just wander in and join is his brother's ex-lover.
Two days later, her ex-husband joins.

This is getting a bit silly...
Is this working as intended? Is it just me?
I remember that it was much less common to run into family members in B18 than it was in previous versions, which was in my opinion a big improvement.

Also, I hope this doesn't mean I will get raided by his cousins, grandparents and aunts soon, leading to mental breaks as they die...