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Messages - Gadfly

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I recruit everyone even the bad ones, soon I can trade over the entire world.

Then once I can build the ship I build multiple ships over time, and send off the bad ones first.

General Discussion / Re: Caravaning system needs some major love.
« on: July 01, 2019, 03:45:00 PM »
It's most likely never going to change, the game is done.

Things I do to make it easier:

Create a building with a stockpile, move all stuff I want to move off map in here, keep some hay in there and the caravan packing spot.
Have a permanent caravan just outside my tile, I move stuff there with smaller caravans, larger caravans can get stuff from there.
Food should be done from another stockpile.

Unloading caravans can be done by having animals move in the stockpile and click on the gear tab and drop stuff directly in to the stockpile.

Large caravan do not work to well, because loading takes so long that pawns get hungry, rec deprived and what not.

Smaller convoys and everything you want to load close together helps a lot.

But yes, it could use some love.

You need to make clothes, you do have a tailor bench?

Parka's and tuqeus for cold weather, dusters and cowboy hats for warm weather.

Radiators and coolers are good for not sleeping in the cold and workspeed penalties for your workbenches.

General Discussion / Re: Best way to make lots of stone?
« on: May 29, 2019, 08:47:56 AM »
There is another way.

You need a psychic shock lance, animal pulser and a pirate base.

Move your group to the base, take out the mortar (if they have one) with your lance, build a wooden shack, hide in it, activate pulser.

Once your forced to leave create an immobile caravan with all the chunks.
Settle afterwards and you now have hundreds of chunks nicely in the center of the map and even more in you pawns inventory.

General Discussion / Re: Best way to make lots of stone?
« on: May 23, 2019, 04:42:43 PM »
Huskies do all my outside hauling, drop pods, stone chunks, wood, steel, gold etc.
Very important to keep the map clear of any predators.

If they lose a skill they go back to the training zone, saves my handler so much walking around.

General Discussion / Re: Meta maths: how big farm be?
« on: May 19, 2019, 03:01:25 AM »
Vegetable diet with no meat, requires 1200 vegetables of any kind for one colonist.

Corn harvest is 22 corn for each plant. Divide 1200 with 22 and then you need 54.54 tiles.

8x7 per colonist is enough for one colonist for a year.

General Discussion / Re: Meta maths: how big farm be?
« on: May 19, 2019, 12:31:38 AM »
A single colonist requires 2 meals each day, thats's 1200 raw, 600 meat/veg for one year.

To get 600 with a single harvest you need:
100 tiles rice
55 tiles of potato
28 tiles of corn

A sunlamp provides 100 tiles.

I like to start with two 11x11 fields, one with rice and the other with corn.
My colonist live of simple meals made out of meat during the summer.
As soon as the rice is harvested, I turn it into pemmican, for my pets and travelling.
Corn get's harvested during fall and gives you food that should last you through winter, and toxic fallouts.

Those two fields are walled in seperataly, get an early fallout or cold snap I can roof it over and save a lot of the harvest.

That's for your first year, as a tribe that is.

Grow more than you really need, uou will lose some harvest most likely.

General Discussion / Re: Maybe one of the best defenses
« on: May 08, 2019, 06:45:39 AM »
Sapper trap:

A single tile corridor with wooden walls on either side, doors held open on both sides of the tunnel. Then we have an IED 3/4th into the tunnel with mortar shells in front, before that a few traps to kill of that first sapper. Behind the wooden wall some turrets.

Explosions will kill and destroy both the raiders and the wooden wall. any remaining raiders are now in the open and can be killed of easily by the turrets.

Triple thick walls around the rest of the base and they will walk right into this trap.

General Discussion / Re: Free Range Chickens
« on: December 24, 2018, 07:55:40 AM »
It's great for wool or meat, not the best for milk and eggs. I keep around 20 wool animals for each herder and they move from item stash to mineral deposit. During the winter we move down south to trade.

I make a small village on those deposits and process the wool there, it's easy getting inspirations there.

Keep a doctor close with herbal medicine and your animals can now be saved from the plague. Keep your herders on penoxyline. Drop podsfor if things get dire.

Small groups make the raids not to hard and sickness does only effect one group at a time.

General Discussion / Re: Craziest Most F**ked Up Things
« on: December 23, 2018, 01:40:04 PM »
I was once at an outpost.

It started with a little skirmish, when my rifleman killed one of them off and they started the attack. It did not take long before they started fleeing.

No message that we won, could not claim annything, must bugged?

Shot the door open, a guy was sleeping in there, we surrounded him and openend fire, I still wonder if he woke up.

Blue message appears.

Stories / Re: Your Best Screenshots
« on: December 23, 2018, 12:40:38 PM »
No inspirations for my pirates apparently, no wonder they are losing the war.

General Discussion / Re: Merciless Wealth management.
« on: November 23, 2018, 08:11:54 AM »
Actually you can have all the wealth in the world.

500 golden grand statues, doesn't matter, exploits though.

Normal playtrough, don't own stuff you don't need and keep animals in check. Few fighting animals is allright, untrained they can act as a decoy.

General Discussion / Re: How are people changing clothes for battle?
« on: November 19, 2018, 06:36:33 AM »
Melee has it's uses, lancers and raiders with guns are totally helpless againts them, you just got to be carefull for that other lancer or raider.

Drops pods can be surrounded with melee with attack animals.

Or in my current story:

During a toxic fallout, battle horn, siege.
All I had was a mortar stolen from an outpost and three incendiary shells.
We fired all of them, all missed, but the fires kept them busy.
Eventually they went to sleep, we grabbed every melee weapon we could find and sneaked our way in.
7 of us vs 8 of them, all we lost was a toe, they lost all of their members. Toxic fallout did help out a little.

Two of them were equipped with bolt action, all i had was some recurve bows and two shotguns, on a flat map with hardly any cover approaching their camp, good luck.

Shooters can shoot and retreat, melee is always committed, if you cant retreat you have a problem. Late game tribal hordes, no place for melee, even with animals it becomes messy.

General Discussion / Re: How are people changing clothes for battle?
« on: November 19, 2018, 03:22:21 AM »
Always battlegear.

Try changing clothes during a drop pod raid.

I guess to get your expensive stuff used up faster.

I use psychite for caravans.

Ambushed, we all drink some tea before the battle, gets rec up usually they are bored and gives a nice mood boost.

Beer after a battle in the base.

Smokeleaf gets used in the hospital as a pain killer, if it does not kill the pawn.

Not much experience with hard drugs, but Go-juice is a nice combat drugs.

But still prefer no hard drugs for my pawns.

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