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Messages - Panzer

#511
General Discussion / Re: Observed Corpse
December 21, 2014, 08:20:01 AM
Apart from being very expensive, cryptopods just kinda "freeze" your guy, thoughts included, so that wont work (as far as I have tried). Might be a good idea when there are too much guys to handle.

@Jack: set the stacklimit to 10 and the moodeffect to -3, didnt get -30 though but around -12, must be a hidden multiplier somewhere but thats for tynan to figure out, or it might be just because the effect multiplier line is commented out.

Got an idea btw, why not make a perk out of this bug, something like psychic sensitivity but with corpses? :P
#512
General Discussion / Re: Observed Corpse
December 21, 2014, 07:25:56 AM
Well, takes a lot of micromanagement, but if you set a colonist to operation he gets sedated and that ll keep him from going insane, he ll be out of action til his fit is over and then some more, but at least he doesnt leave or worse. I usually use the "euthanize" option as that doesnt require parts and medicine to be placed, and switch with one doc between all the soon to be loonies. Dont forget to cancel euthanize afterwards though. :P And you might need to reset your doc by drafting after the last guy got sedated.
Added the changes jack020 suggested to my corefiles, will try it out later, ty very much for that, jack :)
#513
Yeah this really adds to the challenge, unless you have psychopaths/bloodlust colonists you cant really clean up after a raid, you can keep your colonists from going crazy though by "sedating" them (cancelled operation) and waiting for the corpse effect to wear off.
#514
Yeah that bug needs to be adressed. Also double power claws/scyther knife protusions do nothing, maybe we can get something like a minor increase in damage or attack speed, would be cool :)
#515
General Discussion / Re: Thoughts on Devilstrand?
October 15, 2014, 05:46:03 AM
When was the soil system introduced? Didnt notice it before alpha 7
#516
General Discussion / Re: Destroyed stomach
October 14, 2014, 12:20:20 PM
If you put human meat in a meal or dispenser, it will count as "cooked cannibalism" and lower your colonists mood by 12 points, it stacks of course. Add the -5 from "Ate nutrient paste meal" and it is almost as bad as eating it raw (-20, raw cannibalism)
#517
General Discussion / Re: Thoughts on Devilstrand?
October 14, 2014, 12:05:39 PM
Btw, I noticed rich soil now shortens the growth time of stuff, reducing the growth time of devilstrand from 45 days to around 37 days.
#518
General Discussion / Re: Destroyed stomach
October 14, 2014, 11:30:47 AM
Destroyed stomach requires some micromanagement on your side since the guy wont eat by himself but can still be fed when in a medical bed. If he isnt injured you can still set him to wait for an operation inside a med bed, just remember to cancel the operation after he had his meal.
Best operation to be used is peg leg, as it gives you enough time to pause and cancel before your guy gets numbed and is useless for another day.
Works also with wounded prisoners that wont stay in bed ;)
#519
General Discussion / Re: Awesome World Seeds
October 14, 2014, 05:29:55 AM
Seed: 925f

Heavy rain (5000mm+) jungle area in the east, for those of you that enjoy that monsoon feeling :)
#520
Wow additive stacking with armor :D guess double dice roll would increase the load on the cpu unnecessarily. From your posts I guess double power claw yields no benefits, a pity.
Thanks for the answer!
#521
Yeah I already knew that legs and arms stack, eyes too, I wanted to know specifically about power claws.
Got two of them installed on my brawler now and it seems the damage doesnt stack, injuries caused by him still only show 16 dmg. Maybe the attack speed stacks or the hitchance, not sure about that.
#522
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?
#523
General Discussion / Re: Lategame defense strategies
September 09, 2014, 10:31:07 AM
hmm back to turrets then, had limited success with these, the inferno cannon mechs always made short work of them and the powercords burned down like fuses, eventually disabling all the turrets. But I do like the designs in the thread, which is great by the way, thx for posting, matthiasagreen, havent read it before.
Only problem will be the feared doom drop/crashed ship at your mortar site then, other than that, I like fighting with my colonists, need to find a way to combine that with the turret farm.
#524
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