Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - RemingtonRyder

#1876
Mods / Re: Abundant power and Power Surges
August 22, 2014, 11:32:37 AM
As an alternative, you can divide your power generation and transmission into segments.  That way, if you do have an overload it will be smaller and not affect all of your power transmission.

Also, if you do have a lot of excess power generation, you can turn off generators and let the batteries discharge gradually, again lessening the size of the overload.

I've had overloads happen during solar flare events (ouch) so it seems that your excess power is considered even when there's nothing for it to connect to.
#1877
General Discussion / Re: Turret Farm
August 22, 2014, 05:33:35 AM
What I do is build a loose ring of stone walls inside the range of turrets.  This makes it more difficult for multiple enemies to engage a turret and forces them to do so where the turret can fire back.  The downside is that they can use the walls for cover, but you can minimise how much use raiders get from them.
#1878
Hmm, well if you have some uranium you could build a nuke.  Then you build a spaceship for all of your colonists, blast off with them in it, and nuke the site from orbit.

It's the only way to be sure. ;)
#1879
Outdated / Re: [MOD] (Alpha 6) Target Practise (v.1.2)
August 20, 2014, 12:06:49 PM
One of the neat side effects of this is that even if your colonists miss the target, they can hit a block behind the target.

Apparently, repairing damage to blocks increases the Construction skill.  Just make sure your repairers don't walk in front of the shooters.  For an example of how to do that, you can use the embrasures in the mod of the same name and have a completely enclosed target area so that nobody gets accidentally shot in the back with a pistol, but the damage soaking walls at the back can still be repaired from the outside.
#1880
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
August 20, 2014, 03:46:59 AM
I really like this mod.  It makes fortifying against attackers quite a bit easier, but at the same time the defenders can still get hurt.  It makes for a very satisfying game!
#1881
Ideas / Caveworld origin
August 19, 2014, 12:20:59 AM
Rather than giving a straight penalty to Shooting, how about giving the colonist a Dark Vision/Light Sensitivity trait which affects the performance of eyes?

My apologies if it's already been suggested. :)