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Messages - Elfblood

#1
Bugs / Re: Cloth apparel gets ignored
April 20, 2015, 07:13:32 AM
In my current colony they just hardly go and take new clothes.
I use the "anything" default settings for clothes, and had dudes running around naked for months. I have some "not so good" clothes in my storage, but they just ignore it.
Timetable is set to 3h anything each day, so this is not the problem.
For me it just doesnt work right now.
Iam sure I can reproduce this behavior by stripping a enemy and capturing him, recruiting him, he keeps running around naked. Also crash-pod survivalists do.
#2
General Discussion / Re: Most useless workshops ?
March 05, 2015, 10:28:09 AM
I find Crop Blights are not less or more anoying as shortcuts.
And I had lots of shortcuts where a worker got on fire coz he stands on the wrong tile. Ok thats more anoying than a blight...

And its not always soo easy to simple get out and snipe the siegers ^^ My actual play I started with Bows only(mod), got attacked only by tribesmen for a long time. Now I have 6 pps with bows and they are facing the first pirates with assault, pistol, shotgun and sniperrifle. mh ;)

But back to Workshops, I like the Idea to Butcher Humans for leather, but It doesnt feel right for my colonists. Before I get a -4 mood from the food dispenser and another -4 from butchering human, I better stay with farming and hunting. Its a little stress in the first year to get always enough food.

But even if I dont use some workshops, I build all of them (except dispenser, its too big) just for "completenes".
#3
General Discussion / Re: Most useless workshops ?
March 04, 2015, 09:07:54 AM
Me thinks, most of the Workshops are a bit useless.

So I didnt even build one single Nutrition Paste Dispenser in all my games so far...didnt like the idea to feed this stuff and get a moral malus.
I crafted one single meele Weapon, for testing, and build some clothes...took far to long. I use stonecutting if I have enough workers left, and the butcher, cooking table are always running.

In fact, you can get around everything except cooking.
Beer is nice and all, but the weak colonists tend to abuse it so much, I dont craft it anymore.

Later you can use the mechanics table, but you get far to less raw materials (droidcorpses) for it.
Ah and I forgot the crematory. Number 2 in usefulnes lategame. Always burning ^^

As Im coming from the Gnomoria department over here, the workshop system there is something it wouldnt be a bad idea to take a look for inspiration there ^^
#4
Or can someone tell me how to disable some kind of messages in game ?

I want to disable the "Visitors coming" Messages, and the "you need Batteries", "you need a grave" Hints.
As I try to dont use Batteries at all, and like to use a crematory instead of graves, I would like to disable this Hints. Everytime my "Undertaker" has corpses to burn, this hint shows up. With Zombiecalypse mod its just ridiculous ^^

Any Help with this is appreciated ;)
#5
Help / Unforbid every Item at Mapstart
March 02, 2015, 04:11:27 AM
Hi Guys.
Every new Colony I start, I have to scroll aroudn the Map. (usual playing the biggest size) and unforbid every item. I like to start with one hauler to get all the stuff together. It takes lots of time to find everything. Now I want a little mod that does this for me ^^

I would write it myself, but have no clue how to get all items on a map, and execute it once a new map is generated.

Any advice from the modders out there ?
#6
Stories / Re: Strange things can happen on Weed(mod)
March 01, 2015, 12:26:05 PM
Crazyness ? A lot...

I now know what happened.

They usual come to visit very often, in large groups. Often they have a very very slow member with them. I had a whole group starving to death at the mapcorner coz they waited for they slow mate. Sometimes one gets crazy about this and starts firing his own mate.

Also they clutter your base with weed everywhere and cary lots of heavy weapons. I decided to delete the faction coz its simple to ...crazy ^^

The mod is not bad if you edit the weed to Awful Taste, and maybe tweak this Faction a bit.
#7
*Need this mod wich shows colonist Pictures o.O*

What is it ?


btw. I loled hard at the "Tribals coming", "Tribals going" screens ^^
#8
Stories / Strange things can happen on Weed(mod)
February 27, 2015, 07:22:05 AM
First time playing around with the Weed mod. Initial setup of my colony was going on, everyone was busy building shelter etc.
As I played with low difficult settings this time, I let things go and left the PC for like 2 minutes. Came back and still everything seemed fine.

