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Messages - Arsonik

#1
It's been a long road, glad to see a gold version finally. Thanks for all the hard work.
#2
I'm enjoying A10 at least in the mean time. At any rate, can't wait for this to update!!!!  8)
#3
Quote from: rtiger on April 14, 2015, 03:47:43 PMIt shouldn't be too hard to make it so a fert pump doesn't affect stone.


Precisely. It should be easier then that. I should be able to move soil from outdoors into my mountain base with haulers.
#4
Quote from: Kinakin on January 09, 2015, 10:20:35 AM
Aye pure combat colonists are rather useless. Since colonist combat is a very rng based endevor. They basically live on borrowed time until they either get killed or gimped.

They are basically all red shirts

I didn't read all the replies so forgive me if someone else brought this up already.

Yellow shirts are statistically more likely to die than red shirts.

Source: https://www.youtube.com/watch?v=GRp92HXDlgY
#5
Are people really feeling overwhelmed by the overview screen? Just turn off manual priorities if it is such a chore. Why take away functionality for those of us who are not lazy? No offense mean't to anyone here but if this is giving you a headache got forbid you ever have to work with Excel or a Spreadsheet of any kind in your lifetime..... The very first thing I do in a game is set manual priorities for my starting three with game paused. Every single colonist I get is specialized by priority levels. This seems to be the most productive way to manage my colonists I have found. Please don't remove this fine level control.

At the end of the day, it doesn't matter. As soon as the alpha is published merging these two activities I can practically guarantee someone would re-split them in a mod. Unless of course it is hard-coded in such a way that it can't be modded. Then I would be a little ticked. ;)
#6
General Discussion / Re: Bows: The Antichrist?
March 12, 2015, 11:13:14 AM
I find that PILA is the most devastating as far as limb removal. This is only from experience, not actually pulling any data to back that up.

In fact, I might be able to shed light on a potential bug in lines with this discussion. When I have really really troublesome prisoners who constantly mental break, and the game refuses to throw me a bone (slave trader), I have a very practical way of dealing with the situation. Equip someone with a Pila. Now go force attack the perpetrator. Chances are your taking off a leg withing 2 or 3 tries. But I'd say 80% of the time you take off a limb at point blank range. You're going for legs because a prisoner with no legs can't get out of bed. You know what that means right? No more mental breaks. Forever. For anything. You can see that once a pawn is bedridden from a missing leg, they have no mood modifiers anymore. You can put them in a 1x2 room without lights and blood all over the ceiling floors and walls. Honey pawn don't give a f*ck! :)
#7
I always use manual priorities and I don't think I ever really keep construction and repairing at the same level. I do a lot of sandbag spamming to slow down raiders. There is a literal shit load of repairing to do after every battle later on in games. It is imperative that it is all done quickly before another fight, less my already broken defense are completely broken down exposing flaws and weaknesses.

From a developers perspective, what is the point in doing this? It's taking away player control to some extent and I just don't see how it can be a problem for you to keep the two separate? I'm actually really surprised to see that no one is objecting to this. I got behind the kickstarter before the first wave of alpha's went out. I've played A LOT. I don't normally like to participate in forums but this is a hot topic big deal for me. Especially when being proposed by the game dev!!! What is so hard for people to just set both construction and repair to the same priority level if that is what they want? If I want priority level 1 repairs and priority level 'whenever the hell I get to it' construction... well why not? :)

This thread is a wake-up call to me that my vision for this game might not really be lining up with most people on the forums. I've been meaning to do an in-depth analysis and write-up of sorts on my opinions and ideas of the game for a long while, and I think this might be a good motivator for me. I'm a terrible procrastinator unfortunately lmao.
#8
It would make more sense to remove boomrats from the game and keep fire something you can't ignore IMO.