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Messages - DaNewb

#16
I understand its a large room but he has three heaters and a cooler that has heat pumping into the same room.  There is no way that room should be -2 degrees...
#17
Quote from: Tynan on December 10, 2014, 09:52:52 PM
I do already spend a tremendous amount of time cleaning up little issues.

For the trade screen you can repeatedly grab and move the slider. It's faster.
The other two complaints I'd never heard anyone ask for before!

But yes, I will definitely continue to do little-issue cleanup. I think I have a few weeks of this ahead of me right now, actually. Alpha 9 might not have a gigantic new feature.

If you are going to spend some time fixing some of the small things may i suggest taking a moment to revamp hunting.  My suggestion would be to improve it by 1) not making the hunters go max or close to max distance from the target, sometimes it takes a long time before they get a few shots off or they constantly miss because they are shooting from such a long distance through trees and around corners 2) fix hunters ai to not shoot other colonist, especially the case when there are multiple hunters 3) allow the option for hunters to shoot, kill, and carry back the corpse like it is now OR shoot, kill and just move on to the next target.  Sometimes i want my hunters to just kill entire herd or group of animals and not worry about hauling at that moment.  Just suggestions, not demands but please do consider it :-)
#18
I think size does matter, at least from my experience a very large room is not heated or cooled as easily as a tiny room.  But as for the walls and thickness i don't think that matters at all.
#19
To be honest, out of all of the alphas and early access games i have played this has an amazing amount of polish and lack of bugs.  Yes there are a few small or slightly annoying bugs or aspects but compared to other early games it is extremely playable.  The more features that are added will cause more bugs to pop up or previously working features to become buggy.  It doesn't make sense to perfect the game or interface until the majority of the game is complete and implemented.
#20
Quote from: Innese on December 10, 2014, 08:13:15 PM
I know it freezes if you have a cooling unit set to keep the room at 0 degrees F, no clue about C or K.

And it completely stops the food (Meals, raw, and corpses) from spoiling when frozen

Thank you for the quick reply.  When it is frozen can it still be eaten or must you then thaw it as well to eat it?
And really at 0 F?  Freezing is 32 F, or 0 C.
#21
General Discussion / How cold to keep food from spoiling?
December 10, 2014, 08:11:57 PM
A simple question really, does anyone know what the threshold is for food spoiling? What temperature must i keep to make sure my food doesn't go bad?  And does it completely stop spoiling or just greatly slow it?  I may have to revisit my previous practice of massive food hoarding.
#22
General Discussion / Re: Call for testers
December 06, 2014, 10:10:18 AM
I will gladly test and hunt for bugs!
#23
General Discussion / Re: Alpha 5 and sieges
July 07, 2014, 02:12:37 AM
Quote from: Tynan on July 06, 2014, 10:18:03 AM
Shooting skill doesn't affect mortar accuracy as of now.

I am aware of the sniper-vs-siege semi-exploit. Thinking about ways to counter that - I may just have the siegers go into assault mode once about 25% of them have died.

I think a simpler and better solution would be to have the raiders "react" after simply being shot at.  Have them stop focusing on the mortar shots and go into either a defensive mode behind good cover and at least some of them shooting back, or have them go into a slightly more aggressive mode where they seek cover in range to shoot back.  Don't let them just sit there for awhile and be exploited while the first 25% of them die.

Another option would be to have them simply build walls instead of sandbags, this would seriously increase the defense of the entire mortar party, where the player must now do what most people do to the ai raiders.  They are forced to move into closer range just to be able to get a shot off.  Both the raiders and mortars would be completely safe from a distance, and players could attempt to rush in and kill them or break through the walls.  Unless of course the player can out mortar the enemies.
#24
General Discussion / Re: Alpha4f difficulty
June 10, 2014, 02:27:16 PM
This version seems better but still allows me to survive without problems.  The additions i really like are how enemies that enter or drop near geothermal generators now destroy them instead of ignoring them like before.  I also like how raiders will fully attack and destroy stone walls and break through although this can be easily dealt with by building another wall behind it and still funneling them into your kill box.

The waves of animals actually presented some fun times, i did have large waves of muffalo attack but because they move so slowly especially over rock debris i was able to kill them easily, but the squirrels were a little more in numbers and faster.  My biggest problem with them is that once they get in melee, my colonist tend to get eaten alive by my other colonists using miniguns, charge rifles, and m16's.

