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Topics - Shadou

Ideas / Exclusion Zones?
October 08, 2015, 11:18:32 PM
Is there any way to add animal exclusion zones? Areas where animals are not allowed to go?

I like to train my herd of huskies to haul, and so they tend to follow my miner all over the map to where she mines, and they carry the stuff she mines back to the base. If I restrict my huskies to a particular area, they won't be able to go do that anymore. But they've been getting into my Xerigium, and it doesn't seem to have much nourishment value to them, so they end up eating a few before they decide they've had enough. So could we have animal exclusion zones added so I can set them up for my xerigium and other various farm areas? My animals tend to eat four or five of them before either looking for better fare or deciding that's enough 'for now'.
General Discussion / Hot weather challenge seeds?
October 07, 2015, 02:35:57 AM
I'm looking for a map seed with areas that have really, really hot weather. Some maps I've been playing on have been throwing heat waves of more than 125 degrees Fahrenheit/52 degrees Celsius at me, but it really hasn't bothered my colonists much; by the time a heat wave hits, I've had power and climate control in place, and it hasn't been a big deal, and it isn't even a problem aside from colonist mood without climate control outside a heat wave. So has anyone found any seeds with some really punishing hot zones? Seeds where the threat of heatstroke is actually a threat, even when a heat wave isn't in play?

It really just seems like it's easier to find punishing cold maps than punishing hot maps. It takes a heat wave on the hottest maps to even have the threat of heat stroke, but the really cold maps will threaten frostbite and worse even without a cold snap. Or maybe I'm just not finding the right seeds. Has anyone found a seed with a really punishing hot zone?
General Discussion / Killboxes
October 01, 2015, 06:48:29 AM
At this point, I think I need to reach out for some help. No killbox I have ever designed has ever been really effective. I've resigned myself to the fact that melee enemies are going to rush in and blow up at least one of my turrets, but they're going to get themselves killed in the explosion, and that usually still leaves me with the rest of my turrets still firing at the rest of the enemies. But if that doesn't scare off the rest of the enemies, then design flaws in my killboxes allow them to either pick off the remaining turrets from outside of the turrets' firing range or, if I use walls to obstruct line of sight and force the enemies to come close enough to the turrets that the turrets can fire back, those same walls provide cover to the enemies to fire at my turrets from. How do I build a killbox that isn't going to have these design flaws? Can anyone suggest a killbox design that would be effective at keeping enemies out without also being an obstacle to my colonists that need to enter and leave the base through it?\

Edit: Also, how do I deal with sappers? Last couple of times I've had sappers, it's ended my base because my (usually by then) four or five colonists, usually of which only one or two are combatants, can't deal with 5+ enemies that like to huck grenades around my base.