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Messages - Barley

#76
Welcome the new caravans to my colony!
Trap the new caravans in my colony!
Murder the new caravans in my colony!
Loot the new caravans in my colony!
Conduct a marriage on the remains of the new caravans in my colony!
#77
General Discussion / Re: How do you guys make money?
March 21, 2016, 02:01:10 AM
Once your artists start dedicating their full time to sculpting, you'll find the wooded sculpture market to be a huge boon. Because soon they're getting excellent and superior sculptures that sell for hundreds of dollers. Plus you can then grab the occasional marble sculpture for your own colony and boost room stats to the stratosphere! Don't underestimate the value of a few sculptures around your defenses as well, as they will counter the uglyness of sandbags, turrets, and dead bodies.

I think having multiple income sources is also good, so follow everyone else's advice. Crafters should focus on stone for construction, but later tailoring because it boosts stats faster.
#78
Marble is definitely great for beauty. However, the rock chunks and blocks do not have material-based beauty bonuses. Only completed products get the Beauty bonus, and floors don't count.

I use the Sandstone, Slate, and Limestone for floors, because all stone floors have the same beauty rating. Granite is for walls and doors, and marble for sculptures, tables, beds, and Joy objects. Wood for quickly erecting and patching temporary structures, as well as all production furniture like butcher tables and chairs. Steel for electricity and defense. Plasteel is reserved for reactors, cryotubes, and ultra-powerful melee swords.

If I'm in a forested or woody biome, extra wood goes into building lots and lots and LOTS of wooden sculptures, which are quick to build and sell for a pretty coin. If not, I again use the limestone/slate/sandstone for art practice. Steel sculptures might be faster but I need that steel for defense and emergency patches.
#79
General Discussion / Re: Triple Rocket Launcher ???
March 16, 2016, 09:54:41 PM
Quote from: Mikhail Reign on March 16, 2016, 03:38:44 PM
Just like to re-point out that number 2 isn't sure fire. Triple rockets can go over/through walls.

If the enemy is firing at you, you weren't behind a sufficiently large obstruction. You not hiding to avoid the rocket, your hiding because you don't want the pawn to see you and fire to begin with.
#80
General Discussion / Re: Fine and Lavish Meals
March 16, 2016, 03:16:45 PM
Quote from: SadisticNemesis on March 16, 2016, 02:28:01 PM


If I'm right I think eggs count as meat, not sure about milk.

I've never once managed to make it work fully as I'm always in tundra's and mod far to heavily to have a colony last more than 2 years but yeah... simple meals tend to be enough. Fine and lavish use up far to much of My food supply that I wouldn't live through the harsh winter... but again I don't stay with one colony long enough to fully test the worth. might do with the next update though.

Worth noting that both simple and fine meals both use 10 ingredients. The Fine Meal just needs 5 of the ingredients to be meat and 5 to be vegetable, whereas the simple can be any combination of vegetable and meat. Lavish requires a whopping 20 ingredients, though and fine and lavish meals both take longer to prepare.
#81
General Discussion / Re: Triple Rocket Launcher ???
March 16, 2016, 03:13:07 PM
I have 3 strategies:

1: Snipe them
2: Wait behind a corner or sufficiently large obstruction, and have my brawlers cut him open.
3: Build a sacrificial turret.

1 & 2 are obviously better, because then you score your very own triple launcher. Those things are great anti-mechanoid weapons, just remember to give the launcher man a weapon afterwards
#82
I prefer to launch right into the game without preparation. That way I have the extra challenge of working around my colonist's quirks instead of just avoiding them.

Give night owls sleep time from 9:00 to 16:00. Then try to adjust your schedules so that the Night Owl's free time coincides with other colonist's free time. This insures social interaction bonuses.

Cooks should wake up 3 or 4 hours earlier than the other colonists. This way they can prepare food before everyone wakes up. You can give them a regular schedule after the meals build up, but I find it helps in the event of low food to prevent colonists from eating raw ingredients.

