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Messages - Calistyn

#1
I'm having the same problem with the frost, but running a fairly small number of mods. I attached the list, in case that might prove to be helpful.

I'll try to play more tomorrow evening and see if this mod is interacting with the others weirdly, or if it's just Nature's Pretty Sweet causing the issue.

[attachment deleted by admin: too old]
#2
General Discussion / Re: Recruiting
July 21, 2016, 03:37:11 PM
You basically have infinite opportunities - your warden will continue to try recruiting prisoners as long as you have them. You won't need to keep telling them to do it either, it's automatic as long as you've set them to be recruited.
#3
I am also getting the same error as Der Failer anytime I run a tribal scenario. The pawns that don't have something to do just stand in place, and that same error he posted crops up.
#4
General Discussion / Re: Challenge NO TURRET Colony
October 14, 2014, 08:38:45 PM
They don't land in Overhead Mountain as far as I know. Everywhere else is fair game.

This is what my no-turret colonies look like:
http://puu.sh/ccv1m/99db4fdc0d.jpg

I still burrow in for bedrooms and the main room for the sake of ease. The rest is set up as a maze-like space where the goal is preventing more than one or two raiders from having line-of-sight to my colonists, while keeping a space large enough to kill hordes of animals. Also, this set-up lets me pull completely out of the colony if needed and come back in from another direction. It's a lot of fun.
#5
I name mine based on the cardinal direction of the colony. So things little Northwest, South, Southeast, etc. Colonies in the center of the map are named Cardinal.
#6
General Discussion / Re: Your weirdest habits
September 27, 2014, 06:39:23 PM
- I don't use hallways. All rooms open immediately into the next, with only a door as separation is necessary. (Prison, for instance.)

- The research bench is always outside.

- I never use killboxes. The run and fight style is far more entertaining to me.

- I always play on 'large hills' maps.

- I flatly refuse to research shipbuilding.

- I will accept no colonist unable to do dumb labor, including captured prisoners.
#7
General Discussion / Re: Combat Slow-down
September 07, 2014, 09:34:51 PM
Quote from: Tynan on September 07, 2014, 09:23:09 PM
There is no way to do so now, but I hear what you're saying about the sieges. I may reconfigure how it works if this is a common problem (e.g. disable it for artillery, at least after the first shot or two).

Well, bummer for the moment but yay for the future! Thanks for the quick answer.

Coenmcj, I may look into that program in the meantime, thanks!
#8
General Discussion / Combat Slow-down
September 07, 2014, 09:15:14 PM
Anyone know how to turn off the automatic slow-down? It doesn't bother me in the person to person firefights, but man, sieges are awful with the game speed constantly dropping to its lowest.
#9
Man, that does suck! Here's to hoping they'll find a cure! Or at the least a less expensive treatment.  :P

On topic, I am also really excited to see diseases added in! I bet they'll add another very cool layer of challenge to the game, though I'm curious to see how in-depth they'll go, and what will be available to manage them. Like, will there be illnesses people are born with (like Cystic Fibrosis), or health problems that develop later in life like scoliosis (I know that's not technically a disease, it's just the first thing that comes to mind)?  Will this add to research/production to create better medical stuff?

Gonna be cool though!
#10
General Discussion / Re: Nonhuman colonists?
August 29, 2014, 05:33:08 PM
I did not know that document existed, and now I'm a little sad for having read it. I want transbears and boomfruit!

Considering the things many of us are willing to do to our bodies now with the tech we have, I think aliens really are unnecessary. We're a pretty crazy species!  ;)
#11
General Discussion / Re: Visitors going crazy
August 22, 2014, 07:08:22 PM
Quote from: UrbanBourbon on August 22, 2014, 01:37:35 PM
Quote from: Rahjital on August 22, 2014, 08:13:50 AM
Quote from: HatesYourFace on August 22, 2014, 07:29:56 AM
So every time the one tribe visits I arrest/kill all of them in an effort to make them enemies, but for some reason they just eventually go back to friendly and start visiting again.

Does this happen after saving and loading? I think there's a bug that prevents faction relation from loading properly in the save so it gets reset to the world default whenever you load the colony again.

It definitely happens. I attributed it to game restart but it could very well be reload related. It doesn't stop there, but I'm not 100% sure about this next one: I'm on my second game in the same world, and I believe my neighboring factions are exactly the same ones I had in my previous game, right down to the starting reputation points that the game reverts to upon reload (or restart).

I'd noticed having the same factions too. It makes me sad to have the exact same ones every time I use the same world, and I'm hoping that it's a bug that'll be fixed. Surely there's enough room on these planets for more than 4 or 5 groups of people?
#12
Well, I haven't found a favorite colony location just yet but I do have a favorite world. I'm not sure why it appeals to me so much, but all of my most recent colonies have been here.

Seed: destiny

#13
I end up using the crematorium just because the Molotovs take forever. Bodies burn faster than clothes, which makes no sense!
#14
Downloaded this today so I could goof off with giving my colonists awesome combat stats. I discovered while playing that the stat changes decay over time. I don't know if that's intentional? I'm assuming it is not.
#15
Outdated / Re: [MOD] (Alpha 6) Modular Tables (v.1.1)
August 13, 2014, 07:31:12 PM
This is by far my favorite mod. Thank you for creating it!