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Messages - Gadfly

#1
Really?

I have seen a video of Tynan so proud of his I take control away from the player.
Made local copy of all mods for 1.0, never going to update now, good luck to all with this shit.

Well I once made the decision to not buy any DLC from any company.
#2
General Discussion / Re: Late game ship encounters
November 15, 2019, 05:19:19 AM
I guess I make a video this weekend, it will make things clear.

Going to test spears, could very well be better against mechs.
#3
General Discussion / Re: Late game ship encounters
November 15, 2019, 04:10:07 AM
I've heard that a lot, but my own testing suggests that plasteel longswords are better.

Gear:

https://imgur.com/QqaM77s

https://imgur.com/zoPIfMr

Fight:

https://imgur.com/toYUF0R

Results:

https://imgur.com/5xU0JkW

https://imgur.com/WvlpQ77

Dev mode level 10 melee skill and removed all health isssues. Repeated it several times and got similar results.
#4
General Discussion / Re: Late game ship encounters
November 14, 2019, 03:16:05 PM
How I fight 37 centipedes with just colonists.

Building a big base with 3 wide hallways between all buildings, buildings get a triple thick wall.
I build in such a way that I have small kill boxes throughout the base, blocking line of sight with other centipedes.

Now wait until the centipedes spread out, they will attack random walls, but that is why you build 3 wide.
Now have small teams of 4 men, 1x plasteel longsword, 1x emp grenadier, 2x chain shotguns.
Lock the centipede in melee followed by an emp and then move in with the other gunners.

It is important to time it, kill the target and move back in again. Make sure no other centipede can shoot at your teams.

Besides that every building gets it's own hospital, food, drugs and rec. Swap your teams in and out because you still have to account for their needs. Fights can sometimes take me 2 days

Sniper rifles, completly safe, but take to long.

Getting rid of ships, well you can haul single shells around the ship, pop the ship with a sniper, mechs are now standing in a minefield, mortar it. 
#5
General Discussion / Re: How do you manage big colonies?
November 12, 2019, 02:10:42 PM
Looking at your base I don't see how much you grow, there might be more grow zones further up north.

Having a lot of animals means there will be less wild animals spawning on the map.
What do your animals eat? You can feed carnivores with raider corpses. It looks like your herbivores eat wild grass? Having some hay as a reserve might be a good idea?  A muffalo eats 27 hay each day I believe.

For colonists I go 1 sunlamp for 9 colonists, grow zones get a seperate freezer attached to them, my growers can then haul it in there and when I need it in the kitchen, i use zoning and forbid/unforbid to get some of that to the kitchen.

A separate solar flare proof freezer that gets filled with only big animal corpses, forbid the door and you have meat for toxic fall out. For as long as there is no toxic fallout you should be able to hunt your daily meat consumption.

You have to replace what was used, so if you use 400 meat each day you have to hunt 400 each day, preparing for toxic fall out that lasts 15 days means 6.000 meat. If you store that in corpses with 100 meat for each corpse it's 60 corpses to give some idea of how much you use.

Growing is easy because you can grow even trough a toxic fall out. Preparing for blight, solar flare and eclipse is easier.

68 colonists can be fed with fine meals highest I ever got.
#6
General Discussion / Sleeping mechanoids
September 30, 2019, 05:22:38 PM
So if you build a ship reactor on a sleeping mechanoid tile, raids still happen.

No gear, no defences, very little food, great.

#7
Long time without any gameplay altering mods, eventually I just wanted to be able to fix noses, so EPOE it is.

Numbers is another mod I can't go without.

Tried other mods, but only like themed mods like medieval times. To much OPness in som of the mods.
#8
I recruit everyone even the bad ones, soon I can trade over the entire world.

Then once I can build the ship I build multiple ships over time, and send off the bad ones first.
#9
It's most likely never going to change, the game is done.

Things I do to make it easier:

Create a building with a stockpile, move all stuff I want to move off map in here, keep some hay in there and the caravan packing spot.
Have a permanent caravan just outside my tile, I move stuff there with smaller caravans, larger caravans can get stuff from there.
Food should be done from another stockpile.

Unloading caravans can be done by having animals move in the stockpile and click on the gear tab and drop stuff directly in to the stockpile.

Large caravan do not work to well, because loading takes so long that pawns get hungry, rec deprived and what not.

Smaller convoys and everything you want to load close together helps a lot.

But yes, it could use some love.
#10
You need to make clothes, you do have a tailor bench?

Parka's and tuqeus for cold weather, dusters and cowboy hats for warm weather.

Radiators and coolers are good for not sleeping in the cold and workspeed penalties for your workbenches.
#11
There is another way.

You need a psychic shock lance, animal pulser and a pirate base.

Move your group to the base, take out the mortar (if they have one) with your lance, build a wooden shack, hide in it, activate pulser.

Once your forced to leave create an immobile caravan with all the chunks.
Settle afterwards and you now have hundreds of chunks nicely in the center of the map and even more in you pawns inventory.
#12
Huskies do all my outside hauling, drop pods, stone chunks, wood, steel, gold etc.
Very important to keep the map clear of any predators.

If they lose a skill they go back to the training zone, saves my handler so much walking around.
#13
Vegetable diet with no meat, requires 1200 vegetables of any kind for one colonist.

Corn harvest is 22 corn for each plant. Divide 1200 with 22 and then you need 54.54 tiles.

8x7 per colonist is enough for one colonist for a year.

#14
A single colonist requires 2 meals each day, thats's 1200 raw, 600 meat/veg for one year.

To get 600 with a single harvest you need:
100 tiles rice
55 tiles of potato
28 tiles of corn

A sunlamp provides 100 tiles.

I like to start with two 11x11 fields, one with rice and the other with corn.
My colonist live of simple meals made out of meat during the summer.
As soon as the rice is harvested, I turn it into pemmican, for my pets and travelling.
Corn get's harvested during fall and gives you food that should last you through winter, and toxic fallouts.

Those two fields are walled in seperataly, get an early fallout or cold snap I can roof it over and save a lot of the harvest.

That's for your first year, as a tribe that is.

Grow more than you really need, uou will lose some harvest most likely.
#15
Sapper trap:

A single tile corridor with wooden walls on either side, doors held open on both sides of the tunnel. Then we have an IED 3/4th into the tunnel with mortar shells in front, before that a few traps to kill of that first sapper. Behind the wooden wall some turrets.

Explosions will kill and destroy both the raiders and the wooden wall. any remaining raiders are now in the open and can be killed of easily by the turrets.

Triple thick walls around the rest of the base and they will walk right into this trap.

https://imgur.com/7qDp09a