Abrasive colonists are given night Owl shifts, but try to further skew the schedule so that they never share free time with others. Having a night force is also nice when your sick of staring at sleeping colonists 1/3 of the time.
#83
General Discussion / Fine and Lavish Meals
March 16, 2016, 02:12:52 PM
Has anyone been able to supply their colony with nothing but Fine and/or Lavish meals? Most of the time a simple meal seems to suffice and people stick with that, but sometimes I like to try and give my colonists a permanent mood buff by switching over. I think it's ever worked...twice, I think? That said, I still don't know if eggs or milk count as meat for fine meals.

Anyways, how many of you have managed to make Fine meals a staple, rather than a luxury?
#84
Ideas / Re: Cremating Animal Skeletons
March 14, 2016, 08:47:17 PM
Faster and less energy intensive to throw corpses in a pile somewhere nonflammable and toss a Molotov in the center. Crematory is currently a terrible use of resources. Might change next update with the invention of fuel-based power, but I can't be sure.
#85
General Discussion / Re: Eggs
March 14, 2016, 08:39:37 PM
Speaking of which, are unfertilized eggs a viable alternative for meat? As in, can they be used to cook fine meals as a substitute for meat?
#86
General Discussion / Re: It Just Wouldn't Die...
March 14, 2016, 08:31:55 PM
Frag Grenades. Nothing but frag grenades and unarmed guys with personal shields. A grenade harms multiple mechaniod parts at a time, so while your colonists couldn't kill the centipede because they would hit non-lethal areas like "Fifth Ring", "Left Sensor", or "Right Mandible", a frag grenade will hit all those parts and the 2nd ring, the first ring, and the brain.

Meanwhile, you throw the guys with personal shields in front to attract the mechaniod's fire. Keep them spread out and constantly moving while the grenadiers do their work, because some of those mechaniods may have inferno-cannons. Turrets can also fill this role.

If you can get at least 2 grenades and 3 shield generators, your golden. I've seen 3 guys with frags one-volley-kill Centipedes. Be warned, the Scythers are more difficult due to their pinpoint accurate firing, so you'll need more/stronger shields to deal with them. Alternatively, have weapons racks outside with the grenades and shields ready, and have your soldiers carrying charge rifles, LMGs, survivl rifles, pistols, etc. You can dispatch the Scythers with concentrated bullet fire from behind cover, then move to grenadier-shields when the centipedes catch up.

Mechaniods were introduced in part so that you couldn't spam snipers and charge rifles and turrets to solve all your problems. Grenades are the best answer. I suppose you could try explosive traps if your rich, but grenades never run out of ammo.
#87
Ideas / Re: Retrieve and Talk Down colonist options
March 07, 2016, 04:31:19 PM
I agree. This seems like a perfectly reasonable addition to the game, and another excellent use for the "Social" skill. It would also make wondering colonists less of a pain to work around during, say, an enemy raid.

Perhaps the colonist leads the dazed character back into his or her bed to rest, or disarms the berserker and induce a dazed status in place of the berserk status.
#88
General Discussion / Re: Ideas for late game enemies!
September 11, 2015, 12:48:59 AM
Since they come in the largest packs, the Tribals should at least get the ability to bring large and dangerous animals with them. That way we can reduce lag without decreasing the challenge rating of a tribal attack event.

Imagine a bunch of Tribesmen with bullet-sponge rhinos.
Or a bunch of bowmen protected by speedy wargs instead of slow, wimpy spearmen.
Or a massive boomalope attack with spearmen to exploit the holes made in your defenses.
Catapults would be cool.
Maybe in the far future we could get cavalry, with the advantage that weak old guys no longer have to rely on their own movement speed.
#89
Something in the .txt files I'm sure.

But even with the current animal limits, the hauling still allows a Labrador to drag a muffalo carcass half a mile in 3 feet of snow, so I don't see this being a problem worth patching.

Recommend you ask the guys over in modding. They might know where, exactly, to look.
#90
Ideas / Re: Suggestions wanted: Animals!
September 03, 2015, 07:28:12 PM
Quote from: b0rsuk on September 03, 2015, 05:08:11 PM
Juvenile animals should have halved Wildness. They would be easier to train, at least in the skills they can perform.

That's actually a good point! And it gives more meaning to the age of animals.