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Topics - Sinosauropteryx

#1
So I got a quest alert for a bionic arm. Oh well, it's the one bionic part of which I have several extras, but I'll bite. After the raid, I find some hidden treasure:


Which turned out to be worth over 3x the quest item!

I even got to sell it to a peaceful caravan on the way home.
(And yes, I harvested those potatoes too)

Anyone ever get a similar boon?
#2
My giant colony spawned a giant tribal raid, and I decided to document the results.


The first volley cut a wide swath, killing dozens outright and injuring about half the remainder.

Still, they pressed on.


The second volley scored some nice hits, tearing through fresh and injured ranks alike. After the first few explosions, the tribals decided they had prepared enough, and attacked.



Seconds later, they broke ranks.



The carnage was so concentrated, I was only able to save about 20 of them. Still, a good haul. The colony is always hiring.



Easy cleanup.
#3
Pirate raids are usually pretty spicy. Sometimes it's head-on, sometimes they're sappers, sometimes it's a siege, and sometimes they drop right on top of you. Sometimes they're a horde of bubble-shielded brawlers, or have multiple rocket launchers in their ranks that demand attention. Each type of raid requires a different strategy.

And then there's tribals. An undifferentiated mass of unarmoured pawns with primitive weapons, every time. So, I propose we spice 'em up.

First, we know the tribes trade with other factions. How about non-primitive weapons and apparel? Not a lot of them, but here and there. Maybe 5% of the raiders are carrying second-hand firearms they acquired from traders. An assault rifle or LMG in the ranks of bowmen might be a higher-value target worth focusing down. You can expect the weapon would be well-worn and of poor quality, so you're not getting a huge loot bonus.

Second, trained combat animals. This would really distinguish tribals from pirates, and give them a little personality. Flavour wise it makes sense, they live in the wilderness and have an affinity for nature. And it would make the combat more varied. A couple elephants or bears, a small pack of wolves or cougars

Third, some different raid types. Pirates have sieges, sappers, and drop pods, so what could tribals do? Well, to build on the trained animal idea, combine a manhunter pack with a few tribal "beastmasters" that throw a wrench in the works. The manhunters wouldn't attack the beastmasters, but otherwise act like manhunters. If a colony normally shuts its doors on manhunters, the beastmasters would threaten to break down doors. To deal with them, you have to send someone outside, which aggros the manhunters. A new challenge.

A suggestion I saw somewhere on the forum was for a tribe to move in and NOT immediately attack. Instead, it would set up a temporary encampment, cut down trees, and hunt animals. Perhaps even start mining. Essentially, it would eat away at the map's resources until dealt with, prompting the colonists to leave their killbox and deal with a larger tribal army out in the open. This one might require a lot of work to implement but I thought it was a nice idea.

On lush biomes, how about the tribals just start a bunch of fires before attacking? Depending on fire preparedness, this may coax colonists out of their base.

Or a simple one, tribal sappers. They wouldn't have explosives, but they should be able to tunnel in just fine.

Thoughts, ideas?
#4
When I try to use either firestarting weapon, it creates an explosion but no flames.

Strangely, this phenomenon happens only on one of three maps in the file. The weapons work normally on the others.

As far as I can tell the bug began during/after a large tribal raid. I have no idea how to recreate it, as I've had plenty of raids before with no issue.

Another weird thing is the log is throwing thousands of "System.NullReferenceException," and the log file is 35k lines of text.

Save file:
https://drive.google.com/open?id=0B9qQZnsIxI_kOWpSdjgzd1UxdHc

Output log:
https://drive.google.com/open?id=0B9qQZnsIxI_kUDVYbEdDZnRvdjg

EDIT: Grenades do not function either. An explosion sound plays but no damage is dealt. Will continue testing other weapons.
#5
General Discussion / Lag during rain
January 10, 2017, 09:15:04 AM
The lag seems to spike during rain and snow, especially when it's on multiple maps at once. Does anyone know if there is a way to turn off the weather visuals? A mod perhaps?
#6
Couldn't find this bug reported elsewhere. I had three colonists in a manhunter caravan ambush event. One pawn is downed.

I try to carry the downed pawn offscreen. ("Carry [pawn] and leave the area.") The rescuer carries out the order, but upon reaching the edge of the screen, both he and the downed pawn simply disappear. They seem to be erased from the game. Clearly this shouldn't happen, either the pawns should escape, or the order to carry offscreen shouldn't exist.

I was able to recreate this bug in dev move. Save file attached.

[attachment deleted by admin due to age]
#7
General Discussion / Lucifer's Mad Muffalo Sale
January 05, 2017, 05:11:49 PM
Step 1: Get muffalo hooked on Luciferium
Step 2: Sell muffalo to faction
Step 3: Wait for same muffalo to show up in a caravan
Step 4: Let the caravan dispatch it when it goes mad
Step 5: Profit

[attachment deleted by admin due to age]
#8
Circumstances: Two or more active settlements, any distance apart. Pawns are hunting, or otherwise firing guns, in one settlement (A). Game's camera is focused on another settlement (B).

What happened: Echoes of the gunfire on map A are heard on map B, where no gunfire is occurring.

What I expected: Gunfire happening in settlements beyond a certain distance away should not be audible. (Side note: the echoes are actually quite nice and atmospheric, if the settlements are close enough together to be believable.)

Steps to follow: Settle two hexes, any distance apart. Hunt some animals in one settlement using a gun, then switch to the other settlement and zoom out as far as possible. Listen for echoes of gunfire.

Compressed save file is too large to attach, but the bug is easy to replicate. If you really can't replicate it I can try to upload it somewhere.
#9
General Discussion / Scyther blade removal woes
December 31, 2016, 02:48:39 AM
I've been trying to remove scyther blades with my level 17 crafter, to no avail. She's failed 10 out of 10 blades so far. Anyone else having trouble? Was the relevant skill changed from crafting to something different in A16?