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Messages - Sir Wagglepuss III

#16
Torch it.

Grab molotovs or any other incendiary based weapon and burn the lot, after putting it inside a stone walled area.

That, or dump it outside your colony for the wildlife to eat.
#17
General Discussion / Re: Leg replacement
October 01, 2014, 08:49:57 PM
I do believe it's under the health section for your colonists. There's a second tab for any operations you may want to perform on a colonist, be it the removal or addition of particular limbs and organs...
#18
Unsure about sieges, but I do know that the reputation of all factions you are with will return to their default setting if you load a save file.

So, if you pissed off a friendly faction, saved, and then reloaded, the faction would then be friendly again.
#19
Always name my colony Hadley's Hope.
#20
Ideas / Re: fix friendly fire please
September 24, 2014, 11:06:05 PM
Quote from: JimmyAgnt007 on September 24, 2014, 12:58:44 PM
letting them sit for too long would let them rot.  Id prefer a bill on the butcher table, Hunt 'Deer' 10 times. and whoever is set to hunt goes out and does that.

If memory serves, chopped up meat does not rot/expire (At least currently, same applies for harvested potatoes/berries). That way, you can hunt down 4-10 deer in one sitting with one guy, then send out the haulers to collect and chop them up immediately. One guy does the hunting (Admittedly it'd be manually done, but if you do 10 at a time or sufficiently excessive amounts you won't be doing it often) which removes the risk and then getting them hauled in and chopped up right away removes the decay.
#21
Ideas / Re: fix friendly fire please
September 24, 2014, 12:56:58 PM
Good way to go about it is to send one colonist to go hunt, but have him/her kill a set amount that you need bringing in, without hauling them after every kill.

After manually killing the amount you need, simply unforbid the corpses and let your haulers go grab them hassle-free. If you hunt a big bulk at a time you won't have to do it too often.
#22
Ideas / Re: Ingame real time clock
September 21, 2014, 01:32:18 PM
This is one of the reasons I love Steam actually... Just have to hit shift+TAB and you've got the current time at the top of the screen. Very handy for when your phone isn't close to hand or you've got a game that really doesn't like minimizing (Insurgency comes to mind as an instant example).

So yeah, having real time displayed in the HUD or the pause menu would be a neat addition assuming it's not too difficult to implement.
#23
General Discussion / Re: How to use mortal?
September 15, 2014, 01:00:14 PM
So I've been watching this thread since it's creation and have been wondering ever since...

Has anybody else noticed the interesting thread title?
#24
General Discussion / Re: Haulage Priorties
September 11, 2014, 11:55:36 AM
I don't know the code behind the hauling priorities, but from what I've noticed through play (And could be wrong) is that construction and hauling seems to be prioritised by what is closest to the colony member in question. Object value doesn't appear to factor into it.
#25
General Discussion / Re: Combat Slow-down
September 11, 2014, 11:12:49 AM
So long as there is an initial pause and alarm when the siege is being set up, that should be enough.

If you overlook that big siren, big red envelope and half your screen flashing red... You kinda deserve those mortars landing on your face.

Seriously, watching anybody overlook or disregard one of those envelopes without checking its contents deserve whatever is coming to them.
#26
General Discussion / Re: Alpha Seven
September 06, 2014, 09:47:52 AM
I'm quite looking forward to prosthetics, especially cybernetics in particular.

It's gonna be XCOM:EW all over again, all the best members are gonna go straight under the knife for... "Improvements".

I'm hoping that cybernetics is going to be glitterworld tech and be either heavy on resources or unlock time as a result though. Wouldn't want everybody in a 15 man colony being turned into the equivalent of super-soldiers.
#27
General Discussion / Re: Time, AI, To many items!!!!
September 01, 2014, 09:05:28 PM
Quote from: RayvenQ on September 01, 2014, 02:11:48 PM
Corpse Dumping Stockpile + Molotovs = Gets rid of bodies fairly quickly.

This. Any type of explosive (Mortars, grenades) or fire generating equipment (Inc mortar, T-9, Molotovs) should work just as well, but keep in mind that fire spreads, so be sure to wall off or remove the vegetation around the dumping area before you go pyromaniac on it.
#28
General Discussion / Re: Generals, I need your advice!
August 31, 2014, 04:36:03 PM
First off, I'm pretty sure (Would appreciate if somebody could confirm though...) that armour currently does not work in Alpha 6 - The changes to how damage is handled has broken it for the moment, which I assume is going to be fixed in Alpha 7.

Second, a bunch of turrets and a kill-zone would easily dispatch that pirate raid. If you insist upon using your guys to fight them, then it would require a LOT of micromanagement. You would need to lure their party into close quarters, you CANNOT engage them in open ground under any circumstances. If they get an opportunity to fire first then you have failed, and need better ground. Producing your own bottlenecks with walls or luring them around mountainsides will both be effective.

Once you've set the ground rules and have an area where you can engage them, you need to be using weaponry that can aim and shoot faster than their Sniper Rifles. After firing a single round, you pull the colonist straight back out of their line-of-sight so that the opponents do not fire in the first place. Rinse and repeat until the targets are dead.

This will involve a lot of pausing, a lot of small movements, and a LOT of attention (Especially for an 11 man group...), but it's possible.

But really, luring them into a bottleneck and killzone of 6-12 turrets would be much more cost-effective. Or mortaring them.
#29
It's always the squirrels...

I set up my prison building around the 20 day mark or so, bunch of beds in one room with a connecting room (No door) housing a table and chairs in it.

Whilst setting it up I failed to notice a squirrel hanging around, and he became locked in the prison building as it was constructed. My knee-jerk reaction was to make food of the little critter and be done with it, but I thought I'd leave him in there to see how long he lasts.

Well, I forgot about him and a day or two later a tribal prisoner takes up residence. This guy takes a ridiculous amount of time to score lucky on the recruit and it isn't until around day 60 that this guy finally gives in. When the notification pops up at long last that this guy had enough of pacing his cell for weeks on end, I give the prison building a proper check... To see the very same squirrel, still running around.

The little sod survived by eating part of the prisoner's meals as they were being delivered (Floor was done up with wood planks, so he wasn't munching grass/berries).

I gave in, and made an extension on the prison building with a wooden fence (Mod) so that the squirrel could survive off the grass/berries that grew there. The colony is about 160 days old now and he's still in there, being our mascot and keeping the prisoners company.

I imagine when the colony finally burns to the ground, he'll still be there.

Wandering.

Eating.
#30
Ideas / Re: Deadly squirrels?
August 24, 2014, 09:33:29 AM
Watching a colonist flail about madly with a few squirrels attached to him/her would be pretty hilarious to watch.

It'd be even better if advanced armours such as power suits allowed the squirrels to latch on without doing any damage or panic, so it just looks funny during a firefight (With the ability to melee the squirrel off as desired, of course).