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Messages - Silvador

Pages: [1] 2 3 ... 19
1
Bugs / [A18] Multiple rescues queued for same bed
« on: November 25, 2017, 07:29:39 PM »
Not sure if it's a bug or a minor oversight, but I came across an issue with task queuing. When queuing multiple rescues, each rescued pawn is taken to the same bed, pushing the previous occupant out of the bed which requires them to be rescued again.

After running out of food, my colonists resorted to drastic measures (cannibalism) and one of them went on a rampage as a result, which left four colonists downed and in need of rescue. When the sole able bodied colonist ceased looking for more fellow pawns to pummel, I decided to make use of the new task queuing feature and immediately noticed the issue. The second rescued pawn was placed on top of the first, on the same bed, as was the next pawn to be rescued. When I looked closer I realised as each rescued pawn was brought to the same bed, the previously rescued pawn was being pushed out of the bed, leaving them on the tile and in need of re-rescuing.

2
General Discussion / Re: Is there a hotkey for the "beauty" button?
« on: December 22, 2016, 03:41:54 PM »
I second this. It would be a very convenient addition. I don't know why there isn't one.

3
General Discussion / Re: I just threw my keyboard at the wall
« on: October 18, 2016, 03:02:02 PM »
It's at this point that I would like to reiterate my point about a need for commands pawns can give to pets so that they don't suicide in their attempts to "help".

4
Concrete is most effective, or wood.

5
General Discussion / Randy vs Other AI
« on: April 25, 2016, 06:25:39 PM »
I usually play with Randy, on the Basebuilder Difficulty, but I rarely get further than a year. Am I stunting my chances of a successful colony by choosing Randy? Would I have a better chance of getting further with Cassandra or Phoebe?

6
General Discussion / Re: Give up or fight?
« on: April 25, 2016, 12:04:07 AM »
I've never gotten heatstroke from firefighting before, so I'll keep that in mind. thanks.

7
General Discussion / Re: Give up or fight?
« on: April 24, 2016, 01:31:44 PM »
Ah, thanks.


Kind of an odd thing to make on a smithing table...

8
General Discussion / Re: Give up or fight?
« on: April 24, 2016, 12:44:00 PM »
Update: Decided to try Thane's advice. While waiting for my best shooter to heal, shelling began on my colony... and now all but one person is bedridden from numerous burns and initial stages of heatstroke, from putting out fires.

On the flip side! Some friendlies came to help me out. yay! I'm going to die. ^-^


Another Update: My shooter healed and I sent them out to take potshots at the siegers. Somehow managed to kill one of them, hit a few others. Then the cavalry arrived and everything just turned into one big mess. Half the friendlies died, a couple of the siegers died, and someone managed to blow up the artillery. Friendlies ended up fleeing while the siegers kidnapped one of the friendlies and took off.


idkhtf I came out of this as well off as I did... but I doubt Randy is gunna let this slide. :/

[attachment deleted by admin - too old]

9
General Discussion / Re: Give up or fight?
« on: April 24, 2016, 12:36:53 PM »
Great Bows have good range and will allow you to pick off siegers without getting involved in a firefight with all of them.

Um... maybe I missed something somewhere but... how do I make a Great Bow?

10
General Discussion / Re: Give up or fight?
« on: April 24, 2016, 09:45:15 AM »
Oh, yeah, I forgot about that point. So far my colony is made of randoms, mostly people that have joined through events and on one occasions, the chief of a hostile settlement that I managed to capture and recruit. Random Wandered and people being chased don't tell you what their stats will be before they join...
If you don't like the joiner, have your most liked colonist (to minimize the problem) or your most hated colonist (So it isn't an issue when they die) beat them to death! Also, when you offer safety to someone you can always check their stats on arrival, if you dislike them, just have them drafted where they entered, usually they get downed and kidnapped by the immediate raid, and you don't have to worry about the enemy or the refugee!

It might seem stupid, as it's just a game, but I honestly couldn't bring myself to brutally murdering innocent people for no reason.

11
General Discussion / Re: Give up or fight?
« on: April 24, 2016, 08:36:19 AM »
Oh, yeah, I forgot about that point. So far my colony is made of randoms, mostly people that have joined through events and on one occasions, the chief of a hostile settlement that I managed to capture and recruit. Random Wandered and people being chased don't tell you what their stats will be before they join...

12
General Discussion / Re: Give up or fight?
« on: April 24, 2016, 08:04:28 AM »
Stone cutting is the first thing I research. Always. Though I don't always get a chance to research it early on account of not always having a good researcher. It's not the highest of my priorities when beginning.

I have no means to make guns or armour. Positions 1 and 2 are where I sent my two shooters with the starting rifle and pistol. One of the enemy pawns moved to about where the end of their wall is now and and took pot shots with a shotgun. I shuffled my shooters around as best I could to avoid fire, but they got hit and needed to retreat to my crappy little two-bed hospital for treatment.

As for loading the auto save, you'll notice the time of day, there. I have autosave set for daily, meaning every day at 4h, and this is a permadeath game.

The coolers I have three of because a freezer that size rarely remains stable with anything less than three, since temperature was overhauled a few alphas back. And I've not started using vents yet because I honestly don't know how they work, yet.

The enemy pawns have shivs, grenades, shotguns and pistols.

13
General Discussion / Give up or fight?
« on: April 24, 2016, 06:22:28 AM »
I've just had a siege rock up on my map and I'm ill equipped to deal with it. I drafted my two colonists with a high shooting skill and sent them out in the hopes that I could at least down one or two enemy pawns. But they quickly took hits from one guy with a shotgun and are now bound for hospital beds until healed, likely at least a couple of days.

No one else has a shooting skill above 2, and some are incapable of shooting. And most of my buildings are wooden. I can immediately see the paths ahead;
- send everyone out to fight, fists against knives, guns and grenades, and watches as most of my colonists are either downed and killed, maybe getting lucky enough to lightly wound one or two enemy pawns.
- hope I can hold out for a few days of shelling while making some bows and arrows, then send out those who are at least capable of shooting and watch as they hit nothing but air while the enemy pawns down and/or kill most of my colonists
- spend day after day after day of running around, putting out fires and repairing structures while some colonists get wounded and probably start getting malnourished as the enemy pawns shell my colony while I wait and hope they will leave soon.

This colony has been going rather well (for once) and I'd really like to keep it. But I'm not seeing a way out of this siege without critical losses and major damage. Does anyone have any advice? Anyone seeing a solution I'm missing? Or am I as doomed as I think I am?

[attachment deleted by admin - too old]

14
Ideas / Re: Remove "wanderer joins" or revamp.
« on: April 24, 2016, 06:02:53 AM »
-Colonist Bacchus has invited Redfields to join the colony.
-Another survivor of the shipwreck, Redfields, has recently landed nearby and has made their way to your settlement.
-A wandering nomad passing by has decided to join up with your colony in the interests of better chances of survival for all.

Etc.

Because who can imagine these stories on their own... Kids today. Gotta have all the stories told to them.

15
Ideas / Re: Lightning Rod
« on: April 24, 2016, 03:10:00 AM »
Stupidity infuriates me.

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