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Messages - HeadWar

#1
Had the quest Hosting Travelers, you are supposed to take care of a number of injured pawns for a few days.

After a while, one of the guest pawns died, and the mission failed. The guest pawns then were assigned random factions, some of them in different factions, and some of them even hostile to both me and each other.

I had expected them to either not have any faction, or at least the same faction, and preferrably not one hostile to me.

Save right before one of the guests dies:
https://drive.google.com/open?id=1gE8p4E1MBxkINtiUyDSahwlsOe6mLJ7B

Save right after the guest dies:
https://drive.google.com/open?id=1Y_n4QPpuA63Y3-2bdlSau2rsOwWpZ1r2

The saves run a lot of mods, but Tynan asked me to post them.
#2
Ahhh, thank you. I thought it was odd that I couldn't find a mod that did this, it was such an obviously useful idea. Weak googlefu.
#3
I've just realized that the info page for each colonist has very detailed information about the pawn's abilities. Such as Shooting accuracy 94.6%, Peaceful arrest chance 16.8%, and Mechanoid disassembly speed 60%.

It would be really helpful to have a sortable list of all colonists and their respective stats, so that you can make a better informed decision about who is put to what task, and who gets what weapon.
#4
Ideas / Re: Forming a Caravan needs fixing
February 13, 2018, 07:23:14 PM
One thing that should significantly speed up most caravan forming, while still retaining "realism", would be if instead of the pawns running back and forth between the caravan spot and wherever the next item to be loaded happens to be, they'd just bring the pack animals with them, and load them immediately when they pick the item up from the ground.

Perhaps this could even be done with a mod?
#5
Got hit with Toxic Fallout and Volcanic Winter at once. No stockpiles, since it was supposed to be growing season all year round. Harvest as much as I can, gather up the wild animals as they die off. Fend off a raid or two, trying to keep people busy indoors. My colony leader gets killed when going berserk when we are taking down a psychic ship, charging a minigun Centipede.

The fallout finally lets up, and my remaining colonists start planting, but it is still volcanic winter, so everything grows very slowly. They finally succumb to cannibalism, just to stay alive, waiting for that rice to grow.

Boom! Fire! In my plantations! For some reason I only have two colonists able or willing to firefight, they fight bravely, and manage to save most of the windmills, but as they turn around they realize one of the pyromaniacs has set fire behind them as well. When the smoke clears, nothing edible is left.

It's a bird! It's a plane! No, it's a cargo pod! Lots of them! With meat! Hallelujah!

Human meat.

Cally has a pretty dark sense of humour.
#6
Not that I have played that much SS13, but from what I have seen, it's a fair bet that your average game will have around three survivors, crash landed on the nearest planet.
#7
Ideas / Re: Advanced Starting Colonist Options
June 19, 2014, 05:33:59 AM
Quote from: Bozzarr on June 18, 2014, 10:01:23 PM
You have chosen your desired colonists... and then what would you do ? I understand it might be slightly annoying when you keep on getting random colonists but just try to imagine how boring it would be if everything was as You have planned. Randomness and struggle are truly shaping You (as a player) and turning your colony into something you enjoy.
Since he suggested being able to do it, I suspect that he would enjoy it, even if you would not. I can't see the harm in having the option, you could still randomize if you wanted to.
#8
Quote from: Tynan on June 16, 2014, 04:21:50 PM
outfit an expedition to leave and try to get to some distant city.
Now I want to build a Battle-Bus of DOOMâ,,¢ that I can set off in. Should be easier to build than a spaceship, right? So more of a short game goal.
#9
Ideas / Re: Your Cheapest Ideas
June 17, 2014, 11:27:59 AM
When trading, it would be good if prices were handled with decimals, so that the social skill of the colonist actually had an effect on the cheaper things, such as wood and potatoes.

I'd suggest rounding fractions in the traders favour when it comes to actually sending/taking silver from the surface, to make sure you can't abuse the rounding by selling items one at a time.
#10
Quote from: Praetyre on June 16, 2014, 02:28:03 PM
I presumed the trader acquired his stock via farming or buying from low-cost suppliers;
Yes. YOU are the low-cost supplier.
#11
Quote from: Praetyre on June 13, 2014, 08:11:42 PM
2; I'm attempting to make a profit of food; selling it to food traders would seem counterproductive, and certainly highly counterintuitive on a rather basic economic level.
Why would it be counterintuitive for a food trader to buy food? How else would the food trader get food to sell? That's pretty much the definition of trading.
#12
They do, this problem is in the other end. They will only pick materials up from one stack, even if it is a very small one.
#13
When a colonist carries items to a build site, he will pick the nearest stack, and move that stack. If it's a full stack, everything's fine, but more often than not, there will only be a few items in the stack, making for a very inefficient trip.

I'd suggest the colonist collects as much as he can carry, from any available stacks, before making his way to the build site. (Much like when hauling items to stockpiles.)
#14
Could it have been an issue where the closest hostile was behind a wall, and thus couldn't be shot? I've noticed my turrets do that with raiders a few times.
#15
Ideas / Re: Selling Stone
June 14, 2014, 05:23:18 PM
Admittedly, certain types of rock are much sought after, and can be shipped long distances, such as marble and pink granite.