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Messages - Th3Eagle85

#1
General Discussion / Re: Getting a handle on meat
August 16, 2018, 02:31:22 PM
Quote from: Broken Reality on August 16, 2018, 02:02:15 PM
What this thread seems to boil down to is a group of people discussing ways to make things harder, take longer and be more frustrating. People are also not thinking about the whole game or even the biomes that their suggestions to nerf hunting and remove all meat from manhunter packs to make farming needed for meat and leather will effect.

They so far haven't thought about what you are to do for food early game when your meals run out and your rice has yet to grow enough on a desert or other low forage map. Are we supposed to now just not play those maps?

Had a problem and lost your food supply and no crops ready to harvest (raid, fire, loss of power) well that's GG if hunting isn't a thing. Caravanning running low on food, want to stop to hunt so you can make it? Well some of these folks think you should get less food or very little.

Can manhunter packs bring in a lot of meat and leather? Yes. But it is the last combat event that has any form of risk/reward tied to it. Normal raids your reward is a slim chance to have someone live to recruit and then you get penalised by having to bury/burn corpses and the resulting mood debuffs for corpses, late game you also get a ton of mostly useless wealth generating weapons that just increase the next raids size for you. Mech raids now give far less materials on disassembly so their risk / reward is far worse now. Manhunter packs you can choose to ignore but if you do fight them you can get rewarded with meat and leather for your risk. Don#t want the increased wealth from taking those? Don't kill them. Wealth control being a larger concern now with how expectations and raid scaling is now.

Pointed this out earlier:
QuoteI am not sure what the real issue is here. Do you want keeping livestock more profitable or hunting less? I usually play on desert maps and am glad if the occasional lizard or emu shows up. Keeping livestock is my main source of animal product (meat/milk/eggs). Hunting in this case does not feel overpowered.

When playing in more friendly biomes does it not makes sense that there is an abundance of animals to hunt. If it feels its OP you could always limit yourself and not kill all the animal on the map.

It feels a little bit like complaining about having a year round growing season on the more friendly biome that you chose yourself.

So far I am still in the blue where the discussion is going or if it will go anywhere.

Again still fully supporting the suggestion of needed an animal product + meat + veggie for lavish meals.
#2
General Discussion / Re: Getting a handle on meat
August 11, 2018, 02:49:27 PM
The idea of needing milk/eggs for lavish meals with meat and veg makes sense.
#3
General Discussion / Re: Getting a handle on meat
August 11, 2018, 04:31:45 AM
FYI more faction interactions mods adds a hunting lodge event where you go to by caravan and then hunt migrating animal packs.

I am not sure what the real issue is here. Do you want keeping livestock more profitable or hunting less? I usually play on desert maps and am glad if the occasional lizard or emu shows up. Keeping livestock is my main source of animal product (meat/milk/eggs). Hunting in this case does not feel overpowered.

When playing in more friendly biomes does it not makes sense that there is an abundance of animals to hunt. If it feels its OP you could always limit yourself and not kill all the animal on the map.

It feels a little bit like complaining about having a year round growing season on the more friendly biome that you chose yourself.
#4
Depending on the climate/terrain I keep wild boars and/or muffalo without trouble and some nice yields.

For the boars:
Build a pen that is connected to a freezer, dump all the human bodies in the freezer and limit their area to the pen and freezer. Keep an eye on the stock of corpses, slaughter boars if needed when the stock is low.

For the muffalo, build a shelter if needed (depending on the temperature), and let them graze the region supplemented with hay. You could use human meat and insect meat/jelly with hay/veggies to produce kibble. I usually don''t keep muffalo if they cannot graze a large part of the year as it will increase the workload.

For both only keep 1 or 2 males + multiple females. Kill of all the males when they are born (or let the grow for more meat) and limit the size of the herd to your licking. Colony manger mod can automate this if you are lazy ;)
#5
Quote from: Tynan on July 26, 2018, 06:55:33 PM
Glad to say Oblitus' information is false. The traps are cheaper, hit more consistently, and do much, much more damage against all targets, and can be reinstalled, with the downside that they're used once. Of course armor does have an effect.

We are still tuning them of course, so if you ever actually use some in game and have some feedback based on that please post it!

So far, from streamers and actual play reports, people seem to find them useful.

Switched materials (maybe I was using steel to much and should rethink where I am using it for) and with the lower material costs it does not feel like a nerf. The higher damage and always hit is quite an improvement. I still build some "minefields"an they work weakening down the raids, but not to much.
#6
I just noticed in the latest updated (or I just noticed it) that there is now the option to recruit or to reduce resistance. Weird thing is that I selected reduce resistance (only to train on social but did not want to recruit) and then immediately recruited the prisoner. Is this normal behavior?

