Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Xanting

General Discussion / Urban defense
April 25, 2014, 06:37:38 PM
Quote from: Sion on April 25, 2014, 10:09:16 AM
Quote from: Xanting on April 25, 2014, 06:45:07 AM
It has been a while sense my last post of my colony and as you can see it grew bigger. You can see my aversion of building over soil.
How do you defend that?
Could you post some pictures of a battle?

As most colonies I see are walled off bunkers I wanted to do something that did not involve being dug in deeply underground. I have been defending my colonies in this fashion for a while and although I have taken some casualties it was mostly due to me not paying attention rather then any inherent fault in the defense.

Building properly is key to this type of defense. as you can see here I positioned my colonists in the doorways of their houses which provides with excellent high cover while providing fire from the flanks of any raider that runs down this path. The bottom group is to provide primary fire usually being the first ones to shoot.

This group of colonists I positioned in various places so as to deny the enemy any cover advantage from my buildings while keeping mine in the high cover doorways in the same way of the last picture. I made a effort to have guns spread throughout all paths of advance so they will be under constant fire.

Here you can see that the raiders divided into two mobs and are attacking along the north and south and being further divided engaging my colonists. if you look at the bottom right you can see that even a lone colonist defending a flank is very effective at stopping their advance.

Now as I was positioning and repositioning defenders one of them got incapacitated. this is what happens if you do not pay enough attention to the health of your colonists. luckily he got incapacitated inside his high cover and should be safe from stray fire until he can be recovered. If your colonist takes too much fire they can fall back inside the safety of their house until you can bring a group to wipe out the raiders banging on the doors.

On the north it is about the same story except only few split off from the main group to bang on some walls. The group on the bottom is the first to fire.

As the raiders funnel in they attempt to take cover only to walk into the line of fire of the second group of colonists in the doorways. Any place they attempt to take cover they will be exposed to fire. This is what is usually called a killing zone. Most of the raiders die in this intersection.

Occasionally there are raiders that manage to take a roundabout way to flank your defenders. It is useful to have a mobile group of colonists so that you can react to them. The downside to this is that you would not have all colonists on your defensive positions but it does allow you more flexibility when you need it.

When the raiders rout all that is left is to mop up any stragglers. If you have a body problem then it may be wise to let them go otherwise feel free to move groups around to take care of them.

After all that is done the only thing left to do now is to undraft all your colonists to clean up the bodies, rescue any incapacitated colonists or raiders and repair dents in the walls.
Outdated / [MOD] (Alpha 3F) Deadlier Weapons (1.0)
April 18, 2014, 03:26:19 AM
This minor modification changes many aspects of vanilla weapons to become more deadly which makes raids play out a lot faster then before.

Weapon damage, fire rate, bullet speed and burst size have been increased across the board. To compensate accuracy has been massively decreased although this does little to mitigate the lethality. Grenades have a very minor range buff from 12 to 16 and bow weapons and rocks had their damage fire rate and range increased also.

The shortest range of weapons is now 24 squares for the shotgun and the longest range is 64 squares for the M-24.

Fire rate has been increased by a factor of two or more for almost all weapons except for grenade and Molotov.

All weapons also now do more damage with the exception of the grenade and molotov. Most weapons do 20 damage per shot while the M-24 does 50.

Accuracy for all weapons now range between a number between 0.0 - 1.0 making them much more dependent on skill level of the shooter and a bit of luck.

This mod is basically complete as it's scope is to tweak vanilla weapons to be much more deadly while being balanced. Please note I did not modify the minigun as it seems to be a weapon for a future feature. Feedback on this mod is encouraged so as I can tweak the values to be more balanced.

[attachment deleted by admin: too old]
Bugs / [Windows .250] Dump does not save settings
November 06, 2013, 10:24:08 PM
Whenever I load a manually saved game the dump settings do not seem to persist and seem to go back to default settings. I keep having to turn off rubble and food in its settings
Bugs / Building blueprint erases landing pod
November 04, 2013, 06:37:39 PM
I had placed a research table right at the start of a new game but one of the pods landed right on the blueprint. A person came by and started building it which also made the landing pod disappear so now I have 2 instead of 3 people.