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Messages - DeathWeasel

#1
General Discussion / Re: DROP YA QUESTIONS HERE!
January 24, 2017, 12:07:48 AM
Well, if you're not opposed to testing, try backing up your save and settling a new base. Then, just leave the world map closed while you travel and see if there is any sort of improvement.
#2
General Discussion / Re: DROP YA QUESTIONS HERE!
January 23, 2017, 11:17:28 PM
Quote from: Limdood on January 23, 2017, 11:04:12 PM
So, in a late game, moving a caravan on the world map bogs down my CPU horribly.

I've noticed that I get significant slow downs when I have certain menus open. Like if I have the needs tab of a pawn open while I am ordering them around the game can get fairly laggy. While the game is paused and the same menus opened I have no lag.

I'm assuming these issues are related. The world map is (as far as I imagine) another type of menu overlay and having it open while the game is running causes the slowdown.

Have you tried closing the world map and having no open menus while the game runs? Just leave the camera watching your long abandoned base while your caravan makes its way across the world.
#3
General Discussion / Re: Early-game clothing source?
January 23, 2017, 05:16:09 PM
As soon as the heat wave is over animals will move back on to the map. Leather is an excellent early game clothing source as it provides more protection from bullets than cotton does and will protect against winter cold and summer heat in all but the most extreme cases.
#4
Quote from: b0rsuk on January 23, 2017, 04:46:27 PM
Quote from: DeathWeasel on January 23, 2017, 04:24:17 PM
I find that the best way to keep colonists from eating berries is to never plant them in the first place. Plant potatoes or rice or some other food they don't like to eat raw and they will generally prefer to eat nutrient paste.
Have you missed the part where I said sowing plants in the ground is not allowed in my scenario ? I literally can't plant anything except in hydroponic tables and flower pots.

That part of the post wasn't necessarily directed at you. The next part of the post would apply in your situation, though, or for anyone who ends up with a lot of berries that need to be stockpiled for winter.
#5
I find that the best way to keep colonists from eating berries is to never plant them in the first place. Plant potatoes or rice or some other food they don't like to eat raw and they will generally prefer to eat nutrient paste.

If you do end up with a lot of berries from harvesting wild bushes, haul them all to your hoppers and forbid them. Food inside of hoppers will still act as fuel for the NPD even if forbidden but will prevent your colonists from eating berries directly. Too micromanagy for my tastes, but it sure beats starving to death in the winter.
#6
Quote from: DanielCoffey on January 23, 2017, 06:23:43 AM
Alpacas could tread on the whole bottle and just lap it up. Squirrels... maybe they drop a bottle out of a tree and crack it? Turkeys would just have me baffled though. I would suspect colonists giving it to them to see what "fun" would ensue.

Now I'm imagining a dog picking up a beer bottle in its mouth, carrying it over to a nearby pawn, and begging for it to be opened. How could anyone resist those puppy dog eyes?
#7
Quote from: gendalf on January 23, 2017, 10:12:01 AM
Is there a console command or save edit I can perform to change this? I don't think I can deal with this.

You can edit your game save file to set the immunity higher. It's what I've been doing for early game plague and malaria until this issue gets fixed.
#8
I've never seen predators or any animals spawn anywhere but the edge of the map. I have, however, seen a polar bear spawn with an near empty food meter on an ice sheet and immediately make a beeline for my colonists. I've also seen predators take extremely long routes to get to animals behind walls because they are the "closest" prey. Either one of these could account for predators seeming to spawn in your base if you aren't paying enough attention.
#9
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 05:12:00 PM
Quote from: Losttruppen on January 20, 2017, 05:04:45 PM
As I've stated several times in this thread already, I have no problem defeating these tribal raids and am not having issues with blobbing my entire army together. My issue is with the massive discrepancy between unskilled tribal ranged units and the damage they can put out relative to all other types of raids, simply because of volume of fire.

A jump from 1% chance to hit to 12.38% is rather significant, multiply that by the numbers you see in an 8000point raid and you get a ridiculous amount of damage done to your pawns for using intended gameplay mechanics.

