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Messages - Goo Poni

#31
Yeah, the Darkness event has very little buildup
It's only a real time minute before it starts. If you have hunters out there or don't already have lighting, the colony is basically forfeit. For that reason and because of the obnoxiously loud forced quotes from the narrator of Darkest Dungeon, I keep darkness disabled now.

Many of the modded events have been cut out for me. Red errors about not finding the incidents is fine by me. Mozzies and flies spawning "in the home area" without a jump to location prompt means I spend the next couple minutes trying to home in on the chittering  (why do they chitter anyway?) only to find they spawned in an unused bedroom. Plunderers are supposed bounty hunters but it's just a manhunter pack of insects. That can go too. Earthquakes for random building damage. Nah. Razor rain so I can enjoy rebuilding all the solar arrays or other power buildings because Sky enjoys all buildings having about 50hp. Nah. I got nuclear fallout once without ever even building a nuclear power plant and having that melt down, which fucked the entire map and leaves it fucked. Even machines like hauling bots or centipedes die to radiation for some bizarre reason. Nah. Recently had the weather controller appear in a new A14 colony. Gonna wait to see if it does anything interesting. Sealed it up so it doesn't get shot because it has a paltry 1000hp and "stinks of mechanoids", so interacting with it will probably spawn some and they'll probably have lasers and blasters and destroy the controller by themselves with crap aim. So far all its done is summon brief thunderstorms.
#32
General Discussion / Re: Colonists de-drafting?
January 13, 2017, 12:14:40 AM
Quote from: Sirportalez on January 12, 2017, 06:19:25 PM
Quote from: PotatoeTater on January 12, 2017, 03:59:00 PM
It's to prevent people from drafting colonists til they pass out from starvation to avoid the killing penalty if they don't want them.

Why should that be forbidden if things like 'wanderer joins' happen?
Send them out on a one-man caravan to wherever. If they have no relations or friendships, then no-one seems to care when a caravanner dies out there.
#33
I was gonna say, metals should be up next but you got that covered. After that, clothes and ammo and then just about everything is covered. Might I recommend that instead of weapons showing a tier (which is only useful in raid logic, isn't it?), they should show which benches they can be built at. Primitive/smithy, tier two, weapon bench, tier three, advanced weapon bench, tier four, futuristic weapon bench. And maybe the same with clothes if you get to doing those. Additional useful info for clothes would be what covers what and more importantly, what layer it occupies. Nothing more frustrating than looking at the ridiculous number of clothes and determining a full outfit simply by trial and error.
I can make a medieval padded jacket and a medieval padded vest. You'd think one goes under the other, but no. Neither should be confused with a gambeson, which is the same thing as a padded jacket. But that counts as a t-shirt, not as a jacket so it fits under either. Again with oversaturation of items in this pack, getting duplicate items in there now.


EDIT: Huh, I just had the terminator event. My last A14 playthrough was with probably the first iteration of the a14 pack, Skynet were just raiders by another name. This new raid is annoying. SCARs vs bows and a couple scavenged rifles. It's a good thing I like setting the bill for ammo to a few stacks of it because a few stacks of it is what each of those things takes. Just had my terminator standing there behind some rock walls while everyone else just shoots magazine after magazine at them. Went through over 2000 thousand rounds of 5.56, 6 with rifles that carry 360 rounds on them. That is a ridiculous ammo sink. And they revive like zombies. Kay. Hopefully next time that event comes by, I'll just have 6 guys on autocannons instead of 6 guys in the open with rifles.
#34
Can creatures have innate ranged attacks? Tiberium hounds would flick tiberium from the growths on their back at personnel and vehicles. They'd also be friendly to those that helped them if they came under fire. Taming tiberium hounds and nurturing their growths for a supply of tiberium, like most animals and wools or milk could be interesting. Not to mention being able to remotely project tiberium infections at enemies. Further growing on the idea, maybe tiberium could be a permanent affliction on them, prone to succumbing to it if it can't be tended to, becoming seeds for the spread of tiberium. Or perhaps influencing the growth with surgery, create blue or red hounds with difficult surgery.
#35
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 10:17:04 PM
@Shurp

I think CR has a spotting system in place. I know at least that artillery that have direct sight to a target don't need to be force fired and will engage autonomously. Its implementation of ammo also unifies the mortar types. One mortar. Want to lob HE? Drop HE down the tube. Want to lob EMPs? Drop an EM shell down the tube. Want everything to burn? You know the drill.
#36
Off the top of my head, the only leather I would exempt from being tanned is that of Raptors. But the defensive bonuses on tanned leather are otherwise still pretty good and a decent holdover until kevlar takes over for all clothes.
#37
The tailor's loom allows this already. You can tan leather. Any leather or combination of leather can be used and it has its own stats. The only annoying thing is that clothes made with tanned leather use completely random colours. The colour of tanned leather is a generic brown and it shows correctly when used for bedding.
#38
Quote from: gariba on January 12, 2017, 12:08:31 PM
Would there be a way to implement weapon/ammo profiles of some sort? For example, if a prison break occurs, I want my colonists to equip their shotguns with beanbags, and birdshot when hunting, without having to go through each of them and clicking 5 times.
This would also help fighting raids if you can fit enough weapons on each colonist. Equip sniper rifles while they are far away, switch to assault rifles at mid range, switch to shotguns if they get too close.

