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Messages - Rainyface

#1
Prepare Carefully because I usually have some pretty clear idea of what I want to do and have specific needs of my starter colonists/equipment.
Simple Sidearms I noticed very quickly I was chafing very bitterly without.

The rest I managed to get by without -too- much gritting of teeth, though it was on the edge without a couple whose names I forgot which add more events on the world map.
#2
I don't really do killboxes as such. I usually make a main entrance that's more "realistically" defended by turrets, sandbags and a mine/trap field, then have some sandbags and mini turrets dotted around the main buildings, behind the surrounding wall. I don't do trap corridors.

I don't play without infestations disabled. I don't build deep mountain bases anyway (I like house clusters) and I don't want to have to avoid those dark green tiles like plague just for building into a hill that has 10 tiles of mountain.

I don't accept chemical interests/fascinations.
#3
Haven't played that much with it yet but one thing I noticed is that at 3/3, Fireball Efficiency reduces mana cost from 30 to 21 points (which if my head math isn't terrible is by 30%), while the tooltip suggests it should be either 15% total (to 25.5) or 15% per rank for a total of 45% (to 16.5).

Otherwise, Firebolt seems to do what it's supposed to so far. I was not expecting Fireclaw to make such a spectacle, that's a neat spell you've made. :D

Edit: Found a couple more things since last.

- "Efficiency" is pretty consistently spelled "effeciency"
- Had some strange things when loading up a saved colony. A couple of time my mage types ended up having a dozen or so magic points to spend that came out of nowhere.
- The Firebolt spell point investments don't seem to save properly between saves and loads; when I reload the save the points spent in that spell disappear entirely.
#4
First of all, loving the direction this is going. Even with all the base game assets I'm managing to get a good bit of a Fantasyworld feel out of it. :D

Second, some things I've ran into while playing, mostly minor stuff.
- I had a pirate drop attack with base game firearms that was a little bit out of place. I'm running the more faction bases mod in case maybe that messed with things, but installing the Medieval World mod on top seems to have re-armed them with more appropriate weapons since.
- Neither the Pulley nor Siege Weapons techs actually seem to do anything, at least not among the build tabs (in Defenses where I'd expect to find them). Am I missing something? Saw you're doing some substantial work with the research still so maybe it's something falling between the cracks for the time being. I checked the def files and saw the ballista referred to siege weapons but my modding knowledge is rather limited so I'm not sure what might cause the techs to effectively not unlock the building projects they reference.
- (Minor) I started noticing the power-tool whirring quite a bit after a while when constructing things. Just a tiny bit jarring but maybe on the to do list already?