37 ingame days later I got a message one of the colonists need rescue. Iam like, whut? where?

So I see one of my guys laying around at the other end of the map, totaly stoned, still some hemp in his hands. As soon as he got up, he rushed to the next pile of leaves and kicked his brain out. Dazled around, status "tripping". I started to wonder where did he get the stuff ? As I didnt grow some. And then I saw 2 dead bodies, far behond rotten, from the "Drug Lord" Faction or something laying around, both had still triple rocket launchers in her hands and lots of leaves around them. Fully equiped in hemp clothes. They dyed of pistolshots..37 days ago. And as I started to check everything I saw 2 of my guys had old, not threated gunshot scars they didnt have before.

I now really puzzled what the F**k happened in this 2 minutes if was afk. Couldnt find any other dead bodies, I had no autoturrets at this time, and the Faction is peaceful to me. Maybe they rushed in an fight between them and others, or they where not pleased with the priceoffer they made...how knows. ;)
#9
General Discussion / Re: Nine thoughts
February 25, 2015, 01:29:28 PM
As much as I love the game, I have to agree that there is not much tactics involved at all.

I can keep my Colonies running at second hardest difficult now, in any biome except "iceshield". But do I do it with a good tactic ? Nope its just rushing to build the right things in the right order, and get a little luck with the encounters.
And lots of Babysitting, coz the dudes keep dying of stupidy ;)

So I would love to see some more advanced AI and better (more logic) fighting system in the Future. For now its ok, we are here, playing Alpha, to point things out or ?

Building lots of Towers isn't tactic at all, its not tower defence :D I would love to see some XCOM feeling with my armed man. Using Cover better, having the same skill penalties as the raiders etc. Being able to use Meeles in a better way. (does anyone use them for fighting actually ?)

And no, I dont like to talk the game down. Have to stop writing now, my colony needs me ;)
Keep going.
#10
Nope, have you ? ^^

But I raised some abandoned wild squirrels IRL, and I know that they cant do anything but some scratches and a little biting maybe, besides driving you crazy and destroing your inventar ;)
#11
Depends on where your pants are if the attack starts ^^ In Winter, at Night, on early stage without enough energy and your best shooter is sick, a normal raid can be bad.

The most stress so far I had from a siege with caused my whole city being in flames.

The most "pain in the ass" was a ancient spaceshipwreckage with a high Psy-Threat level-thing, and a Centipede as Guard. Everyone was in really bad mood, the centipede with his Minigun was much more I could handle at this time. But it was Randy Random and very early ingame. Had to Order help from another Village to clear this thing ^^
#12
So, as Im new to the game, I may have overseen some aspects. (But dont think so)

Loving the game, in short, except one thing. The fighting.

Iam down to only use Turrets for evrything now coz of this strange phenomena.

1. Hunting. If you asign more than 1 colonist to hunting they shot each other by accident every time. Running around like crazy and hitting s**t. But landing accident headshots on their mates straight off.

2. Shooting in general. My shooting skill 12 guy with Sniperrifle cant hit a almost dead hare with 10-20 salves. WTH. If you want to get things done, order him to meele. Seems strange.

3. Crazy Animals. How the Hell can a Squirrel incapaciate my Heavy Assault with Kevlar Protection, Vest and Assault Rifle ? He gots ripped appart in no time, unable do defend himself against a f**king squirrel ? This happens almost every time a wild animal manages to get in meele range. And he gets, coz my guys just dont know how to aim.

4. The Attacks. Every damn Raider with a Pistol can take out my guys with a few shots, but they cant hit him with charge rifles, assaults, snipers etc. in cover behind Sandbags. And dont speak off the charging tribesman with his evil wooden club. Beating the Crap out of my heavy armed soldiers.

So in fact, fighing seems far off somehow. Without turrets, In wouldnt survive the first Month.

So, any advise to this ? Do I something wrong here ?
#13
Think I found a Bug here. Ordered to Install a peace of Art, but then sold it without removing the Job.
On loading the Colonie again later every autosave was corrupt. I loaded up my manual save from earlier and canceled the install job, now it seems to work.