Overall i think the difficulty is still to easy considering once you play the game through a few times, and understand the mechanics it simply turns into a game of waiting for the next raid, then clean-up to wait again.  The drop in raids were a great idea but for me they are no different then the normal raids because i use roofs to prevent them from actually dropping in my base anyway.
#25
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 11:22:30 PM
Thank you so much! I thought people would rip me apart for my post, i am happy to see others that share the same opinion! Ramp up the difficulty and tell people that think it is to hard to simply play on an easier difficulty setting.  Normal in some old games was terribly hard for most players, they would first have to play the easier difficulties to get good enough to play normal and so on.  I'm just happy I'm not alone in my thought process.
#26
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 09:37:50 PM
I really hope you don't keep making this game easier, personally this version is just to easy for me and can become quite boring once you set up a proper defense.  I think many people that are posting about the difficulty are forgetting about a few things or just doing some things massively wrong, at least in terms of the way things seem to be calculated for raid strength.

I really hope this game does not get easier but yet gets a bit more difficult and down the road i really hope the game evolves like you have stated where it adapts and changes so the player must also adapt and change their tactics and strategies.

A few notes for people before you post about how "hard" the game is:
1) Don't build turrets, again i repeat do not build turrets.  They increase the raid strength and the effect they have in battle is not worth how little they actually do in combat and in many cases later in the game they get out ranged and destroyed without even doing anything.
2) It appears the game is now also keeping track of wealth, which means everyone has to stop hoarding supplies and making extras of everything.  If you don't need it, don't build it.  If you don't need it don't produce it.  Separate bedrooms or even just multiple rooms in general is all cosmetic at this point and only increases wealth and raid difficulty.
3) There are so many examples of good base defenses on these forums for simply kill boxes, setup a simple area that forces the enemies to enter a killzone where they have no cover whatsoever while you are sitting behind stone and walls.  Or some killboxes are littered with stone and slag so the enemies literally cannot fire back.
4) Mechanoids are extremely slow, just outrange them with even a single character with an m24 and move back after every few shots when the mechanoid is in range and stops to shoot.  Don't sit and wait for them go out into the open field and fight them.

I don't want to sound dissapointed i just really would hate to see this game turn in to many other games lately that appeal to the casual gamers and are just far to easy.  Being comfortable in a game for me leads to boring quite quickly.

Quickly what i do to start a game: I either dig a 10x15 or 10x20 room into a mountain or build the same sized building next to a mountain and put everything in one room, benches and workshops against the walls one corner is turned into a 3x3 prisoner cell, and the other wall space is used for colonist beds as need.  The middle area is used for a table and chairs and stockpiles.  The spacious interior outweighs the sharing a bedroom penalty, and that is literally all the space you need period.  Set up a killbox at the entrance, and unguarded external geothermal generators are currently ignored by enemies so if they are across the map who cares.  Set up a beacon ASAP and trade for one or two decent weapons and it is gg.  This is just my opinion but i hope others consider my advice above before just trying once or twice and saying the game is to hard.  Remeber only build what is nessecary and don't stockpile anything that is not 100% needed.  Don't mine metal just to mine it.  Good Luck!

EDIT: I just want make sure it is noted i am not trying to "bash" anyone. I am just simply saying for a gamer that pays attention to the methods the game uses and creates a strategy or tactic based on that method it is just to easy whereas someone that wants to build a good looking colony might seriously struggle.  There are easier storytellers for that reason! I want a game that literally noone can last forever, or maybe 1% can at most.  It should be a true struggle to survive and people should be striving to just last a few days longer then their last play through!
#27
Thank you very much and i hope to see them soon! Will we have to re download a new version of the game through our e-mail?
#28
I think it would be weird for them to post internal unfinished patches in the a public patch note post.  There is nothing wrong with posting it publicly if it is not available, and i actually really enjoy seeing what is being worked on but i just thought it is very very abnormal.
#29
Quote from: ShadowDragon8685 on November 06, 2013, 10:02:54 PM
Quote from: nickyb on November 06, 2013, 09:52:54 PMYou realize that over a short period of time the grave goes away by itself.  I just put my grave yards out of the colonists normal sight and no issues.

What? What version are you using?

I also have never experienced this either, if you know how to have this happen please let me know asap!

I'm using .250, and I have never seen behavior like this. I've got so many bodies I've resorted to drafting a goodly portion of my militia and manually using grenades to blast the bone-hoard to get rid of the corpses.
#30
I noticed in the official Patch Log post that there are multiple version 253's out now and i am curious if anyone could point me to the thread which describes how or where to get the updates.  If that does not exist could someone please post the information about how to update to the most recent version please.  Perhaps someone could create an official thread or sticky this or w/e.  Here is the information i am going off that makes me believe there is a new patch out:
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub