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Messages - RemingtonRyder

#1771
I think that the challenge has scaled up quite a bit, at least as far as Cassandra is concerned.  I had a couple of snipers and a swordsman attack my base, and somehow all my colonists made it through alive.  The downside being that my researcher lost both her arms.
#1772
Updates for Alpha 6 and 7, see top post!
#1773
General Discussion / Re: Forcing captives to bed
October 02, 2014, 07:47:04 AM
You can use a warden to drag them to a bed.  With them selected, right-click the prisoner and pick 'Prioritise wardening.'

That should work.  If it doesn't, then it's bugged.
#1774
Yeah, I found it a bit annoying in the early stages where I would keep running out of wood for walls.  I ended up making basic metal outer walls because hey, it's cheap and the metal was plentiful.
#1775
Over on the suggestions board, someone mentioned removing the improvised turret entirely to see how things go.

WARNING

This will make all your killboxes based on Improvised Turrets useless.  I strongly suggest you test this mod with a new game.

Changelog

v1.0.0: Initial release.
v1.0.1: Fixed research project part of the mod.

Funny thing.  It's not as easy to remove something entirely as it is to replace it, so that's what I did.  Instead of a turret in Security, you now have an armoured wall with 900 HP.  It costs 16 metal per block, however, and it doesn't visibly link (yet) with other walls.

It does not inherit the (what I think is) weakness to explosives defined for walls.  Maybe I will have to add that back at some point, at a reduced rate.

Gun Turret Cooling research is replaced with a project to give the armoured wall fire resistance.

If anyone wants to take a crack at doing a better texture, feel free. :)

[attachment deleted by admin: too old]
#1776
Quote from: stefanstr on September 30, 2014, 05:32:31 PM
Cutting turrets out completely... A very intriguing idea. Any modders willing to test it out in practice?

I'll have a go at it.
#1777
Ideas / Re: On the subject of Mortars
September 30, 2014, 09:49:53 PM
Mortars are most effective against siegers when there's a decent crowd of them to hit.  If they don't have snipers, your best best may be to move in and pick them off from range.

Also, there's nothing stopping you from building three or more mortars to give you more chances to hit.
#1778
Ideas / Re: Pilas OP? (and a rant about the injury system)
September 30, 2014, 09:44:12 PM
Yep.  A raid of tribals with pilas can pretty much wipe the floor with a bunch of mechanoids.
#1779
Don't read too much into "endgame" - it might just be that point at which there's nothing new left to throw at the player.
#1780
If you check the change log, Tynan has added some end-game enemies.  Hopefully this means less swarms. :)
#1781
Quote

  • Added some high-end enemies for the late game: mercenary bruiser and mercenary elite.

Just looked. :)
#1782
Having just started in a very mountainous map, I can see how you wouldn't have much choice but to roll with it.  You either dig to clear some space (minding to watch for falling rocks) or you dig to tunnel out a base.
#1783
Had great fun playing with this mod today.  Even if my colonist Tee did turn into a badass zombie that I had to put down.

Goes without saying now, exercise caution around corpses when the zombie virus goes airborne.
#1784
Okay well, I feel bad about building killboxes because while they're efficient, they're only that way because raiders pour into them and get nailed.  And then you get their gear.  Rinse well with soapy water and repeat.

So I think that raid need to be a bit smarter as well as smaller.  Let's teach the AI the value of sending in one guy to set off the defences, evaluate, and then say 'right, there's got to be an easier way into this place!'

This in turn makes kill boxes less useful, since the AI isn't going to waste bodies on them, and makes generalised defences more useful, because the raiders will try to find a weak point.  And if they can't find one, then they can give up and go home.
#1785
Embrasures do allow for some serious offensive firepower from behind the walls, to be fair, but colonists can still be injured while they're leaning out to shoot.

I think it would be slightly less cheesy though if walls could have battlements and your colonists could climb on top to fire down at the raider/tribal/zombie hordes.  They would have less cover in that position than full walls provide, but they would be able to duck behind it in between shots.

Also, battlements could track their damage separately to the wall supporting them - meaning that available cover may diminish over the course of a battle.  Or, if colonists are standing on a wall when it collapses, they may find themselves in a sticky position. :)