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Messages - The Nickman

#1
I've noticed that you can't smooth a wall on a diagonal, although the diagonal still contributes to the room's overall beauty.  Any chance that this can be fixed?  If I recall correctly, you used to not be able to build a wall on the diagonal, but you can now.  I'd assume it's the same kind of mechanic.

Otherwise it's really fiddly to have to mine out another section of wall, smooth the corner, and then build a wall in the spot you mined out.
#2
General Discussion / Re: Restrict tab ?
November 10, 2017, 01:04:59 AM
I genuinely only ever set them two to four hours sleep around "bed-time" (usually ten o'clock to two o'clock) and have the rest set to "anything".  They'll do joy if they need it that way and otherwise they'll work.  I've literally never used "work".

My only exception is my night owls, who get sleep for the eight hours they need (I think 10am to 6pm or whatever it is) and the rest anything.
#3
I'm almost certain in the a18 game I'm playing I've replaced prisoners' clothes successfully... you're not trying to give them dead man's clothes are you?
#4
I don't understand this thread at all.  If you're trying to recruit a prisoner, you want them to have the best food and be as comfortable as possible so they recruit faster.  If you don't want to recruit them, and are just harvesting their organs or selling them or whatever, then uncheck "gets food" and build them a nutrient paste dispenser, as has been suggested over and over in this thread.

Otherwise, what's the problem??
#5
General Discussion / Re: Closed vs. Open Colonies
November 02, 2017, 01:08:20 AM
I always like to start with an open colony, I prefer to keep my "houses" separate and have different buildings for storing wood, textiles, weapons etc as my colony grows, but I eventually end up walling off all of the passes approaching and adding doors/sandbags so in effect I end up with a closed colony.

I just find defending an open colony on Extreme difficulty to be near-on impossible.
#6
I think a better set of rules would be you can draft colonists and order them to do anything they can do when drafted, but when undrafted you can't order them to do anything.

This way, you'll still be able to fight, you'll still be able to equip weapons and rescue downed colonists or captured prisoners BUT to heal them, you'll need to rely on your priorities to do that.

Seems like a better clear cut black and white set of rules.  Plus fights otherwise will just be near on impossible at the higher difficulty levels.
#7
Shift-clicking on tasks to add them to a queue in itself makes this Alpha fantastic IMO.  Haven't played around too much or encountered any of the other new features, except:

- bedrolls are a great addition for tribals
- I had the chief of my tribe suffer smokeleaf withdrawl and execute one of the tribe's dogs, which was bonded to another.  That really hurt, and I didn't expect the execution to be instant, more a trying to beat the animal to death-type thing.  I need to be on my toes a LOT better next time!
#8
The best thing to do with dogs and boars is have a separate freezer with all of the bodies of your enemies, and make sure they're not allowed in your crops or main freezer.  Problem solved, they'll never go hungry again!!
#9
Be good if you could somehow convince visiting relations from friendly factions to stay too, like if your colony was clean (no blood everywhere) and everyone's mood is good they decide "hey, it's nice here, I might just stay with my husband/brother/uncle"
#10
Hey man, I'll probably give this a go.  I thoroughly enjoyed watching your youtube series on the Ice Sheet, and I also had a few attempts at playing it, but never got very far haha
#11
General Discussion / Re: Mountain Fortress
July 26, 2017, 03:29:16 AM
Impressive!!  Don't you have serious problems with infestations though??
#12
General Discussion / Re: I need any suggestion
July 22, 2017, 07:39:11 PM
You have to rush sieges, attack first.  But let them finish building the mortars so you can pack them up and install them in your base, along with the shells.  Then next time you get a siege, you can bomb them back.

If done right, every time there's a siege you'll get another mortar and a bunch of shells.  By late game you might have four or five mortars just bombing the absolute crap out of any sieges.
#13
Quote from: Psithen on July 22, 2017, 03:36:30 AM
Ship chunks falling hard to find on a large map? Once you locate them put a no roof zone over them that way when you are ready to go deconstruct them you can easily locate them

Keeping events like fallen cryptosleep pods and ancient danger up without clicking them let's you easily locate them when you're prepared

Careful shooter early on seems nice but a trained and bionic trigger happy pawn will out DPS a trained and bionic careful shooter

Deconstruct floors before building walls, pawns build over them and putting a floor under a wall doesn't provide any bonus

Grow corn and make it into nutrient paste, the penalty from eating the paste can be easily negated and corn is plentiful. You can get over 500 meals for a rather moderate harvest and when the power goes out the corn takes ages to spoil so there's no need to worry about it spoiling like already produced meals.
Fallen cryptosleep pods?
#14
Quote from: ChillinVillian13 on July 19, 2017, 08:18:36 AM
ii hate the people that say that this should be a notification because it takes away some of the risk and danger in the game. There shouldn't be a notification, there should be a warning at the beginning of a "hunting season". So for example, bears generally hunt in the spring and summer, so during winter and fall there should be no bears on the map. And when the beginning of spring comes there should be a yellow notification that bears can now spawn and hunt your colonists and this stays on the side stating how many days are left in bear hunting season.
So we currently get a warning and can choose for the game to pause on a red Zzzzzzt, or if a squirrel goes mad and charges our base from the other side of the map, yet you don't think a colonist being attacked by a man-hunting bear warrants any more than a beep?

I can't even begin to understand your logic on this.
#15
Yep, and it should be based on the size of the predator and you should be notified as soon as the colonist would notice, not when the animal decides to attack.  And it should be a red notification.

If the game pauses at a red zzzzzt, it should be able to pause when your colonist realises he's being attacked by a manhunting fricken bear!