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Messages - bobucles

#166
Outdated / Re: [MOD] (Alpha 5) Synthmeat
August 09, 2014, 12:22:18 PM
Why should synthmeat crafting require anything more than 1 medical skill? Isn't the crafting yield already taken care of by medical skill?
#167
Bugs / Re: Can't Close The Mod Menu?
August 08, 2014, 08:55:18 PM
Changing your mod from the menu does a LOT of things. My crappy hard drive grinds away for quite a while.

Try deleting the mod, starting up fresh, and then reinstall it.
#168
Well obviously a turret should get SOME kind of cover bonus. They are obscured by an intervening structure, after all. Should the bonus be the same as with people? Hell no. They're big shooty machines. Maybe half, or even less of a bonus would work fine.
#169
Missed shots will definitely hit nearby things like sandbags or people. That is not necessarily related to the cover bonus they provide.

Light level affects accuracy for people, they hate shooting in the dark. I dunno how it affects turrets, but weather does seem to play a huge role in accuracy.
#170
Do they? I suspect that explosions are pure AoE and don't care about obstacles. It'll take some testing though.
#171
It could be different with turret types or mods. Many of the modded turrets are 2x2 shape, and I haven't really experimented with sandbags or the default 1x1 type.
#172
It seems to start out okay, but I'm seeing an increasing number of "can't do that" rocks as time goes on. Perhaps there's some kind of overlap with item labels or something that throws the AI for a loop?
#173
General Discussion / Do turrets gain tactical bonuses?
August 08, 2014, 07:08:24 AM
Title says it all. Turrets are structures, so their behavior is likely different from pawns in combat. So do they gain any type of bonus from combat? I'm referring to things like:

- cover
- lighting/illumination
- distance

And any other factors that adjust aim. Your other pawns can end up incredibly durable when these bonuses stack up. But turrets seem to go down quickly even when they're backed off behind cover and all that.

To test, I drafted a guy to shoot at my own stuff. The game doesn't show the odds of him hitting anything, but a live fire exercise suggests that turrets don't get a cover bonus.
#174
Mods / Re: [request mod] Cybernetic suit / borg
August 08, 2014, 07:02:41 AM
Why would you make an armor to undo most of what the game has to offer? That's just upsetting.
#175
When's the last time you saw a guy suffer a mental breakdown and only one cop is needed to restrain him? Dude. Send the whole crew.

There is such a thing is being so woefully incompetent or scared or insecure that a person can refuse to do much of ANY job. That's why NEETs exist!
#176
General Discussion / Re: Question about A.I core
August 07, 2014, 10:11:36 PM
You can already massively reduce your base's energy use by checking out power switches.

Of course, the metal cost of installing those switches may exceed the cost of just building extra solar/batteries. Oh well.
#177
Ideas / Re: A bunch of the local X have gone insane.
August 07, 2014, 08:57:45 PM
The psychic phenomenon seems to pick a random creature type if it exists on the map. I did see the centipede and scyther get picked shortly after making OP.

Getting either of those types to go crazy is a death sentence. But with the critters, you kinda sorta run out of them and that makes me sad.
#178
General Discussion / Re: Seeking Alpha 6 testers
August 07, 2014, 07:26:01 PM
Sounds like fun!
#179
Ideas / A bunch of the local X have gone insane.
August 07, 2014, 08:29:00 AM
This event is super fun, but after you run out of animals it becomes pretty pointless. Please, spawn an invasion of X whenever a psychic wave drives them insane.
#180
Ideas / Re: Smarter ai raids
August 07, 2014, 07:38:35 AM
Mostly what you need are new enemy types to overcome various obstacles. Like one guy could be carrying ladders to cross your wall. Another could be a tank thing with heavy armor and an RPG type weapon. Stuff like that.