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Messages - Duban

#1
Quote from: narf03 on January 01, 2016, 07:11:07 PM
There are corpses everywhere in my map, the temperature always below zero, so they never rot, their clothes will disappear after a while, but the body remains for more than a game year. For ice sheet alone, please do have some kind of timer that will allow snow slowly cover the body and make it permanently disappear after lets say 30-60 game days.

If they are near to my base, i would handle it, but they are so far away, mostly killed by my mortar, 2 npc fractions attacking each other, like man-hunting pack kill them.

Also sand bags, ammunition that left over by siege, the map getting more and more junk over the time. Need some sort of garbage collector system.

Most of my ice sheet corpse issues come from enemies and visitors that froze to death in -100C weather. The build up is crazy and results in major complaints for any colonists that stray too far from the main base, and it's impossible to clear them as most of the year it's too cold to stray far from the base. It's part of living on an ice sheet, I guess.
#2
General Discussion / Re: Fu** You phoebe chillax
December 23, 2015, 09:33:50 AM
Ouch. You know you don't need hydroponics to grow on ice sheets or deserts, right? There is a thin sliver of gravel on the border between mountains and the ice sheet. If you can get it a source of light and heat you can grow on the gravel without having to research hydroponics.
#3
Stories / August 5503- Never forget.
December 22, 2015, 11:42:25 AM
On one fateful summer day 25-30 man hunting boomalope came for the colony. If there's one thing the colonists had learned it's that you don't mess with 30 angry boomalope. They took the normal precautions, shut down the turrets, stayed safe inside, and waited the attack out. All seemed well, until the toxic fallout began to rain.

The colonists prayed that the boomalope would lose interest before the poison took effect, but alas. It was not so. As the boomalope burst they laid waste to the colony's defenses. Even worse, an eventful explosion burned down the gate leading inside. The remaining 15-20 boomalope flooded the colony.

The following days were a blur of fire and explosions. The colonists fled to the mountains as hell rained down on the colony outside. Eventually the explosions grew quiet, and the colonists emerged. They found their colony in ruins, their defenses gone, their crops turned to ash, their food stockpile burned to the ground, their livestock cooked, and their spirits shattered. Everything was gone.

The colonists survived, and thanked the gods nobody was hurt. Their thanks would not last. You see, pirates had witnessed the destruction from the nearby mountain. They witnessed chaos, and came for the crippled colony. The colonists grabbed their remaining firearms and put up a valiant fight, but not before losing 3 colonists in the ensuing gunfight. Another 2 would starve before everything was said and done. Nearly a third of the colony had perished that season. The survivors would endure, but nothing would ever be the same.
#4
General Discussion / Re: Plasteel Auto turrets
December 17, 2015, 10:42:17 PM
Quote from: zlongshark on December 17, 2015, 07:17:05 PM
I've only just realised i can build plasteel auto turrets and its an massive game changer when defending mechanoids and raiders (haven't tested with tribal armies due to good relations). I find that the turrets take so much longer to be destroyed and with all the dead mechaniods there is more then enough plasteel to rebuild and store some for a rainy day.

I recommend you try them if you already haven't.

The way I do it is that I usually build steal turrets, and replace them with plasteel turrets as they're destroyed. This way the ones that the AI targets first and are most prone to being damaged are the ones that get the upgrade. These turrets act as shields, and it's cheaper than replacing everything with plasteel.
#5
Ideas / Re: more intuitive hydroponics and growth.
December 09, 2015, 09:48:06 AM
Quote from: toric on December 07, 2015, 04:32:31 AM
ill admit, i has never played ice sheets before, but aren't they supposed to be really hard? can you not get by with hunting until you rush hydroponics? (as in before geothermal power?)

There  are no wild animals on ice sheets. Occasionally a wild pack of thrumbos or other animals will pass through, but it's very rare.

Your changes would make it go from very hard to literally impossible. You would starve waiting for hydroponics. Not to mention removing indoor growing without hydroponics isn't very good for the game in general.
#6
General Discussion / Re: Y'all gotta see this
December 08, 2015, 06:02:45 PM
Quote from: Andy_Dandy on December 08, 2015, 11:43:43 AM
Starting with 4 colonists is cheating....

