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Messages - DaNewb

#1
General Discussion / Re: Call for public testers!
February 05, 2015, 03:26:23 AM
I'm in, i would love to test and find bugs.
#2
General Discussion / Re: Best seeds for extreme heat/cold
December 13, 2014, 01:50:26 PM
Quote from: rhadamant on December 12, 2014, 06:54:42 PM
I've started a colony in the hottest place I could find after searching a few seeds.

Seed: 4rsi
Coordinates: 76.53E, 0.27N
Average Temp: 100.1 F / 37.8 C
Jan: 93 F / 33.9 C
Jul: 107.1 F / 41.7 C

I've already seen temperatures as high as 154 F / 67.8 C

Share your seeds!

Excellent hot temperature seed, i havent found an average temperature even above 95F so i think thats nearly as good as it gets.
#3
General Discussion / Re: Parkas are seriously OP
December 12, 2014, 11:43:37 AM
I completely agree with everyone here that said they aren't concerned with maximum heat while wearing a parka because it is safe to assume they just take it off when needed.  It would be very annoying if you had to manually keep taking it off and putting it back on to go outside again.
#4
I just think the raids need to be revisited.  If the AI could use some "human" tactics like we do to them instead of just rushing.  Also the drop in on top gets old, but instead i suggest maybe raiders come in from the edges of the map and are not announced.  They could be considered to be sneaking with camo or whatever and they only way to know they are coming is to have a colonist physically see them approaching.  That way you could not just hide in a mountain or inside the base all the time until its announced that raiders showed up but instead you could have someone outside the door just keeping watch, that is a lot more realistic then people drop podding into the base.
#5
General Discussion / Do some attacks need to be revamped?
December 12, 2014, 01:56:59 AM
I've grown to love the multiple attempts to keep us on our toes, and try different defensive strategies but after many hours of playing i think some of the attacks need to be revisited.  It is more of a nuisance then forcing us to adapt.  For example, just having a hunter or people out picking up a wreckage drop can get isolated and instantly attacked by raiders that drop on top of them or right on top of your base entrance as they come back.  The simple fact that raiders can instantly drop in an open space of your base or right at the entrance without warning was refreshing to see at first but has slowly turned into a "gamey" mechanic we must work around because we know it can happen.  Again its with no warning whatsoever.  Also the siege attacks also are a great touch but i've noticed they are always surprising underwhelming and non threatening.  The only attacks that can really cause problems are the huge waves of mechanoids.  My suggestion would be to make the AI attacks more tactical and less gimmicky.  Have the raiders enter from the edge of the map and approach the settlement but instead of just full out assault mode or besiege mode, have some tactical assault where they strategically attack with snipers at max range and people with other guns near them to back them up in case you decide to rush the snipers.  I don't know how many times i have just sat there with 4-6 sinpers picking off 1/4 to half the enemies while there snipers are just out of reach as they watch the others die.  Or a full squad of people just rush towards a line of my colonists one or two at a time and get torn to shreds. 

These are just my thoughts and my opinion, feel free to agree, disagree, or anything else.  More importantly i want to hear everyone else's thoughts.
#6
Rough stone is unfinished flooring and is considered "ugly." Smooth stone does beautify things.
#7
General Discussion / Re: Animals stop respawning!
December 11, 2014, 11:16:31 PM
Surviving in the coldest of coldest regions i first encountered hares and squirrels, as it got colder muffalo came in and finally the last animals i saw were elk.  After the elk, no animals showed up for two months!
#8
General Discussion / Re: How hot are your colonists?
December 11, 2014, 04:56:15 PM
Quote from: cliodne on December 11, 2014, 05:13:35 AM
82C isn't that much. I regularly visit saunas that are around 100C. Air is bad heat conductor.
Working in those conditions however would probably result in a heat stroke after a couple of minutes.

Now if you'd jump into a 82C hot tub, that would be a different story :D

Those 90-100C saunas have strictly regulated humidity that allows that.  Humid saunas get to maybe 40C and that is pushing it.  A tropical rain forest or even temperate forest is going to have a lot or at least some humidity which would make 82C completely impossible to work yet alone live and breath.
#9
General Discussion / Re: Animals stop respawning!
December 11, 2014, 04:44:30 PM
Quote from: milon on December 11, 2014, 04:19:39 PM
I hope you built some fertilizer pumps / hydroponics for an indoor garden!

Nope, not at all. I wanted to play just hunting and i will continue that way. If i run out of my simple cooked meals from the meat i have gathered so far, i guess those 30+ and growing corpses that are conveniently frozen in there graves outside my front door will be next on the menu :-P.
#10
General Discussion / Re: Parkas are seriously OP
December 11, 2014, 04:41:15 PM
Quote from: woolfoma on December 11, 2014, 04:03:15 PM
it works fine (not too op) you still get cold with them on (if you do tundra/ very northern boreal forests starts) cold isn't supposed to be impossible to stop, its just supposed to make it harder to survive early on.

Incorrect, my colonists have been outside sleeping and not in any temperature warmer then -40 degrees F for at least 8 days straight... not getting cold at all.  There minimum comfortable temp ranges from -80 degrees Fahrenheit and -110 with only the starting t-shirt and pants plus a muffalo parka.
#11
General Discussion / Re: Animals stop respawning!
December 11, 2014, 12:58:56 PM
Makes sense, thanks for the information.
#12
General Discussion / Re: Parkas are seriously OP
December 11, 2014, 12:55:41 PM
Body temperature is a great idea, or any system that goes along the same lines would work.  Just as long as i cant survive endlessly sleeping outside in -60 degrees F weather :-P
#13
General Discussion / Parkas are seriously OP
December 11, 2014, 01:58:51 AM
After you get a parka there is no point in having heat or cooling anymore.  My people are comfortable up to -80 to -110 degrees F with parkas equipped.  Get rid of the heaters and you have free refrigeration for all your food, the only place you need heat would be for any indoor growing areas.  While i see the need for parkas to endure the severe weather, they should not allow you to be in -50 or -60 degree weather constantly with no consequences. I saw an AI with a cloth parka that only had -35 degree F tolerance which seemed a bit more realistic and fitting.
#14
General Discussion / Animals stop respawning!
December 11, 2014, 01:49:07 AM
I just played a game that i started in September in the coldest Boreal Forrest tile i could find, max temp 50 degress F min temp -60 degrees F.  I quickly dug a small room into a small chunk of rock and called it home. Due to the temperate not even trees grow, and i wanted to try to survive off of just hunting.  In the beginning animals were sparce but enough to get me by, eventually i got enough leather to make a parka, then 2 and finally three. Come December no more animals spawned, ive played through all of december and most of January and no more animals have showed up.  Is this a bug? Due to temperature, currently average of -50? Thought maybe it is because there is no vegetation for them to eat?
#15
It appears that at 32 degrees F or 0 degrees C that things freeze and never spoil, but you are right that you should account for some minimal fluctuation so keeping it at 28 F or -2 C keeps it constantly frozen.