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Messages - dershamc903

#1
My game stared on Boreal, Mountains w/River, Phoebe-Some Challenge

Physically the set up of the map was excellent as opponents could only enter the map from two map edges. I was set up in the top right corner, on the north side of the river. Then below the river was a nice marsh area, perfect for slowing down an attacking enemy and taking the take to snipe them out. Raid wise I never faced anything too challenging, but the heavy turret did one-shot a scyther, which kind of blew my mind.

I remember reading a comment about someone having difficulty finding Uranium. First deep drill I laid down was right on top of Uranium and I ended up having 2500+, which is more uranium than I've ever had in any game. Then my 4th deep drill plot was Plasteel, also miraculous. Suffice to say I was able to make a lot of Power Armour. Steel ended up being the hardest resource to keep on top of until I eventually found some with the deep drill on my 5th deployment of it. 2 and 3 were Chemfuel for those paying attention.

My colony grew steadily over the three years that I was there. We researched all the tech with little difficulty. My population was about 12 people and 20 or so animals 1/3 dogs and 2/3 muffalos. Food seemed to be the primary issue for me. I would have six 14 x 14 growing plots for growing food, mostly rice as that had the fastest turn around. I also had two hydroponics rooms with 12 hydroponic banks. By mid winter we'd be out of food. I probably should've grown hay too, but my pawns had the hardest time keeping up with the sowing demands with what I had. I did use a multi-meal cook mod, but ultimately keeping up with the cooking wasn't the issue I had but keeping up with the growing requirements. Winters were pretty long too as they sometime were mid Apri-May before temperatures dipped out of freezing.

So I decided it was time to get out of dodge. We picked up everything of decent value to weight issue and headed south. With my population though and my entire freezer we still only had food for 6 days and this was with 3000+ pemmican, so clearly I needed to store way more food than I thought I did. Still I had my guys pack up. We headed south for warmer climates.

I traded with two guys. Then raided one camp that went pretty well. Then raided another camp along the way and that went terrible. Lost two guys, thankfully no one important so I just accepted it. Not much extra loot in these camps though, didn't these base's usually have a store room for loot? They at least had fields that I could harvest for food so I did that. Dismantled their tech then continued south. Still couldn't get very far, even sold a few animals at the next trading post, but food consumption was just too high. Eventually I had to settle for a camp on the road. Thankfully lots of wild muffalos for me to hunt to extinction. It was a Temperate zone, but out in the open, still surprising amount of iron available. There were four mining sections of it. It was still winter there, but as Apri-May is coming along the temperatures are starting to increase faster than in my old location so I'll farm and harvest and make as much as pemmican as I can before continuing, hopefully getting south enough to avoid the snow.
#2
Releases / Re: Cryptorestore Caskets
February 26, 2018, 06:10:52 PM
I was totally thinking Stargate too. Didn't using the Sarcophagus cause normal people to go insane and/or get addicted to it like a drug?
#3
General Discussion / Re: whyyyyyyyyyyyyyyyyyyyyyyyyyyy
February 06, 2018, 03:04:14 PM
My layouts are generally more utilitarian than aesthetic. I only ever have fridges where I want pawns to eat and I never put tables outside, that's just crazy. I often set up small dining rooms around the base in different corners around living quarters so that when they wake up they'll head there first if they attempt to satisfy hunger. Maybe uninstall the fridge that's outside.
#4
Releases / Re: [B18][MODLIST] Glitter Tech
December 07, 2017, 12:28:56 PM
Love the mod Sam, can't play a game without OC Defense Rifles. The Orion Pacifers used to one hit guys unconscious, but now it's quite a few hits. Yeah super powered sure, but made it easier to subdue dudes with little risk of them getting hurt. Though it did kill on occasion, haven't seen it kill anything in the latest update.
#5
Does anyone know if you kill all the bases for a Faction if Faction raids from that Faction stop happening?

I lucked out on my map in that the space ship to leave the game event is actually in Temperate terrain, just on the eastern side of the map where I had settled on the western side. So I'm travelling along with my pawns, attacking every Tribal base along the way and I just wondered if I destroyed them all if that meant the Tribal's as a faction would no longer exist.
#6
Releases / Re: [A17] Orassans 🐱
June 01, 2017, 03:39:43 PM
I love your mod.

