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Messages - Mirador

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1
Hello!

Not sure if it's intended or not, but I just noticed that the two news technologies, Biosculpting and Neural supercharger don't actually require a Hi-tech research bench.

They are the only post-microlectronics technologies working this way which is kind strange.

2
General Discussion / Re: Fence - What are they good for?
« on: July 28, 2021, 08:36:26 AM »
Another advantage I found out with fences over wall is that wind turbine will work through them.

3
General Discussion / Re: Cooking for the Canivores
« on: July 27, 2021, 07:53:46 AM »
I guess i am starting to understand.

So the answer to my original question was probably Pemmican.
I allways assumed that gives a mood debuff too, but apparently not.

What i wanted to achieve where simple meal which are mixed. But i think that only happens when they do not have enough of one component and fill that up with a different one.

Thanks all

Fine meal and Pemmican are alway 50% meat and 50% vegetable.
Fine meal have a better nutrition ratio (Same as simple meal) and give +5 mood bonus but last only 4 days while pemmican will last you over a year.
That why you usually use both of them.

4
General Discussion / Re: Shape of Freedom
« on: July 26, 2021, 10:30:20 PM »
I think I found out what you need. Check bill in your art bench, some special ritual building are made by your artist now. (Just had the same issue for my colony)

5
General Discussion / Re: Insectoids and Tunnelers
« on: July 26, 2021, 09:48:31 PM »
You can see your total wealth in history tab.

Well, if you are 2-3 years in, 4 hives is not to be unexpected to say the truth.

Also, which storyteller do you use? Randy give variable raid strength from 50% to 150% points to raid.

So maybe, you got unlucky and had a 150% raid strength the first time with the insectoid.

That being say, I agree with you that 2 scythers is much easier than 12 megaspiders ^^;
I definitely always pick Randy, but insectoids in general always seem to be signfificantly more numerous than much easier enemies in the same colonies, so I feel like it's more than that. For a while I played with infestations off entirely because of how broken they've always felt to me, but I'm trying to not turn off the number one main threat for a tunneling faction (especially since they demand insect meat!)

I guess we each have our challenge. Insects are among the easier threat to deal for me.
What I usually dislike is big centiped raid droping right inside my base or large number of raiders with explosive device, such as triple rocket and doomday. Early siege with sniper when you don't even have mortar can be a bit bothersome too. Of course, playing undermountain, the challenge are not the same I guess. =o/

Anyway, I hope that the few tricks I gave you will help. You should definetly take the combat in darkness precept. It should help a lot against insect as most fight against them will be in dark area.

6
General Discussion / Re: Insectoids and Tunnelers
« on: July 26, 2021, 08:29:34 PM »
You can see your total wealth in history tab.

Well, if you are 2-3 years in, 4 hives is not to be unexpected to say the truth.

Also, which storyteller do you use? Randy give variable raid strength from 50% to 150% points to raid.

So maybe, you got unlucky and had a 150% raid strength the first time with the insectoid.

That being say, I agree with you that 2 scythers is much easier than 12 megaspiders ^^;

7
General Discussion / Re: Insectoids and Tunnelers
« on: July 26, 2021, 07:27:55 PM »
Infestation are not OP. They die like any other raid.
What are your armors?
What are your weapons?

Not unless you wait for seasons for them to spiral out of control first! And if you do that, you can always pack up and resettle the same hex.

One way to avoid infestations is to have the base be very cool. Like "need a Parka just to work" cool. This might cause issues with "Sleeping in the Cold", but it is a valid tactic to deter them.
Well it depends. Most of the time when I first encounter them, I have pants, shirts, and maybe some capes with bows and clubs for weapons.

But my big fear revolves around later-game experiences where the people in plasteel plate armor with warhammers and teams of chain-shotgun people behind them not even being able to put a dent in the starting population of a hive.
Capes are neither good armor nor good thermal resistance. They have a glaring lack of Blunt protection
For armors, you want dusters made from leather or full plate armor.

As for the lategame: Initial Infestations scale to colony wealth and population, same as all others. You success is what makes them powerfull.

I appreciate the tips, but I also know how things scale. My issue is that compared to other raids on the same colony, Megaspiders alone are usually more numerous than enemy soldiers. And a single megaspider, alone, is more difficult to fight - even with blunt damage focus, than three enemy soldiers combined.
I guess the issue I have is that when fighting bugs, melee is guaranteed. When I am fighting literally any other raid type, my goal is to whittle it down with sniper rifles before it can get close enough to be a threat. Infestations and mechanoids are usually the only raids where any colonists get hurt, but mechanoids feel conquerable, while infestations feel like I just need to get everyone in a caravan and leave.
I suppose what I really want to know is how to engage 3-4 megaspiders per colonist in melee without anyone losing their eyeballs or limbs.
I'm currently hoping my tunneler tribe will be able to use the leader combat bonus and melee specialists to do it, but starting out, my tribe is too small to justify having a melee specialist since they have so many restrictions on work type and we need a LOT of mining, growing, and constructing being done.

