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Topics - Panzer

#21
Bugs / [W | 0.12.906] mono.dll caused access violation
August 23, 2015, 06:27:50 AM
Lately I ve been getting a lot of these crashes (attached) when I reload a game and I dont know if I am the cause of this, can you tell me what this is about and how to fix it?

[attachment deleted due to age]
#22
Bugs / [0.11.877] Ancient mechs freeing themselves
August 17, 2015, 03:21:22 PM
Looks like I just won the lottery, lightning must ve hit the wall and a scyther close to it, resulting in the mechs knocking down the wall and attacking me.

EDIT: Just reproduced it, hit the walls with lightningstrikes, if a mech stands next to it and gets hit, he ll start tearing down the wall. Got a savegame ready with a mech whos about to free himself, if needed.

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#23
Bugs / [0.11.877] Toxic fallout & vents outside?
August 15, 2015, 09:29:52 AM
If theres a toxic fallout and vent leading outside, the poisonous air doesnt seep into the room since the vent only equalizes temperature.

Since it is a really minor bug you could argue theres an airfilter inside the vent, not that important, just wanted to mention it :P
#24
Bugs / [0.11.877] Eclipse + volcanic winter
August 14, 2015, 03:13:56 PM
When a eclipse hits during volcanic winter, solar panels will still produce some energy instead of nothing.

[attachment deleted due to age]
#25
Bugs / [0.11.877] Prisoners dont use paste dispensers
August 10, 2015, 05:05:31 AM
Prisoners will starve to death instead of using a paste dispenser, is this intentional?

In the screenshot the dispenser is powered and food is ready in a hopper, the prisoner is set to 'no food', but he doesnt use the dispenser like they used to in previous versions.

[attachment deleted due to age]
#26
Hello guys,
Im having gripes with the auto-equip system. Currently, a colonist will go for a new piece of clothing if it has higher hitpoints than his current one, regardless of protection value, which, in my opinion, doesnt make sense (almost wanted to make a post in the bug section). The screenshot shows such a case, switching a masterwork quality devilstrand duster for a good quality cloth one.

I made this thread to ask Tynan to please change that, as well as get some more opinions on the matter (maybe I didnt look into it enough) and some suggestions on how it could be changed.

My suggestion is to equip clothing with the sharp modifier as value (it seems to work with armor vests, the colonists seem to equip the piece with higher protection value), to just get the best protection for my colonists without having to force-wear or to forbid stuff everytime wearables with higher hp are lying around. Maybe something like a checkbox to go for the insulation value or heat protection value instead.

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#27
I have prisoners in a non-prisoner zone, the warden delivers food and starts to glitch. He tries to drop but for whatever reason cant do that and tries to do it over and over again til the schedule says sleep.
It can be fixed by setting the zone to a proper prisoner-zone, but maybe you still want to take a look at it.

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#28
It seems like Alphabeavers get hungry too fast, sometimes most if not all of them start to head for the edge of the map due to malnutrition, happens when they cant eat another tree in time.

EDIT: Forgot to mention, this happens ALL the time and not just sometimes, only 2-3 beavers average continue to eat trees which renders this event kinda useless.

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#29
Social relaxing with beer at a table gets you the "ate off the ground" debuff, havent checked campfire yet.

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#30
General Discussion / Hard mental breaks
March 07, 2015, 03:25:18 AM
Hello guys,

recently I tried to play a psychically deaf colony + crashed ship part combo. This was nipped in the bud by the fact that pawns now can stay at 0 mood for several days without anything happening.
I am almost certain at this point this is not intended, I really liked the old system where the pawn would go crazy when he reached the threshold.

What are your opinions? Any suggestions?

I'd rather have those mental breaks happen at the rate the soft mental breaks occur, and have the probability for breakdowns raised a little. Maybe the probability could be coupled with the level of difficulty, almost no hard breaks and slight soft breaks in builder mode, and then steadily raise it with each level, or maybe set a threshold at 'rough' and just raise it for the higher levels. Anyways, I do hope this gets changed in A10.
#31
General Discussion / Old people
February 25, 2015, 04:27:55 PM
Hello guys, do you use old people?

I never use/recruit old people, the skill bonuses are nice, but what use are they if you dont get any work done due to age related diseases (super slow, reduced manipulation/sight). I could imagine to use them lategame, like 20 hours of playtime, when I got the cash to afford lots of bionics, but starting out with them or recruiting them anywhere before mid/lategame is not viable for me.

#32
General Discussion / 'High expectations' mood modifier
February 22, 2015, 05:00:05 AM
So it seems my colony is doing good and everyone is having high expectations and a -4 mood debuff. Is this something that ll stay and needs to be counteracted by increasing the mood of my colonists, or is there another way to get rid of it? (besides burning money ;D)
#33
Hello guys,

I got some questions about stacking values. Does armor stack? If so, how does it stack? E.g. my guy wears a devilstrand shirt and a kevlar vest, providing 10% and 60% vs piercing attacks, is it additive (I get 70%) or do I get a double dice roll?

The other question is about bionics, I know legs and arms stack, bout what about power claws, does my guy get double damage? What happens when I arm him with club?
#34
General Discussion / Lategame defense strategies
September 09, 2014, 08:07:03 AM
Hello guys,

been playing this game for like a 100+ hours. I have no problems getting off the planet but when i want to stay i cant survive more than one year, after that its up to luck. I guess my problems lie with my defense, my little killbox just doesnt cut it anymore. I get huge ass raids, mainly because of starving/mad visitors littering the map with guns and thus pushing my colony value through the roof, started to gather the weapons and explode them with grenades because i cant sell all that stuff.
So there are several things i want to know, mainly, what are your ways to keep your colony alive in the lategame?
Other than that, some questions regarding raids: Are raids capped in any way, is there a maximum raid strength? Afaik the game calculates your strength (roughly) by number of colonists+number of turrets*0.4+colony wealth+time spent, is time spent capped at some point or does the raidsize increase endlessly?

Here's a picture of the killbox of my most recent colony, has also been my most successful colony thus far. Any tips are welcome.
http://imgur.com/ANz0wZ0

overview of colony, 17 colonists atm:
http://imgur.com/5GGpFx2

http://imgur.com/CTHPjHh