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Messages - Zsword

#1
that does remind me, with people actually CARING that it's uncouth to cut out and sell someones liver, and then sell them, I need to figure out a new way to make the silver I'll be eventually plating my entire fortress with...

So, what's the aproximate Hydro Table:Colonist ratio to keep a reasonable, stable amount of food?

... and can you grow Hay on Hydro? I oughta check that...
#2
Ah good! That's actually like, the exact set up I had in mind! with only the minor difference that I'm nice enough to give my prisoners a table!

Though that's because I'm a mass building pacifist casual that just wants to run a massive plantation base and be friends with everyone I meet and have far more animals than I have any right to. XP

Which also means keeping the freezer cooler pointing inside, to my greenhouse, because really. Free heat.
#3
Aw, I thought it was a kinda neat thing, especially since you still get the butchering debuff as is, and the 'soylent green' idea seemed to fit the theme.

Even if the people knew what was happening, I wouldn't be against the idea of it being closer to 'necessary recycling' as opposed to 'cannibalism.' Like the idea of just extracting the necessary nutrients is some sort of crude redeeming factor to the monstrosity they committed.

Thanks for the answer though! Back to lamenting that Prisoners don't automatically feed themselves from dispensers, but on the flip side, they do count as walls and transfer minimal heat, so you can have a dispenser pointing into a warm room fed from a cold one. \o\

Thanks again. ^^
#4
I know at one point Nutrient Paste Dispensers could partially negate the various cannibalism penalties. While I know there's a penalty for butchering a human as is, sometimes emergencies happen and I was wondering if it was better to cook it, or if just, extracting the raw essence into goop my take some of the edge off of the minds of my more savory colonists?
#5
Ideas / Modular Turrets
October 09, 2014, 07:03:20 PM
With the new 'Stuff' system for Walls and things, I had the thought of why not incorporate it into make Modular Turrets that you 'Build' using the already existing guns in the game.

Maybe make them a Research option (like Mortars) and once researched, select the Turret, choose the gun you want to have it shoot, and poof, autonomous M-16 or R4 or Minigun. Possibly have some nested research under that for Modular Firing Speed, Accuracy, Health, Resistances? Iunno, it's an idea.
#6
General Discussion / Re: Thoughts on some of the Stuff.
October 08, 2014, 03:22:14 AM
Yeah, I doubled my stone production and have been slowly replacing all of my conduit walls with it and definitely have a slight change of opinion, though upgrading to stone is only viable for extremely well established colonies. Stone COnduit walls ARE a straight upgrade from Metal (and stone is plentiful enough for it to be viable), and Plasteel as a building resource I will say should only be used for If you need a Durable Door for whatever reason. (stone makes really sloooow doors, but they are more durable than metal.)

Also, it turns out Silver Walls and Furniture and stuff DO actually have beauty to them, so It can be worth making some of your eternalized walls out of silver to help for more happy little moods. Gold is too rare though. Stone also actually has a small positive beauty modifier, atl east in walls, not sure if stone flooring is still ugly or not.

EDIT: OH, and while I'm thinking about it, when I started building things out of silver, the size of the invasions I was getting doubled, this didn't wipe me out persay, my strategy seems fairly solid, but it was a VERY unpleasant and sudden surprise to go from 'ehhh, 20 ish doods' to 'BOOM 35.'
#7
General Discussion / Re: Thoughts on some of the Stuff.
October 07, 2014, 06:40:55 PM
Well, I'm not entirely sure how Credible my information would be because I've been playing On Casual, though even then, on casual I've been getting invasion of about 12-20 people all moderately to well geared barring the random Knifer. No aggressive tribals though. With Mechanoids I've been getting 6+. (Averaging One centipede for every three Scythers, give or take.) Though I've never seen a Scyther wielding anything besides a Charge Lance, there's usually one Centipede with the energy Minigun instead of the normal Minigun.



I've been avoiding using a Kill Box on purpose, which is why you've got the network of Min Distance Turrets with sandbags behind them. The path on the right and up and out leads to some extra Geotherms I've hooked up to supplement the solars. I've found that There's really only 2 or 3 effective weapons for facing pirates by this stage of the game, M-24s, R4 Charge Rifles, and the Minigun. My general strategy is to just use the turrets as a sort of meatshield as I have my squad of three Elite, Fully (or almost fully) Auged snipers pick off the enemy one by one with head or leg shots. (Leg shots are an instant incap, every one of my prisoners has a peg leg.) If things get close, I have R4s and miniguns stashed away for Close Quarters, though the minigun is fairly negligible to any opponent in power armor. 2 of my snipers and 3 of my other colonists are also capable melee fighters, a few of them with claws. I sometimes send the melee team out and around to harass enemy snipers.

If you want a better definition of 'balance' I'm not sure what to tell you. I've found that there's 2 REALLY viable guns (M-24 and R4), a handful of 'usable in x situation' guns. (M16, LMG, Minigun, not bad against mechs, mostly outclassed by the R4 in almost every way.) And most everything else is more or less just, trash it when you get something better. As I've said in my Stuff analysis, a lot of the 'end game' stuff feels over priced while being underpowered. Hyperweave almost feels like a trap (Pants are okay to avoid getting legs blown off by M-24s I guess.), and Plasteel is 200 silver for a single conduit wall tile. I MIGHT have enough silver with my 30k to MAYBE replace my outerwall and doors with plasteel if enough Industrial traders show up? Not that I need it cause I'm rarely dealing with enemies literally bashing on my doors.