3-4 Megaspider per colonist while you haven't researched electricity seem a lot.
Do you still have 5 pawns at this stage? So, we are talking about 15-20 mega spider infestation here, right?

The first infestation I get are usually 1-2 hive, 3 max. And each Hive spawn 1 or 2 megaspider plus few smaller insect. No more than that.

Maybe your colony wealth somehow get out of control? How old is the colony? What is your wealth ? Which difficulty level ? Do you use any mod?

Anyway, at this stage, all you can do is fight at the door. You can use tamed animal (Just zone the area in front of the door and force all your animals that can go there. For exemple, elephants are pretty good damage soaker if you can get your hand on one) so it's not your colonist that is going to lose eyeball or limbs. =oP

8
General Discussion / Re: Fence - What are they good for?
« on: July 26, 2021, 03:36:03 PM »
Another frustrating thing about fences is that they have very few hit points. It seems like every time one of my pawns has a tantrum, he runs straight to the fences. Unlike with walls, which rarely get completely busted, the fences end up with lots of breaches. And, of course, all of the animals run out. This would be pretty funny if it weren't for the difficulty of fixing the holes. I can order my builders to rebuild the fences, but as soon as an animal walks into the gap, the order cancels itself. One second later, when the animal finishes walking through, I can order the builder to rebuild the fence again, but most likely he will head back to the storage area for steel instead of using the one he just dropped. And by that time, another animal will cancel the order.

Yes, that a pretty big issue and that why mod like Just Ignore Me Passing or Replace Stuff are a must with the current version.

Hope they will do something about it.

9
General Discussion / Re: Cooking for the Canivores
« on: July 26, 2021, 03:19:11 PM »
Sorry if my english is bad, it's not my native language.

That being say, I actually do understand what you mean, I was just replying to Mojito000.

As I say, I only use Carnivore variants when my storage in full because of manhunter or infestation event.

For me the best choice at the start for rancher are a few fine meal and everything else go in pemmican.

10
General Discussion / Re: Shape of Freedom
« on: July 26, 2021, 03:15:00 PM »
Hmm. maybe they don't want to have both the altar and the ideogram in the same room since they are different ideoligion symbol ?

11
General Discussion / Re: Shape of Freedom
« on: July 26, 2021, 02:30:14 PM »
Well, I don't understand the language on your interface, but my guess would be the Large Altar.

Maybe there is a translation issue here as well ?


12
General Discussion / Re: Cooking for the Canivores
« on: July 26, 2021, 01:34:08 PM »
Actually, I think you misunderstand us. Fine meal is not wasting more food. Fine meal use the same amount of nutrition as simple meal. It just require to have 50% vegetable and 50% meat. That why you should use those instead of simple meal when you can. =o)

For exemple, a simple meal require 10 unit of meat OR 10 unit of vegetable, while a fine meal require 5 unit of meat AND 5 unit of vegetable. That how you make sure that every meal have meat without wasting it.

Carnivore meal will be useful later on when you have so many animal in your pen that you need to slaughter half of them to prevent your computer from crashing. LOL. Or after the slaughter of a large manhunter group, sure some have scaria rotting but not all. It can give a ton of meat. It can also be useful with insect meat from large infestation.. Even if your ideology have inesct meat despised, the bonus you receive from fine/lavish meal will exceeded the mood debuff from eating insect.

13
General Discussion / Re: Fence - What are they good for?
« on: July 26, 2021, 12:43:13 PM »
Well, at the very start of the game, fence are much less expentive and faster to make than wall so I still use them.

I also use them in defence strategy/killbox as they slow enemy without give much cover. ;o)

14
Hello!

I made a large rice field to see if the sowed human food plant penalty from ranching central precept was that bad at the beginning of the game and it seem there is none.

No mood debuff from sowing plant as rancher idealogy!

Thanks!

UPDATE: It seem that my pawn did receive the mood penalty. Not sure why it did not work earlier.

15
General Discussion / Re: Fence - What are they good for?
« on: July 26, 2021, 12:18:01 PM »
Most domestic animals require pens otherwise they might run away. Fence are for making those pens.

However, I suggest that you place a perimeter wall around those pens to prevent predators from going in and killing your live stock.

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