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Messages - NagashUD

#1
4100+ hours
#2
General Discussion / Re: Unfinished goods.
May 24, 2021, 03:59:28 PM
Right click on the unfinished item to prioritarise ?
#3
Thanks for the update, but i got a glitch in my game, i suspect that comes from the tailor benches when clothes are made : impossible for the colonist to wear mantels then they all wait indefinatly.

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#4
Storyteller: Phoebe
Difficulty: Merciless
Biome/hilliness: Desert
Commitment mode: Yes
Current colony age (days): 98
Hours played in the last 2 days: 2
Complete mod list: None


Ieds traps are now quite balanced for the price; but enemies now turn around every traps, like if they see them.

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#5
Malaria also disappear from the health panel after medicine treatment.
#6
Quote from: 5thHorseman on July 28, 2018, 08:14:33 AM
Quote from: NagashUD on July 28, 2018, 08:00:40 AM
"Losing one eye now sets sight to 75%, not 50% (the same applies to ears and hearing)."

huh ?? i don't really understand, so losing both eyes reduce 50% of sight ? weird imo ...

No.

Lose one eye, have 75% of sight. Lose both, have 0% of sight. It makes more sense, because with only one eye you can't suddenly only see half as much.


Oh ok guys, i though losing an eye lowed 25% of sight so i badlly supposed losing both reduced 50%, my mistake ! thanks for the explaination !
#7
"Losing one eye now sets sight to 75%, not 50% (the same applies to ears and hearing)."

huh ?? i don't really understand, so losing both eyes reduce 50% of sight ? weird imo ...
#8
Quote from: Greep on July 27, 2018, 08:49:22 PM
They're pretty nice, but pre-nerf deadfalls was better than current IEDs, so probably intended.  Now you have to progress to that stage where you have chemfuel in abundance.

I also have found that IEDs suck vs mechanoids, whereas earlier deadfalls simply wrecked them.  So I'm definitely having a different experience.

yeah IED suxx indeed vs mech, but against raids you can make death way easy, chemfuel is not a rare ressource, research does not take long for the fuel generator

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#9
Hi Tynan, IED traps are too cheap, just surrounding/spamming them around the base is so effective, breaking the difficulty making the game way too easy, adding turrets and traps and raiders flees after 3-4 explosions.

Phoebee struggle survival

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#10
i really like the fact you can see now how many refugees enemies are chasing from !
#11
Hmm can't heal the pawn from escape pod, he heals himself before i do it

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#12
Here is the graph ( file is too big ...? )

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#13
Traps are more expensive and less afforfable, a bit more powerfull but i still prefer to rearm them imo.

Infestations are still OP..  5 hives spawning around 30 insects on tribe start is gamekilling.. plus infections for everyone of course; gut worms and mental breaks.

Didn't survive long enough to try turrets (Phoebe survival struggle)

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#14
Infestation reproduction rate should be reduce a bit imo, insects maybe nerf a little bit ? 10 explosives and incendiary traps, 2 turrets, plus 15 steel traps were not enough to stop the swarm (phoebe hard) ; day 183 (tribe start)

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#15
Hmmm i wanted to save a colonist from raiders, until i realized early game is impossible on harder difficulties (playing with tribes); enemies skill is average of 10 shooting/melee with steel helmets and flak jackets/vest (not sure if it's due to the last updates, but enemies raids are way more hard) **Phoebe hard**

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