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Topics - Grubfist

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1
Ideas / Idealigion Editor on Main Menu
« on: August 10, 2021, 09:08:50 AM »
Would be nice to have the idealigion editor accessible on the main menu, it takes so many clicks to get to it currently when starting a new game. I'd love to set up a number of "presets" for myself when I think of them without immediately playing as them that second.

2
General Discussion / Insectoids and Tunnelers
« on: July 23, 2021, 06:42:06 PM »
I really would like to play tribal tunnelers with Idealogy, ideally ones that don't have to go outside in their day-to-day life (so no anima tree usage whatsoever) but I have one major problem:

Insectoids feel crazy overtuned to me, and since this isn't a widespread complaint, I'ma assume there's strategies I just don't know.

Ever since infestation got added as an event, I've had trouble building mountain bases because there's simply been no way to fight them. They have never felt balanced and always felt like an impossible-to-overcome deterrant to stop you building inside mountains. So I stopped building bases in mountains after a few failed tries to sustain mountain colonies.

Right now when I have an early colony with 5 tribals and I get an infestation, I get ~6 megaspiders. By comparison, if I get mechanoids, I get ~2 scythers. One megaspider is MUCH harder for me to fight than 1 scyther is, so this is very confusing for me.

My typical strategy for fighting insectoids is to give someone a blunt weapon and heavy armor, position them in a doorway, and have three people with guns behind them firing into them. This strategy causes extreme casualties and usually takes several reloads before it doesn't cause a total colony wipe.

I am aware of two major bug-fighting strategies. One is to use Vertigo Pulse, which is extremely effective, but relies on having a psycaster with vertigo pulse, something that is absolutely not guaranteed. The other is the whole "burn them out" strategy, but I've never had a colony where that strategy is viable without destroying too much of the colony for my colonists to survive and setting up such a colony seems like an extreme end-game scenario to me.

I don't want to turn insectoids off, and all the other raids seem appropriately scaled, but every time I fight insectoids there's just WAY too many of them for an enemy that always fights to the death of every unit. Games where I last longer the insectoids often outnumber my colonists 3 to 1 counting only the megaspiders. I really just don't know how I am supposed to deal with them.

So my question is this:
How do you guys consistently kill hives, before you've researched electricity, without usually losing any colonists?

Important note: I do not use mods, and won't be persuaded to use mods. I need only vanilla strategies.

3
Bugs / [1.1 Royalty] Allied forces won't attack hostiles.
« on: February 27, 2020, 04:38:18 AM »
I called in some royal forces to assist when a raid happened in my territory (it was either the rough outlanders or pirates, I believe the rough outlanders) and the royal reinforcements arrived instantly and in decent number, but they failed to notice or attack the enemies. All they did was melee with their biocoded weapons in self-defense if they happened to be attacked, then leave when the raid was over.

4
Bugs / [1.0] Called-in Reinforcements Massively Undertuned
« on: September 10, 2019, 10:27:16 PM »
I made a thread in general about it and it seems like the reinforcements that happen as a random event scale to wealth while the reinforcements you pay 25 goodwill for do not. While a difference in power may come down to balance, this is clearly a mistake, as one user reported that their random event friendlies had 80 allied pawns while the called-in friendlies had 9 pawns on the same map.

Given the fact that these friendlies require a very notable payment, their sheer uselessness implies this is a bug. In many cases they are unable to harm the enemies they were called in to fight. This makes diplomacy feel quite underwhelming.

5
General Discussion / Military Aid
« on: September 05, 2019, 05:16:19 AM »
I just requested military aid from an Outlander faction to help fend off a decent group of mechanoids. They sent me 4 soldiers equipped with an incendiary launcher, a revolver, a pump shotgun, and a knife. To fight mechanoids.

While I don't expect Outlanders to be matching the mechanoids technologically surely they could send a larger force with weapons more like bolt actions and LMGs? Does military aid scale at all with map threats or wealth? I almost feel like I need to report this as a bug for how underwhelming they were, but as it may be intentional a discussion seemed more prudent.

Surely this is something that needs fixing?

6
Bugs / [1.0] Reputation loss for Surgery
« on: September 01, 2019, 05:05:22 PM »
An enemy in a raid was captured after losing her arm in the attack. I had an old prosthetic arm lying around, so I installed it to replace her missing arm before releasing her, but I lost 15 reputation with the faction for 'needlessly installing prosthetic arm'.

The pawn was missing her arm entirely, the prosthetic was correctly installed on the correct spot and the pawn is not a body purist, so this seemed like a bug to me, as this prosthetic is a clear upgrade over not having an arm at all. Perhaps it is thinking because it replaced the shoulder it is needless?

7
Ideas / Domestic Mechanoids
« on: September 01, 2019, 06:07:58 AM »
The Fiction Primer mentions there are domestic mechanoids, so I thought I'd share some ideas for potentially including them.