Personally I would like to option to just chat with a prisoner, but that might be OP when training on social (I can imaging people having social training farms this way :))
#7
Just noticed on a new colonie that traps are destroyed after being sprung. Anyone has seen this before, is there a change that they are destroyed or is it always?

I like placing traps on strategic points to thin out the raiders, but if a large raid means a large cost of steel/platesteel/etc I will start using traps less.

It seems that defending a base keeps getting more difficult with the more varied raids (which I like), and very expensive with the barrel changes and now also the rebuilding traps. A turret killbox supported by pawns might not be efficient anymore (which I would not like since I usually keep my colonist count low).
#8
Thank you very much Haplo for the update   :)
#9
Stories / Re: How did your colony die?
July 20, 2018, 04:53:09 PM
The 20 day trip to the abandoned ship went smooth for my 4 colonist and muffalo. We where ambushed twice (one of 2 wild boars and the other a 2 raiders, no colonists wounded). After arriving at the ship I was shocked about the 15 day waiting time and that it would be a raid magnet (never went for the ship before). They not pack for it, but there was food for 12 days, enough medicine, some silver and a rich tropical terrain with all year growing. I decided to build a new colony to strengthen up, maybe spend a few months/year before powering up.

Then, as the first walls where being build, "Randy" decided to send in 7 manhutting alpacas. 3-4 colonist downed, the 4th "Mars" injured but still walking. Mars has been the hero of my story so far, he is one of the initial 3 and survived everything. 2 times he had to go on alone after raids, he found new friends, kept on going, and it was for him that I decided to go to the ship.

Mars rushes to helps his friends, and while carrying the first he goes in a tantrum. He start attacking the ship core while his friends bleed to death. He stops after it destroyed, gets and infection and succumbs to the blood loss. He dies alone in the jungle....
#10
Quote from: Bolgfred on July 19, 2018, 06:25:04 AM
Now I am unsure if are telling if the muffalos, the fire your gunfire killed the caravan

The caravan was tightly packed together and their mercenaries opened fire on the muffalos (who where at melee range).

As a parting gift they left me a brain dead cow to take care of. Severe brain damage and never going to move. Kept feeding it for a while, and eventually euthanized it. Now they hate me even more. :o
#11
So I was hunting a Mufallo and after being shot it wanted revenge. The whole Muffalo pack joined in (7-8). I had the hunter run back to base to get some fire support from my turrets and he crossed a group of traders. The Muffalo attacked the group and then they thought it was smart to open fire with Incendiary launchers. The result: all the Muffalo death, 6 out of 8 visitors dead, 3 out of 4 pack animals dead.

Strange thing is that I lost rating with the faction for the dead pack animals. Is this normal since I did not open fire (version 1.0 seems to have fixed the losing of rating for visitors killed by their own crossfire).
#12
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
August 13, 2017, 01:44:04 PM
Quote from: Canute on August 13, 2017, 01:19:12 PM
So far i remember, there is a button to switch from friends to enemies. I think it was green for detect friends you need to switch to red for enemies.

You correct, these are options when the switch is selected. When selecting the enemy detect, this switch info will indicate that enemy selection is on. When an enemy is within the detection range the switch will initiate the on/off event, however it will not turn on automatically and ask a pawn to flip the switch.

With detection options for a friendly pawn (in a room or 7 grid distance) the switch is turned on/off automatically. I am assuming this should be the same behavior for the enemy detection and that there is a bug in the code.
#13
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
August 13, 2017, 12:46:40 PM
Haplo thank you for this great mod. I just enjoy seeing all the lights flick on/off when pawns enter/leave the rooms and how it enables me to select certain times zones for research/production/etc.

The only thing I noticed not working correctly is the on/off for enemy detection. Instead of flipping the switch it requests an pawn to switch it on/off. This might be intentional, but from the description it seems it should work the same as normal pawn detection.
0
I tried to make some changes (no experience just looking at the code and trying to make sense of it all, it looked as if "flickableComp.SwitchIsOn = true; // No designator usage!" was missing in the enemy detection criteria since it it present in the pawn range switch) in the "Building_PowerSwitch.cs" source file but the changes are not showing up in older or new save games.

If you have the time (and desire) could you confirm if this behavior is intentional or a bug and if it is a bug help solve the issue?