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Messages - x7GoSu

#1
So I have started this game and have gone through many of the builds now. I started out on CL with C/R then switched to RR/R later in into the game. Cass doesn't really allow population growth it feels like and I was starting to bleed pawns and needed some more. I don't try to play perfect having the best pawns most efficient set possible, its not victory at all costs for me it's playing the game. I'll take that old lady w/ bad back and give her a job sweeping just to watch her die of a heart attack later as my doctor tries valiantly to save her! That is just the kind of player I am, but on to other things.

The overall experience of the 1.0 build has been very enjoyable. I'm pretty close to finishing it just have to build a casket for my ship and my hero is leaving his rock. The game feels really good now, I appreciate all the QOL of life stuff that was implemented especially on the work benches. Though I still feel there is room for improvement. I liked most the the graphics that were put in place, the vital monitors and human/bionic/archo tech parts are a little dull/bland for my asthetic appeal though.

The map I was playing on was the largest map on a small hill temperate forest. The map had insane amounts of steel imbedded in the rocks. There wasn't a hill that didn't have exposed steel sticking out of it. My only trouble was the lack of a miner at the start, but once I got one I never ran out of steel. I made only a few purchases of steel and only because i was being lazy and didn't want to haul the steel out side of the base back.

I did start using the Deep drill later just so i can see the infestation event from it. I didn't check the time between the event to fire but it did seem to take a year for it to fire, and then I got 3 back to back with in two seasons maybe one. I had 3 drills up and two of them were close together and one was on the other side of my base. I had two events trigger by the pair close together and one by the farther away drill. So Im assuming each one has its own chance for the event to fire. Though I never lost a drill and the time it took for the bugs to spawn gave me ample amount of time to set up for the attack I felt.

During the middle of the game I had set up a rather large killbox that for a large part of the game I felt was useless and a waste of resources. Most the raids were sappers, I'm okay with that but omg tribal sappers are terrifying. They spawned in pretty close to my base since I wasn't centrally located and they busted through my walls scary quick, only 1 layer thick and was of slate.

I was completely unprepared for this. I want to say i had 10 colonist at the time and close to 20 tribals spawned in. I had made a pretty crucial mistake in dumping too much of the resouces i had into the killbox so I didn't really have any weapon production and the last raid I had was a year ago.

So most my weapons were bows and short bows at that. It was brutal I lost two people in the fighting itself and another one in the aftermath of trying to recover. This was the lowest point in my game, everyone was wounded bad. I had to kill every single tribesman which I haven't seen before. None broke and fled which I felt was odd. After the battle I was plagued w/ mental breaks,infections, and severe pain on almost every one.

Another huge problem were the walls all over my base were cracked open including my freezer. This wasn't a huge deal since this happened in decemberary and the temp was negative but my freezer had the only food source on the map. So every wild and domesticated animal was filling up on my food stock. It reminded me of a scence in Evan Almighty lol.

It was at this point i decided to switch to Randy Rough for more pawns. But after the  fighting had stopped and the dust had settled we rebuilt not just the walls and buildings but the mood and thoughts and ultimately the colonly its self.=P After that point I made weapon and armor production a priority and placed auto cannons surrounding my base in a fashion they can reach each other. Some melee traps around them with a turret or two close by.
Didn't really have too much trouble any more with sappers.

Had a couple of drop pods crash through and few psychic ships. One psychic ship landed right in my kill box and I laughed with joy over this. So the kill box did prove its worth later in the game when i was getting larger mech raids. The buff to hydroponics I feel might be to strong I was able to sustain a 24 man colony off two green houses of Hydroponics and 1 with rich soil and never struggled with food again after that. Overall felt the experience was rather enjoyable and a load of fun. Thanks for making a great game!
https://imgur.com/a/JyJnvak
#2
On my current start of naked brutality day 6 of Cass/Hard a refugee was chased in incapable of violence. Raider spawned in with a normal flak vest plainleather pants and patched leather cowboyhat/buttondown shirt. I had a short bow and some regular clothing taken from a previous raid. Took close to 20 mins IRL of kiting trying to kill this guy. The flak has 100% sharp protection. I'm assuming that's what kept this guy alive for so long. I saved before the raid and replayed it a 5 times. Each time taking roughly the same amount time. Although I lost once due to a misclick and another time due to hitting an emu and it going manhuter on me lol. Some other things I've noted is that the passive cooler still says it will vanish after several days which is no longer the case. None of the power generators list their output. As a "new player" I would like to know their output w/o having to build each one. Also with gutworms (or any disease) possibly showing the info about treatmeants until healed, so new players don't feel like "is this crap ever going to go away" and they have a sense of making progress toward it.