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Topics - Arenji

#1
Hi all,

Couple of questions. I've played through about 4 colonies and apart from the first one when I didn't understand that mechs would out-range my turrets, all my colonies have been successful. But I realise I still don't entirely understand how moods work.

What does the mood bar represent? Does it reflect the sum of the mood stats right now, or is it a sum over time? To put it another way, if an urgently hungry colonist eats a fine meal does the mood debuff instantly vanish or does it take time to build up a positive mood?

What does the white triangle under the mood bar represent? I'm assuming the vertical line is the colonists' breaking point, but not sure how long the mood has to be going down before a break occurs. It seems to me that the bar is gradually moving which doesn't seem consistent with my assumption that the bar is just the sum of mood stats.

Also I've seen the bar going up while there were clearly more negatives than positives. Is this because the colonist mood has become *less* negative than it was?

Even though I don't really understand moods it's not been too difficult to avoid mental breaks. The only major problem I had was when I underestimated the amount of food I'd need at very high latitude (and didn't know about indoor planting) and had to resort to cannibalism to get me through the winter...

The other question I have is about how mechs (or any raiders really) know where to drop on your base. I've seen some on reddit say that the drop always goes where your colonists have spent the most time. For my bases that tends to mean my main stockpile which I place handily in the middle of my kill box. Is this how it works? Or are they locking on to my trading beacon (also in the middle of my stockpile)?

Fantastic game so far. I've totally got my money's worth already. This has all the addictiveness of a 'just one more turn' 4X strategy, plus my personal emotional involvement in the survival of my pawns. The most important thing emotionally for me is that my three original colonists must always survive to the bitter end and escape in the ship.

I'm not sure I have many (if any) suggestions for changes. The only thing I really dislike are sieges because my mortars are so damn inaccurate and I have to run around firefighting and trying to keep the mortar firers fed and my walls and power lines rebuilt until the raiders condescend to attack. And It would be really interesting to be able to attack someone else's base for once. I'd love to attempt to knock out their power system so their turrets don't work and then start fires everywhere and watch them all burn.... Sweet revenge! 8). It would also change things around a bit if the AI tried to gain access via some other route than via my blatantly tempting killbox.