EDIT: OH, one thing worth mentioning. Enemies with Explosive Grenades. (Not EMPs or Molotovs) are extremely Cheesy/Cheap, they pretty much run in, throw run grenade in a suicide rush, and cause more damage than anything else. They're easily the most dangerous enemy type in the game and it's purely because of a 'LAWL SELF DESTRUCT' tactic. Followed up I would say is Enemy R-4s>M-16s>LMGs>Uzi>Molotovs>M-24s (Enemy snipers always seem to be hilarioulsy innacurate.)>Pistols>EMPs. Enemy Melee I set aside as their own thing to be handled by my own melee squad.
#8
General Discussion / Thoughts on some of the Stuff.
October 07, 2014, 06:01:28 PM
So, I LOVE the stuff system, but I do have some feedback and questions on Specific Stuff.

It still feels like Metal is just the Go To Stuff for building walls. While being able to make Stone Block Conduit Walls is great and all, the improvement is minuscule for something that's relatively difficult to acquire in bulk. This brings me to my next point:

Silver and Gold and their lack of beauty effect on items. I was expecting to get some Environment modifiers for building my Things out of Silver and Gold, not so much, combine that with Golds rarity and cost, and Gold is little more than sell fodder to the next Combat Supplier I see.

Then there's Plasteel. EXCRUCIATINGLY expensive to buy, and has to be bought (or rarely dropped in pods) to be acquired, only use is as Wall Stuff and for the spaceship... it's just not worth it, at all, barring that small supply you need for the spaceship, if the spaceship is even your goal.

For clothing: Unless you're making a Muffalo leather, Iguana Leather, Boomrat leather, or Devilstrand Uniform, (I would say Synthread but the soft blue is really dull to look at imo.) Using any particular material that isn't Devilstrand clothing is more or elss pointless, as Devilstrand is relatively easy to acquire in bulk, and is the best Mat in the game for clothing. Hyperweave doesn't protect from R4s and Charge Lances, and the only 'pierce' weapons I find are seriously dangerous to people are M24s, which Power Armor Helmets take up the only slot that makes them dangerous. Power armor and Devilstrand everything else will make pretty much any other projectile bounce right off.

One thing I"ll say is all of these statements are made using my first Colony in A7, that's about 4 years in with 10 colonists (could recruit more but found a happy balance) and I'm sitting on 30k Silver while slowly making everyone mechanized death machines.
#9
General Discussion / Re: Thoughts on Devilstrand?
October 06, 2014, 04:53:44 PM
Quote from: thestalkinghead on October 06, 2014, 03:29:48 PM
has anybody that has grown devilstrand actually had a use for it once it was grown? ie. needed it for armour because you didn't have enough by that time?

I did, I still needed 4 shirts and 7 hats. (Which I have been slowly replacing the hats with Power Armor.) after my first harvest.

By the by. If you wanna grow your own Devil, DON'T use Hydro basins. The odds of a Solar Flare or Eclipse/Battery Bomb destroying the Hydro plots usability is just toooo high.

I will say, Hyperweave is over priced and is over all inferior to Devilstrand. By this point I'm 85% certain that R4 Charge Rifles and Charge Lances and the Charge Miniguns deal Electricity damage, which Hyper doesn't provide resistance to but Devil does. I'm not factoring in Pierce damage cause the only 'threatening' Pierce weapons I find are M24s, which I feel are only threatening on headshots, which you're gonna have Power Armor for. *shrug*
#10
General Discussion / Re: Thoughts on Devilstrand?
October 06, 2014, 12:12:51 AM
I'll also add that Devilstrand actually makes clothes that are semi effective armor, though I'd wish it wasn't the best 'material' that we could make clothes out of, I also wish that we could make our own dusters instead of just Hats, pants, and shirts. :(
#11
Oh man I love making things out of stuff (Thank you for the correction)! Oh gosh the sheer number of things! Though It's sometimes weird and inconvenient to get Things that spawn in that don't much the stuff I have access too. :(
#12
Cause I'm super excited for making stuff out of stuff!

Imagine all the ways you can make your stuff from different stuff! Maybe stuff made from stuff will be able to stuff better than stuff made from different stuff!
#13
General Discussion / Re: What speed do you play at?
September 22, 2014, 12:00:59 AM
I live in the times Three, if I feel like I need to put in input, I pause and do what I need to do. I sorta use Combat auto setting you to the slowest speed as a warning that combat is happening.
#14
General Discussion / Re: Your weirdest habits
September 21, 2014, 11:42:11 PM
Everything of import must be sectioned off in it's own room of sorts, even if it's a thing that doesn't necessarily need or want a roof. Tracking beacon and main stockpile? In a room perfectly fit for the stockpile and beacon. Outdoor growing area? Walled off. That random geothermal generator 50 miles out lightly supplementing my power grid? It has a room.

Oh, and every room has a light.
And most likely a plant pot
Except the hallways.
and everything is paved at all times, even if the 'paving' substance isn't necessarily 'pretty' or faster than the default. (Which, I don't know the pretty values of various floors.)
I don't acknowledge the existence of basic beds because Royal beds are better and metal is generally more plentiful. even if I'm in the plains of the forest
If I have color lights and carpeting, my prison has red for both.
Speaking of the prison, it's always a 10x10 room with 5 Royal beds along the two walls, a nutrient paste dispenser across from the door with 4 hoppers, with a long metal table and four chairs on each long side, with a light 2 squares in from both walls in each corner. The 4 beds in the back of the prison (by the Dispenser) are set to medical, unless I'm overflowing in prisoners.

That's all I got right now. I'll tihnk of more later. ^^
#15
General Discussion / Re: Leg Blown off?
September 21, 2014, 11:25:49 PM
Really? Phoebe has a lower pop than Cassy? I figured she'd have the higher of the two, considering she is the 'base builder' who wants to see a colony grow, I figure she'd be all about making a MASSIVE fortress of 20-30 people bustling about their daily lives.