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Messages - amul

#1
Bugs / Re: [1.0] Colonist Bar missing
June 20, 2020, 05:31:41 AM
BAM. There it is!

I keep confusing that button for hide/display zones.
#2
Bugs / Re: [1.0] Colonist Bar missing
June 19, 2020, 10:16:20 PM
Quote from: Tynan on October 19, 2019, 02:41:02 AM
Are you sure the bar isn't turned off in the options menu?

I absolutely cannot find this option anywhere, or anything in the keyboard configuration that suggests I may have accidentally turned it off. Help?
#3
I've seen some hot muffalo-on-muffalo action.
#4
General Discussion / Re: Psychic slug thing
May 13, 2015, 01:23:09 AM
Quote from: Lerxst on May 12, 2015, 12:41:05 PM... On one attempt, just the stray bullets from the mini gun killed one guy and blinded the other...

On another reload/attempt, my two other colonists shot and killed the dude with the knife.

I think perhaps we are using different meanings for the word "cover." Im talking about rock formations to hide behind, not trees or chunks. Things that actually block shots.

And keeping your guys from killing each other is why I suggested you keep them spread out, and have the knife guy circle around.
#5
Ideas / Re: Equipment Rack - wtf?
May 13, 2015, 01:18:29 AM
Quote from: Frankenbeasley on May 12, 2015, 07:45:33 AM
I would like equipment racks a lot more if I could also store the following: ...., it always seems a bit odd to me to have them just lying around.

Pretty sure you can. It seems to have the same menu as stockpiles.
#6
Cowboy hats give a 15% boost to diplomatic efforts.

Mine are all made out of pirate skin.

So are all my armchairs.

It may not be the most evil thing I do, but it is the one I notice the most often :)
#7
Tiled floors, surrounded by a rose garden (sun lamp in the center) in a super large room. Works out to be about a 7.
#8
General Discussion / Re: Psychic slug thing
May 12, 2015, 02:15:15 AM
Use cover, frequent use of the pause feature, and hit and run tactics.

Move to a spot of cover that lets your colonist attack, let them fire off a few shots and then duck deeper into a recess right as the guns whirl up so there's no chance of them getting hit. Spread your guys out so there's no question who is being targeted, so your other guys can keep firing.

I've beaten two centipedes this way with my starting 3 colonists. One guy just ran around keeping their attention while the other two fired from extreme range.
#9
Quote from: Klitri on May 09, 2015, 01:02:45 PM
Everything seems stable, except for plants. Not sure if it's just me, but plants seem to take forever to grow.

Also something I just figured out this alpha is the difference in grow rates between different kinds of soil.
#10
Ideas / Re: Your Cheapest Ideas
May 11, 2015, 01:18:47 AM
More events that give insight into the history of the mechanoids.
#11
Quote from: Tynan on May 07, 2015, 12:23:01 AM
Thanks a ton amul and ardent. I've read through and appreciate the detailed feedback. Very useful.

...defeating bunkering/killbox strategies in next build.....

Aww, thanks, T-man!

I see a lot of hate going on for kill boxes on the forum, but I think these guys can't see the forest for the trees. The problem isn't the strategy, it's the focus on the front door of your base. You had the right idea with alphabeavers. The problem isn't the completely legitimate, millennia old tactic of fortifying your base, the problem is confusing your base for the game. There's your base, then there's your turf (the rest of the map), and then there's your place in the world, and then the universe. Right now, the game is mostly focused on establishing and protecting your base, with the exception of the alphabeavers threat, which requires you to step out of your safe zone and deal with it.
#12
Ideas / Re: Your Cheapest Ideas
May 06, 2015, 10:31:42 PM
I think coding two pawns to work in tandem would be a significant challenge.
#13
General Discussion / Re: Comfort?
May 06, 2015, 10:30:12 PM
Possibly, but you are trading that for the softly smaller, and differently shaped, foot print.
#14
General Discussion / Re: Comfort?
May 06, 2015, 06:18:53 PM
Apparently you can put chairs on the sides of most production tables and people will eat on them.
#15
Ideas / Re: Trade Overhaul
May 06, 2015, 06:15:42 PM
Intentional. I saw it mentioned in the change log. Took me about six months of game time to adjust my thinking. Couple that with the new deterioration rates (which I apparently MISSED in the change log) and most of my battle spoils had turned to rags before I caught on.