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Messages - Cdr.Keen

#16
Ideas / Close/open all doors / group of doors
June 24, 2015, 05:11:31 AM
while manhunter attacks, i cover all my colonists inside my buildings. when they're all inside, i pause the game to lock all the outside doors. at the start, it was easy, but now i got doors in a two place range. so instead of closing/opening all the doors by hand, some door control whould help to handle this smarter.

automatic doors are already wired, so ether a way to group doors or a door control panel for colonists would be a cool feature.
#17
i usually attack sappers, instead of defending my base. luckily at my large mountain map, most time they split their group up. i intercept the weaker group and most times, the remaining will flee.
#18
General Discussion / Re: Do Until You Have X
June 22, 2015, 07:57:34 AM
Quote from: ItchyFlea on June 22, 2015, 07:42:58 AM
Quote from: Cdr.Keen on June 22, 2015, 07:39:10 AM
but if you select "do until you got X" at the table and only select marble as source, won't work?
No.

Under the vanilla system, if you have a bill set to only have Marble as the source, but you have 200 Slate blocks, the game will count those Slate blocks towards the total of the "Do Until You Have X" amount you have set for your Marble blocks.

ah yes, now i got it.

ok, maybe another "workaround" to solve this is to build a stock only for one type of stone inside a fixed hauling radius for one table.
#19
General Discussion / Re: Do Until You Have X
June 22, 2015, 07:39:10 AM
but if you select "do until you got X" at the table and only select marble as source, won't work?

#20
Ideas / Long-term tasks
June 21, 2015, 07:51:46 AM
I played every alpha about 25h to 40h since alpha 3.  at the moment, building and optimizing is the game for me. but when i'm done with my base, food supply, power and stuff - there is nothing more to do for me.

So basically, i'm trading stuff, doing business - but this is not as satisfying at all. i'm thinking about some long-term ideas to get a reason to keep my colony busy.

Spaceport

There are so many ships and visitors crossing - why not offer some services to them.

Cool idea is, to offer rooms (new bed type like prisoner) for rent like a hotel. Visitors will stay for a while, eat, joy and pay after leaving. New room: shop, to sell stuff to visitors. also offer long time safety to visitors which causes raids and so on (pay for security). A space hospital to treat visitors. A space ship workshop (repair ships for payment).

Of course there are much more ideas to create some sort of society. Most of the basics (trading, visitors, bed types, safety, rescue) are already in the game. Maybe it's possible to mod out the idea in some way.
#21
General Discussion / Re: emergency heat for free
June 20, 2015, 01:26:43 PM
Quote from: muffins on June 20, 2015, 12:24:46 PM
Geothermal vents produce a crazy amount of heat. You could wall one in and vent it into your base.

room temperature went up to ~80°C - it's good to warm up some other rooms, but (luckily) not enough to start a fire.
#22
start with one grower, a miner and a scientist with medic and social. hit space at the start, look out for geysirs and maybe structures to start with.

when i start a new game, first thing i do is to assing 2 growing zones 8x5 with potatos and strawberrys, building a room with wooden beds and a cooking place (or go hunting if you can't grow). then i straight go to build a research table and start researching the geothermal power. when i got the power, i'll build a freezer - a storage with a -10 cooler. now start to store meals as long and fast as you can. also store the foods as long you got no meals.

now till food is safe, start to build up your base. don't build fast - take your time to plan sections for working, growing, sleeping and so on. try to build a fort with roofed hallways and open yards, with inner and outer rings.

thats my current fort. got a toxic fallout for many month - but business is running well :)

#23
Quote from: Dive on June 19, 2015, 06:44:58 PM
[...]

IMO latency is what is more problematic. I'm not sure if it's the TV's fault, but a picture on the TV screen is like 0.5-0.8 sec. delayed compared to a computer screen, and it makes it difficult to play. So a player that controls the colony was looking at the computer screen, while everoyne else were "watching tv".

most modern tvs are buffering the picture for better movie quality. they save the frames for 0.5s to 1.0s to insert missing frames. this will smoothen up the movies and the kabel/analogue signal.

so take a look at the setup of your tv. most tvs got presets like sports, nature, colorfull or --> gaming. when gaming enabled, the tv won't buffer the signal and fasten the display refresh rate. otherwise, try to disable the "hd-features" like smoothen, sharpen and stuff like this.
#24
Quote from: Jimyoda on June 19, 2015, 12:07:46 PM
[...]
See, he's not so useless now! He trains up your brawlers and doctors.

that lucky guy  :P
#25
sounds ok.

sometimes, it tooks month for my colonists to recover. is he at 100%? did you get a message that he's no longer immobilised yet?

Is he awake? does he got moods?
#26
i'm looking forward to the next update =)
#27
General Discussion / Re: How often do traders come?
June 19, 2015, 09:02:13 AM
playing randy - basebuilder

i got a tradeship nearly every month (10 days). but for me it looks like it depends on how much you use it. i always contact every ship and trade at least one item. i think the storyteller reacts on this, concludes and sends more tradeships because i'm "using" it.

also i'm selling tons of wood and food and stuff i get from the raids.

business is running well :)
#28
what status are his current body parts in? did he lose some other body parts?

also take a look at his health. look at movement and the senses - is he able to walk?

i got many colonists with gunshots at the head or brain. they're all really slow and can't do anything at all, just lurk around, getting exhaused, fell asleep at the floor, wake up and start lurking again.
#29
long range artillery and mortars, no problem at all.
#30
they should ignore turrets, like they ignore doors and other "human constructions".

as long they are animals, even when smart, they should avoid turrets. an animal, even a smart, can't track back bullets - they will only track the movement and the noise of the gun. but aslong it won't shoot, it make no sense for them to attack it.

so it's logical when they just ignore anything "static".