Ludeon Forums

Ludeon Forums

  • February 28, 2020, 01:40:28 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Scavenger

Pages: [1] 2 3 ... 15
General Discussion / Re: FLASHBACK: Gibbet Cages
« on: November 24, 2018, 03:41:52 PM »
Send a pic of the old items!

General Discussion / Re: Sandbags nerfed?
« on: November 14, 2018, 06:43:58 PM »
I just noticed that if you place sandbags (or steel/stone chunks) next to each other, the pawns will be slowed only by the first one and walk through the rest with normal speed.

I think it's a nerf to kill-corridors filled with sandbags, but, if that's the case, that's one of the most backwards nerfs i've seen in a while, cause if you leave a free space between the sandbags, pawns get slowed by both. So kill-corridors are as viable as before - just have to be 2x longer.

Meanwhile, i use chunks and place them around my base to slow enemies, but, they don't get slowed at all (only by the first chunk) because of this bizarre mechanic.

To be honest, i really despise this kind of nerfing. The nerf done to traps really itches me too. Why go for these wacky nerfs instead of just improving the AI? Giving the players means to defend themselves and then nerfing them all (can't control mini-turrets, walls and especially doors are weaker, this pass-through nerf, traps can't be placed next to each other and get destroyed) in one way or another because they just take advantage of AI's dumbness is, well, dumb.

Lol because it's a lame mechanic. And if they have to be twice as long, they aren't viable..? Things will rarely stick to a cooridor as is, unless they spawn facing it head-on and their target is directly at the other end. AI is better now, and will Target other points. Which is great, them walking dumbly into cheap kill corridors was no fun.

Smokeleaf has too much drawback, beer is too much hassle. Psychite tea is the way to go for smart players.

Min-maxers prefer beer I'm sure, zero risk even if more hassle. And those Hooligans will exploit any  mechanic or bug haha.

I think a beer can now be safely used once or twice a day without any risk of addiction.

General Discussion / Re: Using heat output from cooler to heat base?
« on: November 11, 2018, 02:45:49 PM »
It may not actually produce any heat, just telling you that it can't cool two rooms at once.

General Discussion / Re: 1.0 fixes in testing on unstable branch
« on: November 11, 2018, 02:43:04 PM »
So, if it's only a Mac thing, should Windows users give it a try anyway?

Yes please, the goal is to confirm that everything is still compatible.

I'm not looking to make design changes with this update, it's just about technical fixes.

I didn't think you were, I'm more asking if they will be coming? At some point.

Jayman.. Could you try and condense all your posts into one or 2? Lol.

Anybody know of any mods that revert the taming and maintaining changes introduced in b19?

General Discussion / Re: 1.0 fixes in testing on unstable branch
« on: November 10, 2018, 02:59:42 PM »
List please!

And will you be addressing some of the other things that were dropped from the 1.0 update in the future?

Primarily animal and taming related things, such as issues listed in this thread-

And the new taming mechanics making it very hard to train or even keep the harder creatures like megasloth or thrumbo? I know it's designed to balance animal hordes, but that seems like an unintentional side effect I haven't seen any comment on.

General Discussion / Re: New taming mechanics.
« on: November 09, 2018, 01:57:12 PM »
I have an 100% dislike of the new mechanics while being a player who hardly used animals in over 5.000 in game hours counted by Steam.

The new system was implemented aiming to reduce abuse by some players who liked cheesy games.  But honestly, it ended up affecting no -animal users alike.

The bigger problems I encounter is that in the past, birds and small rodents were the go to at the tribal starts since those had the lowest skill requirements for interaction, but are in v1.0 too high now to help character skills to grow. Anybody who doesn’t reroll the starting pawns like myself and play with the first appearing and gets 5   colonists of which none has more than skill level 3 is going to lose the hard to train initial 3 pets.

I will never understand how an animal can lose “recognition” of their master, there are countless videos online of animals rushing to reunite with their owner who haven’t seen in years, and not only dogs but any kind of animal species remembering the person.

To be honest, I only barely used animals on Temperate Forest biome and Tropical Forest as any other with cold climates made feeding upkeep extremely ridiculous to the point that a colony would feel like just playing “zoo keeper”.

Also, while on topic, I will never understand why pets don’t remember their master’s room and go sleep at random locations. My own dogs and cats always sleep with me and not elsewhere.

In my opinion, it should be completely reverted to previous version.

As well as upgrade their AI to “NOT” enter prisons while captives are in berserk , attack on top of the door and allow them to escape.

Another thing is that playing with pets should also become another joy mechanism instead of just nuzzled buff.

I... really don’t understand how v1.0 got out while the game still has soooooo many problems unsolved...

I agree.. I have never used swarms of animals before, I avoid any kind of cheese tactics because I like a challenge and not just trying to abused flawed game mechanics to win.

I, on the other hand, love animals and taming! I tend to collect a variety of them for entertainment, and only have a handful of combat capable ones. Primarily because you can't use animals you like in combat, they will get destroyed. That was something that was supposed to be addressed before 1.0 came out, but got dumped by the wayside. That was a big Topic in another reason post.

But the changes heavily impact people that just like playing with animals, and don't aim for giant cheesy Kamikaze herds.

Not only is upkeeping annoying, but it takes a decent amount of time running back and forth trying to keep tameness every now and then instead of doing other chores. Yes.. I know it's not that often, but I still seem to notice it a lot.

Are there any mods out there that revert the game back to the old taming method?

General Discussion / Re: trees on ice sheet
« on: November 08, 2018, 09:24:43 PM »
I remember reading in the patch notes that Tynan made it so you can only grow trees that are native to a biome there. I don't remember why he did that, but it seems to have the side effect of making it impossible to grow there because no trees grow there naturally. My best guess as to why you can't grow them anyways.

General Discussion / New taming mechanics.
« on: November 08, 2018, 09:18:35 PM »
I know taming mechanics were changed to stop hordes being as effective. But they have the unfortunate side effect of making it impossible to tame hard to tame things anymore.. better animals are vastly more likely to attack you on failed tame, and once tamed, they just revert to  wild because they are too hard to upkeep... I think it ruined that part of the game :/ even if one self tames, it will just go wild.

Also, did training difficulty used to be affected by wildness also? Or is that new?

General Discussion / Re: Swarms of tamed animals for defense purposes
« on: November 08, 2018, 09:15:12 PM »
Animal swarms were always a thing, boers were the best. Easy to tame, find their own food, omnivore, decent damage, tankyness, and speed, breed pretty quickly, able to haul, had a lot going for them. But animal swarms or changed to require upkeep, so hordes can be hard to manage. You need several Tamers just to keep them going.

I would move it lol.

If you just pad your mouse traps, there will be no spark, and boom rats won't boom.

Pages: [1] 2 3 ... 15