A wanderer usually walks in on the first day or two. This does seem early, but it's not impossible that this is what happened.
#7
Ideas / Re: more intuitive hydroponics and growth.
December 06, 2015, 09:35:57 PM
Quote from: toric on December 04, 2015, 03:53:46 PM
i remember  a comment by tynan stating that he had put the resting period for plants into the game to prevent sun lamps from being OP. i personally think that while the resting period may be realistic, it is extremely unintuitive. another little niggle i have is that hydroponics have very little use, unless you are miles deep in a mountain, as otherwise you can simply roof off dirt and use sun lamps.

a solution to both of these problems would be to remove the sun lamp, the plant resting period, and making hydroponics make their own light for the plants. (maybe a purplish glow, as that is the frequency used by IRL indoor farms.) of course, this could come with an increase in hydroponics power consumption. this means that, while you could grow plants with soil at night, you would have to use normal lamps, and accept the lower growth rate. if you really want to grow plants indoors, you must use hydroponics, as that is what they are meant for. any thoughts on this idea?

(also, would anyone be interested in modding this in as a proof of concept? I'm still struggling with xml modding.)

If you remove sun lamps you would no longer be able to grow indoors without hydroponics. This would make ice sheet maps literally unplayable as you wouldn't be able to grow indoors until hydroponics completes. Again, sun lamps are useful whether you have hydroponics or not and should remain that way.

No thank you.
#8
General Discussion / Re: Y'all gotta see this
December 06, 2015, 07:45:49 PM
ok. You're going to have trouble with sappers in that back door because it's so thin. Personally, I'd rather have a base with two open ends if the second end is narrow enough across to build REALLY thick walls easily/cheaply. In your case you're going to have to build some really long walls to reinforce that long, but easily breached, rear wall.
#9
See, what this game really needs is a "pause construction" button rather than prioritize. It would let you stop construction of certain projects without canceling your work. It would also let you prioritize by pausing construction projects you don't want worked on yet.
#10
Quote from: asanbr on December 01, 2015, 09:18:15 AM
Over many games I've got the impression that there are random settings for each map/game which decides the frequency of different types of trade ships. In some games I always have a bulk trader available but never a pirate merchant, and vice versa.

I need to adapt my game to that and I think it makes the game more interesting. I'd like to know more about just how it works, does anyone know?

It's random. Humans are built for pattern recognition, and are prone to finding patterns that don't actually exist. Actually write down a log of trader activity, tell me what you think is wrong, and I'll show you a proper mathematical breakdown.
#11
Quote from: Komyets on November 24, 2015, 03:52:37 PM
Call me a copy cat, but this inspired me, since my colony was also pretty big and could handle on its own, I didnt have much motivation to keep playing with it, until I saw this post.

It gave me a new goal, to make a badass ship as well. It's still unfinished, need 30 Caskets x.x http://i.imgur.com/Y3fCLuk.jpg

One could say, "It's easy to get the steel." But on this colony I commited myself to never, never, use the mining tool. So I depend on my electric smelters, and traders to get it. Its... hard, but quite a challenge haha!


Cool. I do think your entrances should have air locks with two doors instead of only one. You know, so the crew can actually go outside for maintenance and the like. Right now half your ship would get blown out the door as soon as they attempted to open it. Your crew is basically locked inside whenever the ship isn't in a habitable atmosphere.
#13
General Discussion / Re: Disabled Thrumbo
November 22, 2015, 09:53:18 PM
Quote from: Warchicken on November 22, 2015, 08:58:40 PM
   First playthrough and I incapacitate a Thrumbo is it worth to treat and tame?

BTW, what the heck is with the anti-robot question during registration?  What T.V. show, "Star Journey" was he talking about? Did he mean SG-1?

Trek is another word for Journey. Therefore Star Journey = Star Trek. Yeah it's a really confusing piece of shit.
#14
Quote from: milon on November 21, 2015, 03:14:55 PM
You should put that on Tynan's screenshot thread!

Where would I find that, exactly?

Quote from: Coenmcj on November 21, 2015, 11:35:31 PM
Damn, What's the name o' your vessel Cap'n?

Good question, I'll get back to you when I decide.

Quote from: magicbush on November 22, 2015, 12:41:59 AM
Wow thats awesome, and I aspire to build a base like yours one day.

Thanks :-). I haven't even been playing a month yet, so it's not like there's an experience barrier preventing you from doing it now. Just learn from others, learn from your experience in the game, make proper use of the terrain, and take 10 minutes at the start of the game to create a long term vision of how your base will progress (based on the terrain). Planning is important unless you want to stumble over your past mistakes.
#15
Quote from: TLHeart on November 21, 2015, 11:09:09 AM
If steel floors were supposed to look nice, then the beauty would be higher than 2, like everything else, except for sliver, gold, and smoothed stone.

They're supposed to look nice to the creator/player. They have a specific style that's good for world building. They're niche, that's all.