Doing tis automatically would be a bit insane, but having buttons/menu for "Profile 1-x" would be cool.

As an interim solution, you could make a clone of the makeshift turret  and change its ammo to 12 gauge. Then just load it with beanbag ammo.

Having the possibility of sidearms or a backup melee for people getting too close would be incredibly useful though.
#39
General Discussion / Re: Colonists de-drafting?
January 12, 2017, 06:23:26 PM
It is intended even if it is annoying. Pawns undraft themselves if they haven't been given new orders in a while or their needs are getting dire. Becomes quite annoying when lying in wait with snipers. I usually just keep pathing them back and forth to avoid them taking the initiative.
#40
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 06:05:20 PM
As a dwarf fortress style of player, mortars aren't much of a threat, obviously. And they're not much use to me either. Enemy mortars are effective against player townships because they're outside and often so large that the siege will hit something with nearly every shot. For them to be useful to me, I have to mass them, getting half the colony (6 of the default soft cap of 12) to spend much of the day shelling to get any useful effect. The forced miss radius really butchers their effectiveness and with vanilla combat being a case of who puts out the most bullets from the furthest range, I really do seem to need a platoon of bombardiers to get anything done. As one other poster said, mortars and artillery from mods in general, even CR, are a plan Z that I just never get around to using. They just sit neglected, on the off chance I get a hundred tribals massing for an attack.
#41
Quote from: Owlchemist on January 12, 2017, 11:48:27 AM
I've created a spreadsheet to help sort out what's what for HCSK's many weapons:

You can view it here

You might ask why there's no damage column. This is because there's no simple answer to this. It's based on a number of variables that aren't easy to extrapolate from the XMLs. However, usually the higher market value guns perform better. (Bows aren't well represented for this).

Damage aside, one of the main reasons I made this was to help sort out what guns you want to manufacture and outfit everyone with, especially with regards to picking out the ammo types you plan on using.

Also there's a melee tab down at the bottom.

EDIT: oh yeah and I still need to add the futuristic weapons. I've never actually progressed far enough into an HCSK game to get there, though, lol.

Using this, personally I decided to go with making Beretta CX4 (rifle for my hunters/snipers), Scorpion EVO 3 (SMG for fighters), and the Sphinx AT 2000 (pistol for non-fighters). That all uses the same 9x19 para ammo.

An excellent table. For me, it's the PC-9 for a pistol-calibre rifle, the M4 for a carbine and the SCAR for an assault rifle, for reasons of accuracy and firepower. If you want to include damage, add a column for what ammo is used and then a new tab for the ammo types and their damages/penetration.
#42
General Discussion / Re: Solar vs wind power
January 11, 2017, 06:40:57 PM
If I remember correctly, putting four wind turbines in a row allows for a box of 5x2 solar panels in front of them. Repeating this, you can build a huge box with the solar panels contained inside. The space in the corners of this wind farm can also be used to set up another 2x2 group of solar panels. It's a massive 30x30 green energy farm when fully built. Produces untold energy for most vanilla bases, I would imagine, but I still needed it to be bigger for my modded colonies.

As for which is better, I find wind to be highly unstable, but with solar I can reliably build enough batteries/solars to manage each night. Wind does function during eclipses and I think during flares.
#43
Quote from: Owlchemist on January 11, 2017, 04:36:54 PM
Does anyone else feel like early tech lighting is too high maintenance to be worth it? Having to cut and refuel 10 kindling per light per day is a lot of manpower to invest, and manpower comes at a premium in the early game.

I could propose a rebalance, but fishing for some opinions on it first...
The torches are not very useful, the lamp bowl is more useful as it provides heat and light still but is refuelable. But even the bowl lamp is not feasible past a couple of them. Kindling is easy to come by as the bushes have turned into grass tufts from don't starve and yield Kindling if harvested, but it and the new fueling system requires someone be on constant hauling duty. Animals can't haul to refuel and in the version of the pack I have, there are no hauling quadcopters either. The new fueling system is more annoying than fueling torches as any use of a building that uses the new fuel style consumes a whole unit of fuel and cools down for an hour (the building is unusable if it uses its last unit of fuel, so the timer is a cooldown until it eats more fuel, not an indicator of how long it can be used for). Burn rates with the old fuel style can be adjusted so 10 logs last 10 hours, 10 days, 10 weeks, however long you wish. The new one, seemingly not. Only more fuel added to the maximum. Glowstones obviously work just fine. The need for silver is a mild annoyance but currently, Glowstones are fire and forget, can be reinstalled as needed and veins actually yield usable amounts rather than 1 paltry stone I remember in my A14 version. Curiously for me, bowl lamps don't yield materials when deconstructed. As bowl lamps still currently use the regular fuel style which can be debugged to max fuel, lowering fuel consumption rates for those and maybe for torches as well.

Related topic, how many lamps do you have in your house that blind you with a 150w bulb? Or even a 80w bulb? I mean, fluorescent tubes I  can buy right now off the interwebs use >20w. One wood-fired steam generator runs maybe 5-6 lights. I think the strongest bulbs I have in my place are 60w. That's 12 lights instead of 5.
#44
Machining is a more apt term for the assembly bench. When I think machining, I think metalwork, milling and lathes. The primitive stonecutter's table describes itself better.  I'd recommend the assembly tables become machining tables and the machining tables become stonecutting/stonemason/masonry tables.
#45
Time to start ripping out textures then?