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Messages - EnricoDandolo

#1
This is more like a prisoner death to be honest.
My prison cells in my extreme desert map (Just started) Each had their own corpse in them to serve as "Food", the walls and doors are made of stone, and they each hold one prisoner.
This was around the time when we were starving to death, so I couldn't give prisoners food.
The prisoner was a pyromaniac, and went berserk, and started setting things on fire. The only flammable thing in that room was himself, and the corpse.
Essentially what happened was he cooked himself alive, using the corpse as fuel, and I didn't even notice since I hadn't set home-areas yet for that cell.
sucidial prisoners op
#2
Yeah if that titanoboa ever has it's owner die, my colony will also die because of it's beserk rage (once i tame it)
#3
Im trying to get a colony of 3+1 (Came on their own.) to survive in an Extreme Desert, and so far its not working.
By day 5 we're out of food, and our crops need like 1-3-4 more days to mature euough to the point of where we have any chance of getting food from them. We captured someone who is a really good miner (15) and im interested in using him, but I don't want to turn to cannibalism.
How do I do this?
#4
Quote from: doctercorgi on July 18, 2017, 02:49:01 PM
If you tame the titanoboa, then be really careful with it. Animals can suffer mental breaks if a pawn they are bonded with dies or if a low level Handler tries to train or tame them. And by itself don't expect it to do much before it is killed. Animals work best in swarms.


Having a trained animal force can save your colony from disaster but does take time and resources to set up and feed.

To be fair it does 60 damage in one hit, and moves as fast (if not faster) then a colonist.
Also, I can get rid of bodies without cremating or graves by just putting them into the Titanoboa's chambers (once I tame it.)
#5
Quote from: carbon on July 17, 2017, 11:50:08 PM
In terms of general use, the assault rifle.

In terms of a special place in my heart, the Uzi (machine pistol). But that's not even on the list.
Knew I missed a spot.
#6
Yeah I wish we had wolves in the jungle.
Im stuck trying to tame the giant centipedes or that beastly Titanoboa that does 60 damage with one hit.
#7
With this advice I just started now (Like right now) Over the map here Is what I can see.
A large pack of boars
A pack of 4 boomalopes
Single turkeys around the map
One pack of alpaca and some other alpaca around the map
Rats
Arthopleura (One)
Pack of nine capyrbara
Turtles
Titanoboa 

#8
I'm about to start a tribal game in the jungle with this cool mod that adds giant cezo-era creatures like huge centipedes and wargs on steroids.
Im interested in how animals are effective in combat against other enemies.
Heres the scenario.
Tribal planet, no guns (At least I hope so), only bows and javelins (To be clear NOONE has guns. No guns.)
Which animals would be good to train? Im looking for animals that can do melee combat and can maybe take a hit or two, these animals should also be sustainable, so no boom rats as those seem to kick the bucket really fast and start synchronized explosions.
#9
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
July 17, 2017, 12:37:06 PM
Do raids and events happen?
#10
Holy hell, whats their leather like?
Seriously, if their leather gives 300% sharpness resistant im on that shit.
#11
Those count as weapons? (Lemmle check)
Holy hell, how is that twig a more effective weapon then our shiv.
Time to add a new poll topic.
#12
General Discussion / How to deal with Scythers?
July 17, 2017, 01:31:25 AM
I run Psychology, CE, CEW (Common era weapons), EPOE, Aparello
Recently after a devastating 2-scyther raid I decided that I'd ask for help.
Heres how it went
The scythers (despite saying in their description that they DON'T use cover) took cover behind a large clump of rocks in front of my sorta kill-box?
They started firing, and over the cource of two days despite me calling friendlies (And watching them get slaughtered), they stayed alive with my people suffering wounds,
and half my colony needing the "pocket pacifist medic" to hunker down in front of them with his ballistic shield and drag them to safety.
Eventually we started having to go back to the ammunition closet, grab ammo, and go back.

Imagine trench warfare, that was literary what this was like. It was a battle of 7v2 and we were losing, none of us had given any ground and we were running out of ammo faster than they were, and they were way more accurate then we were, landing atleast 2-3 shots every 12-24 hours. After we called friendlies, they all died or fled without damaging the scythers because they were slow, and didn't use covers.

Eventually we got past it once my arty-dude started landing his HE shells (After 10-20 misses in a row depleting 3/4 of our shell supply) and for a while it was good.

20 days later here I am facing a Psychic Ship Crash, and having no idea what to do since this time im coming to them, rather then the other way around.
I had no idea that they contained scythers, so I was all like "Easy, I'll just send someone over there to punch it to death" and then watched my colony go from 7 to 6 when the scythers popped out.

Any suggestions how to deal with them?
We have an AA-12 with 5 emp slugs, An LMG (not sure which), 1 anti-material rifle, 1 pacifist medic with a plasteel shield, 1 SKS rifleman.
#13
General Discussion / Does this count as a bug?
July 17, 2017, 12:03:12 AM
So my new colony (103 days) just got visted by a combat supplier caravan from a friendly faction.
I thought it'd be be normal, I let them stick around for a day after buying an excellent AA-12, but then in a day I start noticing odd things.
I start getting the FIRE popup every hour, and I check it and I see no reason for there to be any fires.
Then, I saw it, one of the traders was lighting fires in my base, my walled-off no-fire-protection base with it's interior made completely out of wood.
The trader was a woman who had the pyromanic trait.
Should I report this as a bug or what?
I don't think its fair to have to deal with people setting your base on fire, who you can't control in any way without starting a war.
#14
Quote from: Shurp on July 16, 2017, 10:35:57 AM
The assault rifle seems to have the best balance between range and damage.  Long enough range for attacking a siege camp, and enough bullets to fill a killbox.
Just to be clear here, I mean guns that you have a special place for in your heart. I don't mean guns that preform the best, I mean guns that you love for one reason or another (Even if they don't preform well in other areas.)
#15
Ideas / Re: Railroads!
July 16, 2017, 02:49:01 AM
Now these railroads should be a little more expensive.
100 steel per map tile is a cheap cost to basically half the time it takes to travel, I mean look at it like this.
Their doing the actual rail-building, all your doing is giving them stuff to build it with. They might want compensation.
150 steel per map tile + 200 silver

This makes it so they have to invest to make better profits faster.