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Messages - Mikhail Reign

#121
I gotta say tho - the AI is pretty bad when they try to steal. I've had them try and make off with colonists (never stuff) and when they start to do that, I generally love it.

If a pawn is down, I'm probably not fairing to well in the fight. As soon as they start to kidnap a colonist, the enemies damage output drops to next to nothing and my guys gun everyone down without a fight.

I wish the AI knew how to 'attack move' - basically they could have an 'objective' (kidnap pawn, haul rock, eat meal etc etc) but were able to interrupt the action to engage hostiles and then return to the objective once the hostile is neutralized.

This would also mean when pawns are sieging if the guys with rifles started constructing it would mean you couldn't move in and slaughter everyone with unhampered long range fire like you currently can. Pawns trying to kidnap wouldn't break cover, get slaughtered and then posthumously send someone else to finish the job.
#122
General Discussion / Re: "the rich explorer" scenario
August 15, 2016, 11:02:25 PM
Nope. Bed rest helps but only a small amount. You can't self administer medical care
#123
Yeah. Pics would help. Are the A/C directly venting outside, or into a room? If it's a room, outside might be 20 in both Hot and Heat Wave cases, but the room they are ventung into might be hotter in the Heat Wave case.
#124
General Discussion / Re: Revive a colonist
August 15, 2016, 10:55:57 PM
Open up the save with a text editor (like notepad++) and search for the colonists name. There will be a few entries from things they built etc, but it's easy to find the pawn. The go down to the part that has the health defs, and remove them all, save and exit. Your colonist is now 100% ready to go.
#125
By passing Steams DRM is so simple I don't consider it a problem.
#126
If I could make a new species, why couldn't t I make a new sex?
#127
Death is a chance on being downed. I've had an old pawn die instantly on being downed by a mild scratch on the leg. The pain plus his other debuffs (age etc) caused him to be easily uncapped, and when he was downed it rolled on it.
#128
I wouldn't stress. A mod will wipe it all in a day. But cheers anyway man.
#129
Raiders can steal stuff? Never had it happen. I always have my stuff behind my firing line - there is nothing sitting in the open to steal. 99% of the time, to steal anything from a colony everyone would have to be dead first
#130
I just feel that this is kinda relevant again now that it's been released on Steam...
#131
Ideas / Re: Tribal Start + Heat wave = Broken
August 08, 2016, 05:54:28 PM
50+C isn't really survivable. At 40 people start dying of heatstroke - granted normally with pre existing conditions. That said, 50 is a LONG way for 40. The highest temperatures ever recorded on earth are only mid 50's. They only thing in game that would save you is caves, and since they don't model heat well (deep inside a cave should be 10-ish, almost no matter the outside temp) there really isn't anything else you could do.

It would be nice if there were some real world options to combat temp - a bath like someone else mentioned, standing in natural water sources, shade changing a tiles temp even outside.

If the temp system worked on tiles instead of rooms I think it could help. So similar to the beauty system - outside is '0', winter add -4, if it's also under a roof add -2, also night add -2. Heat sources would have a decreasing range, so next to it would be +6, then +5 and so on. The points would just represent diversion from the map average temp.

This would mean you could set up fires outside to work by, and it would be hotter closer to a fire. The further a tile was from a cave enterance (deeper) the close it would be towards an map average.
#132
Ideas / Re: Pets vs doors
August 02, 2016, 10:42:21 AM
Eh. My cat and both my dogs are more then capable of opening doors. Took a little grainy for the cat, but she picked it up quick enough. And that's 2016 doors, dogs and cats. I figure they'll only get better by 5000.
#133
I miss 90% of the ones that come through in the top left. I really wish that everything just came through as the letter things. Just make them different colours... That they they stay around until I read them. Sometime I pause it on the noise, but finish what I'm doing, accidentally unpause and by then I have no idea what had happened.
#134
General Discussion / Re: eggs (fert)
July 30, 2016, 05:47:55 AM
Quote from: Kagemusha12 on July 30, 2016, 03:56:25 AM
I should add that fertilized eggs you buy from a trader also are tamed.

LOL @the 150 wild birds in your fridge :D

Last time I checked, brought eggs also started untamed, although I do remember reading someone posting about it, and it may have been addressed.
#135
General Discussion / Re: eggs (fert)
July 30, 2016, 03:52:18 AM
Its a strange quirk that happens. If you have tamed birds lay eggs, the hatched animals are tamed. If you find fert eggs, the hatched animals are wild. I've had the exact same thing happen. If its any consolation, birds tame quickly and since they are where the food is, its its a quick process.

The Colony Manager mod can actually automate the whole processes....