In A16 I used your story teller all the time, it was the best way to build a population without having to sit around and wait. For whatever reason in A17 all sorts of strange things happen when I use your story teller.

I notice that events happen more frequently but sometimes right after another on the same day, sometime several events in one day stacked upon each other. The other story tellers certainly drag things out, but it feels a little fast paced. I do have a lot of mods installed, but I've noticed that as soon as I've switched to yours it starts speeding up the frequency.

With your story teller enabled I also accepted a refugee who was fleeing from one of the factions of a mod (the mercenary faction I think) and so I accepted, and then an endless wave of bad guys came in and they came in as a separate event each time (little red box pops up telling you you're under attack) It didn't quite freeze the game, but made it move at such a snail place that I couldn't actually see what happens when 200+ guys attack your base at the same time, which is a shame I wanted to see. I had to reload to an auto-save so I don't know how many waves of attacks I had, but there were many I could tell from the fact that all the enemy character names were just blurring over each other.

Certainly there is no problem with using your story teller for a short period of time, but over longer period of time it gets a little crazy. I hope it's fixable, because in A16 she was an awesome story teller.
#7
I think saw someone mention something similar on steam,

In one of the ancient Ruins theirs an AT-AT (which is awesome, but kills my guys half the time I try an take him on) when I finally do defeat him, one my guys runs over and takes the AT-AT onto a pet sleeping spot and then game closes goes straight to windows without an error message.

On another attempt just after the AT-AT got shot down, it looked like a pawn was making a move toward it, then the game closes and goes straight to windows without an error message.

For now I'm just avoiding that area. I did notice one of the messages state you're still working on vehicles, so perhaps this issue is related? I am running a gajillion mods at the same time so I wonder if that might also be causing a conflict. Is anyone aware of any related mods that might cause the issue I've described.

Also one of the things I wondered about is I have yet to see a game where the Rebel Alliance and Imperials are at war with each other. Both sent me traders at the same time and I thought for sure something was going to go down and I would get free loot, but no such luck. The Imperial tax is a nice touch though.
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 31, 2016, 12:18:37 PM
Hey Dood, the body part installation is now unlocked depending on your Medical Research. I know I could harvest parts from my prisoners but I couldn't install them until I had researched Medical 2 or 3. One of the later ones anyway.

Joywire is out of the game though right? I have not seen that implant come up anywhere. I know the EPOE mod also had a AI brain assist enhancement, which was the best thing ever when you have a colony filled with colonists who all have Dementia or who get Dementia after that bloody toxic cloud. Could we get them in this mod but as enhancements we can buy from the Prosthesis Trader instead of craftable?
#9
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 19, 2016, 02:59:36 AM
I did discover that I required certain Medical technology to install an organ, which I could harvest from a prisoner, but I couldn't install into a colonist until after I had the necessary tech. Strangely one fellow doesn't like bionics so I harvested a prisoner's arm but I can't install on that specific colonist, other colonists can take the arm, but not the one who doesn't like bionics. I can install other bionics on him, but of course that'll just lead to him being upset.
#10
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 17, 2016, 01:37:08 PM
I just started playing this mod last week and man it has been one heck of a ride. I thought the extra production chains would get tedious, but it does complement things well once you get hauling and cleaning robots to do the grunt work.

I too have the same lagging issue when you start to build a bigger base with a larger population. Things start to grind a bit after you have 12 colonists.

I also had one of my colonists get their kidney destroyed so when I captured a guy who was 1% chance to recruit I decided to harvest his kidneys and they showed up in my inventory, but going into the operations section there is no option on the drop down menu to install that new kidney in the colonist who was wounded. In my previous game with the same mod I had no problem creating organs and installing them, but strangely harvesting from someone to then install them, it doesn't show that as an option. I haven't had to try to install other harvested organs other than  kidneys.

Also one of my guys had his right clavicle broken, so I replaced his right arm with a bionic one, but it still showed his clavicle as broken. Thought I'd try replacing his top rib to see if the game thought that's what a clavicle was, but that didn't fix the clavicle either. How do you fix a broken clavicle?