Domestic mechanoids could each have a specific function they were built for, allowing them to do one type of job.
-Construction mechanoids could build and repair. Due to their lack of any creative spark and their standardized building patterns, they are unable to make items of any quality other than normal.
-Cleaning mechanoids could clean your home area and perhaps also help put out fires.
-Crafting mechanoids could take care of basic crafting tasks such as cutting stone bricks or smelting slag. They would be unable to handle more complex tasks such as tailoring, smithing, or drug synthesis.
-Gardening mechanoids could sow any plant that does not require a growing skill, as well as cut blighted plants and bushes/grass/etc, however, they would not be able to harvest plants.

Domestic mechanoids, being part of human society and not a mechanoid hive, would likely need some sort of fueling. My first idea for this is an option when selecting them that allows them to go into a "charging mode." Upon selecting this, you would give them a spot where they would essentially become a furniture item, allowing them to interact with power grids to fill an internal battery. I would imagine their power consumption would be somewhat high but not hugely so, perhaps 500-1000 while charging, since they would ideally be a mid or late game item.

Mechanoids could be repaired by pawns at the cost of steel, plasteel, and components. Ideally, you would not want domestic mechanoids to be near a combat zone.

Mechanoids would be sold by orbital traders and perhaps outlander groups rarely, and possibly offered as mission rewards.

8
Bugs / [1.0] Preferred Character list not working correctly?
« on: November 12, 2018, 12:37:15 AM »
After some testing on why I could not get my character to show up in my starting survivors, it seems anyone whose name is marked with a (B] as opposed to an [N] in the preferred character list doesn't seem to show up consistently, sometimes at all, when randoming starting characters. Characters marked with [N] seem to show up quite frequently, which is how this feature tended to work in the past as well, and thus is what I expected.

I am assuming (B] is "backstory in game" and [N] is "name in game" packs.
The backstories appear to be in the game, but chances of getting them in your game may not be increased by the preferred character list, as you would expect. While my testing was not incredibly extensive, this seemed to exclusively affect the (B] characters.

EDIT: Had to change some brackets, as I was just bolding some text in this explanation, making it quite confusing.
As a note, every instance of (B] should have a left bracket instead of a left parenthesis in the preferred character list.

9
General Discussion / Has anyone seen Andrew "Grub" Menear?
« on: November 11, 2018, 03:43:56 AM »
So, my character I contributed awhile ago was resubmitted for a quick update, and I was grateful for the opportunity, but they had to be removed for a bit for that to happen.
Now that 1.0 is up, he should be back, as he barely missed the cutoff for the version before it.
Now, I've done some searching and I have my character on the "preferred character" list, but I haven't seen him yet. This of course could still be random luck, so I wanted to ask:

Has anyone seen Andrew "Grub" Menear in any of their games started after 1.0 came out? I can't seem to get him into my starting colony and this is making me quite sad. He pops up when on the list of names and I've tried taking him off the list and re-adding him, but still can't seem to find him. If you've seen him at all since 1.0, whether he's been a pirate, an outlander, a colonist, or whatever, please let me know :O

10
Ideas / Memorial: Honoring fallen colonists WITHOUT their body
« on: February 05, 2018, 12:45:16 PM »
As the title says, we need a grave/tomb-like object called a memorial, for when we can't retrieve the body of a dead pawn/pet (*cough*, caravans). Have the game keep a record of past colonists and allow us to "assign" one, and then it gets art about them much like a sarcophagus, and people can visit it like they would visit a grave.

11
What the title says, the emanator gives +5 mood bonus for all pawns, regardless of psyhcic sensitivity level.

12
Ideas / Lower impact of Disfigured status on social interactions
« on: January 29, 2018, 12:30:45 AM »
Half my colonies devolve into social fights because everyone gets minor eye wounds, which are always permanent and make a character count as disfigured. It's kinda ridiculous for someone to get so much hate because they took a bullet to the eye defending the colony or got a burn scar on their eye putting out a fire in the main hall. It really doesn't feel like it makes sense. Either that, or heroic actions need to somehow be added to the social impact as a way to counteract it. I'd propose making it a -5 or -8 however, rather than the -15 it is now.

13
Ideas / Hospitality Zone
« on: October 26, 2017, 09:02:49 PM »
Would it be possible to add a zone that visitors try to stay within when visiting your colony? A sort of market area or guest quarters of sorts?

This could stop the problem of caravans and visitors heading to weird/annoying spots within your colony.

14
Ideas / Self-medication
« on: August 21, 2016, 11:50:03 PM »
It seems silly that one person will die to ANY disease if their fellow colonists are incapacitated, simply because they can't treat themselves. While it may be harder and take longer to treat yourself, you should at least be able to try.

Some people in real life have even cut their limbs off to save their lives. It is a drastic measure and likely to kill you, but it CAN save you.

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