These are two contradictory statements. How in the world can you possibly see a ridiculous amount of damage being done to your pawns if you don't even allow your pawns to group up in such a way that they can be dealt that damage?
#10
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 04:36:02 PM
Quote from: Losttruppen on January 20, 2017, 03:30:27 PM

The scenario you quoted above was a single ranged pawn behind a single melee pawn, not exactly an unreasonable situation.

Since you are well aware of the chance that missed projectiles hitting adjacent units, why in the world are you allowing your ranged units to be adjacent to your melee? Just make a row of ranged units, and empty row, and then a row of melee units with shields. Sure, your units will have a chance to hit your melee units but it will be incredibly small because they are so close and it wont hurt them anyway because they have shields on. Frankly, if your units are dying because they are getting hit by standing adjacent to the primary target, you have no one but yourself to blame.
#11
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 04:31:36 PM
Quote from: Losttruppen on January 20, 2017, 03:51:27 PM
I would highly recommend anyone responding to this thread to build a realistic defensive set up without the use of a mechanic exploiting killbox, and try to defend against an 8000point tribal raid using ~30colonists with reasonable, but high quality equipment loadouts. Even with a proper set up, this will be a much more difficult challenge than any other isolated incident.

I'm merely seeking a way for this difficulty to remain, but in a way that can be effectively minimized with preparation, skill, and proper pawn placement. I actually like how difficult this incident is, I just don't like how crippling it can be to your pawns limbs simply because of the way adjacency affects accuracy, and would prefer if the difficulty came from other means such as improved AI.

I think another major problem that arises here is that most armours don't protect hands and feet which results in extra maiming from high damage projectiles en masse.

I'm currently playing a colony that is 6 years in and has 1.1 million colony wealth. I don't use a kill box at all. My defense consists simply of a row of turrets and a row of sand bags a bit behind them. I haven't lost a colonist to a raid yet this game.

Often the tribal raids are so huge that they swarm past my defenses and stand behind my colonists, shooting them from the side or back. In this case it is a simple matter of repositioning a few of my shooters and moving up some of my shielded brawlers to stand between the bulk of my shooters and the enemy shooters. The enemies' projectiles bounce harmlessly off my brawlers while they distract enemy melee units long enough for my shooters to take out most of the rest of the enemies. There is no chance of any missed projectiles hitting an adjacent colonist because I don't ever allow any unshielded colonist to be a target.

If your strategy consists of lining up your pawns behind sandbags and just letting them shoot until one side or the other is dead you are going to lose. You need to be flexible, moving pawns as they become targets and ensuring your shielded pawns are targeted instead. When a shielded pawn's shield pops, move him out of the front lines until it recovers and send him back in.

Moreover, if tribal raids are getting to big for you, making them friendly is always an option. After a raid collect all the tribespeople who are still alive, patch them up and send them home. Mid to late game you can get your relationship positive just by patching up prisoners from a single raid.

#12
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 02:28:14 PM
Maybe you should get a pawn with a 0 shooting skill, and awful machine gun, and a target at max range behind a solid defensive structure and report back on what the accuracy actually is, because I'm willing to bet it's pretty close to zero.
#13
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 02:20:52 PM
Quote from: Losttruppen on January 20, 2017, 02:12:22 PM
It actually makes a lot of sense for some one who has "barely heard of it(shooting)" as a concept. There is far more to operating a firearm/missile weapon than point and click. Regardless, this pawn with "a few minutes of basic instruction" should not be able to put even the minority of his shots within a meter of his target at max range.

I have to ask, have you ever fired a gun in your life? Because shooting really is just as easy as point and click. I sincerely suggest that you go to a shooting range and rent a gun for an hour then come back and tell us that with no experience you couldn't even hit within a meter of your target so we can all have a hearty laugh at your expense.
#14
General Discussion / Re: Colonist Bar Arrangement
January 20, 2017, 01:14:38 PM
Placement on the bar is determined by the time the pawn was generated. Try opening an ancient danger cryptosleep casket and recruiting one of the people inside, they will always be immediately after your first 3 colonists because they were generated right at the start of the game.
#15
I agree that it makes absolutely no sense for animals to be able to drink beer. I think the game would be far better off if beer were removed from the diet of every animal. For now, though, the best way to avoid animals drinking all your beer is to set up an area specifically for beer and restrict your animals to zones that exclude the beer stockpile.