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Messages - Dukkha

#1
General Discussion / Re: Deterioration change?
September 26, 2018, 12:25:58 PM
I'm glad I'm not the only one who feels this way.
I know it was never a major mechanic but I feel like a disproportionate level of immersion has been lost to its removal. There's not the same sense of urgency to get a masterwork shotgun out of a fire, and no repercussions for leaving it in the rain.

If I could make any change it would be that the deterioration to effect ratio doesn't necessarily need to be linear, but I'd take it back in any form.
#2
General Discussion / Deterioration change?
September 26, 2018, 01:36:07 AM
So hey, does deterioration no longer effect weapon and armor stats? (aside from market value)
I have to say, I really miss that mechanic of the game. It was a nice touch of realism that really kept me on my toes keeping all my equipment new and well taken care of. It was also great for story building. I really hope it gets reimplemented.
#3
Bugs / Make stone blocks skill restrictions
July 07, 2017, 10:48:33 PM
When making stone blocks, the allowed skill slider draws from the pawns construction skill rather than their craft skill.
#4
Here's my favourite combat exploit that I can't wait to be fixed.

Position 1 or more gunners by your door that has enemies outside. Have another pawn open the door. As the door is opening move that pawn back into the base. During the open and close animation, enemies can't get in, and they never seem to fire at you. Meanwhile your gunners are free to fire through the opening. If you use a stone door, the slow animation can get you two volleys per round. It can be tedious to manage, but it's a very effective.

Also, if you surround poison/psychic ships with landmines before shooting it's basically an instant take down.
#5
Bugs / History window upsets game timing
January 14, 2017, 01:09:37 AM
Save file attached.
When I open the history window on normal speed, everything gets choppy and slows down. When I open it on double speed, everything gets exponentially choppy and exponentially faster.
If I wait to long to close the window, I'm flooded with error messages. If I don't take to long to close, everything goes back to normal.

https://drive.google.com/file/d/0B2S4MAZJfJojY2w5MkdmOVhQdUU/view?usp=sharing
#6
Quote from: mimib14 on January 06, 2017, 10:06:26 PM
My colony is barely a season old, and we've already had two visitors OD on some drugs I'd picked up from raiders. I don't wanna get the other factions pissed at me just cause their guys decided to stop by and take a bunch of flake >:( Is there some way to stop guests from taking a bunch of my drugs, or should I just give up and toss it all in a campfire?   :(

Idk, man. Stories like this are why I play the game ;)
#7
Mods / Re: Feasibility to build a multiplayer mod?
January 06, 2017, 11:44:17 AM
Quote from: codyo on January 06, 2017, 11:34:44 AM
What would be the point? What would be the goals of multiplayer?
Everybody asks this, but multiplayer in this game would be pointless.

What's the goal of this game period? The entire game is "pointless" by that standard.
#8
Quote from: Ark on December 31, 2016, 04:42:02 AM
Wargs only eat raw meat or corpses. It works just fine if you add some warg-appropriate food.

Oh, I assumed they'd be happy with pemmican. I should have been a little more investigative. Thanks for clearing that up.
#9
Bugs / A16 Caravan - Wargs reduce days of food to zero
December 31, 2016, 02:38:42 AM
60 days worth of food for my caravan. Add a single Warg, and that gets reduced to zero days.
One hungry dog.
#10
Mod bugs / Re: [A16] Colonists won't do anything
December 28, 2016, 11:54:40 AM
Aside from building, is there anything else your colonists won't do? How about hauling and tree cutting?

Also I'm sorry but I have to ask it, did you make sure at least one colonist was assigned to construction?
#11
Bugs / Re: Surgery Bug?
December 28, 2016, 11:28:31 AM
Quote from: Pushover on December 28, 2016, 04:51:20 AM
In A16, Regular Medicine is at 70% potency, and Herbal is at 40%. So really, anything other than Glitterworld Medicine sucks for surgery as of A16.

Wait, so does that mean my 98% surgery success is being * by .70?

EDIT: If anyone knows the exact formula I'd love to see it. Can't seem to find it on the wiki.
#12
Bugs / Surgery Bug?
December 28, 2016, 02:31:04 AM
So I realise people have been commenting on surgery success rates but throughout the course of my three year colony I can't believe that all this fails/deaths are just bad luck.

My level 17 doctor, 98% success rate, regular medicine, hospital bed with vitals monitor, just failed a leg implant twice in a row. I must have made 15+ surgery attempts in this colony; Four of them have succeeded, three of those were due to glitterworld medicine, and there have been four deaths. If I include prisoner harvests I've killed about 4 of them for 1 lung.  My doctor would have been a lower level in the past but was always above 90% success rate plus medicine/bed bonuses.

There has to be something up with the formula, there's no way this is just bad luck, and I have trouble believing this kind of failure rate was intended.
#13
General Discussion / Re: How can I improve my Defense
December 26, 2016, 11:41:55 PM
Quote from: Shurp on December 26, 2016, 11:31:28 PM

(I'm not sure why people prefer to answer some other question instead of what the OP is asking for.  Yeah, sure, this hallway won't work against sappers, but so what?  It *will* work against tribals.)

There was something about his wording that left me with the impression that he was looking for ways to improve his defences in general. Upon thinking about it I realised I offered more than he asked for and retracted the offer unless requested.
#14
General Discussion / Re: How can I improve my Defense
December 26, 2016, 10:36:05 PM
Another thing, add a back path so that if they get to close, you can loop around and hit them from the back. You can add doors to both sides do that if they actually get to you, you can shut the doors in their face and loop around. Remember to leave some doors open by default for their path finding.
That said, avoid kill boxing. This strategy will fail add soon as sappers show up.
Okay, since your request was to improve THIS design, I'll just leave it at that (unless you ask for non kill box builds)
#15
General Discussion / Re: How can I improve my Defense
December 26, 2016, 10:14:15 PM
My advice is to get away from kill box style strategies. You're better off basing your entire colony around tactical positioning and mobility. Otherwise if your main defence fails, your whole base fails.
I'll upload picks after i get home from Christmas dinner.
I'm just here for a quick fix.

EDIT: although if you wanted to fix that design, fill it with stone chunks so the enemies walk slower. You can also make it thinner so they stumble over each other