Quote from: litlbear on November 05, 2013, 12:47:04 PM
would you continue running, bleeding and wounded, when a sniper's aiming at you, or would you stop and drop the weapon?
Alot of the raids in game end with a few uninjured people running away.
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Show posts MenuQuote from: litlbear on November 05, 2013, 12:47:04 PM
would you continue running, bleeding and wounded, when a sniper's aiming at you, or would you stop and drop the weapon?
Quote from: Mansen on November 05, 2013, 08:10:33 AM
As a temporary thing, you can override them one action at a time as long as they're conscripted. I've had to do this a few times to drag injured colonists back to safety or try to avoid a turret blowing up.
Quote from: W1Z23 on November 05, 2013, 08:51:21 AMQuote from: Adeelos on November 05, 2013, 04:40:10 AM
Leaving them outside initially is often enough, though once you're more fortified you would need to move the cages inside. If you're not planning on keeping the whole colony afraid for the entirety of your gameplay, put them outside.
I would post a screenshot, but for some reason it keeps telling me the image is too large (over 600kb).
upload the pic to photobucket or imgur and then post a link here
Quote from: Pendryn on November 05, 2013, 12:10:11 PMThis feature is in the Eclipse Colony prototype. Its pretty funny when a wall explodes because a pipe or energy conduit overloaded. I also vote for vents and air system again (atleast in poisoned or underground biomes)
All that juicy power is just sitting there, pumping through the walls. Wouldn't it be a shame if every now and then a raider could start overloading the conduits and start exploding portions of your everything? I am vaguely certain this would be amazing.
Quote from: DeltaV on November 05, 2013, 09:50:03 AM
Pesticide: New research topic. When researched, makes boomrats and squirrels less likely to eat your crops. If they do eat them, they take damage over time.
Quote from: Adeelos on November 05, 2013, 12:58:21 AM
...is that fear is by far the most effective method of keeping colonists from splitting. Six times in a row, I tried keeping everyone happy, which often resulted in needing too much maintenance while still developing the colony. Ultimately colonists would have a mental breakdown and split.
However, on my most recent playthrough I decided to focus on instilling fear (beating prisoners, putting corpses in cages) and I haven't had one alert about a colonist about to have a mental breakdown. In fact, the entire game up until now (seven cycles in) has been unbelievably smooth compared to my other runs.
Whether or not this is the intent, it's definitely food for thought.