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Messages - Omenpapa

#16
Thank you for the fast fix for the thoughts panel issue :)
#17
bug: There is no left and right arrow to switch between colonists at the thoughts panel.
#18
I noticed that the current downloadable version is alpha 8e. I'm guessing this went throught a-b-c-d-e in the past, but I have no idea where to find the info about these releases. I'm interested in what exactly changed in these, and also where am I supposed to learn about a new release?

It's clear that i get a notification email when a new alpha releases, but not for hotfixes.

Also, in the past in the official changelog page, I read something about a launcher. Is there a downloadable launcher - autoupdater somewhere? It would be nice if my game would update on its own like steam games.

EDIT: Also if it really went throught a-b-c-d-e then some ppl would already reached the limit of 5 downlaods / alpha. This was only my 2nd download so it aint effecting me, but is there a way to reset this counter?
#19
Quote from: EdB on December 13, 2014, 02:30:49 AM
I also have trouble playing the game without the mod, so believe me when I say that I have plenty of motivation to finish updating it!

Tell me about it :) I outright refuse to play this game till u have this amazing ui mode updated to the current version :)
#20
General Discussion / Re: Changelog not updating?
December 08, 2014, 11:24:36 AM
Are u really complaining about ppl not working during weekends? Guess what m8 :) Devs are ppl too and have life :)
#21
The game gives u activities based on ur wealth. The more happier ur colonists, the more bigger ur colony, the harder it will get.

My advice would be to first of all, do not in any case build big nice rooms for each colonist at the beginning. That is a death sentence for ur colony, unless u r abusing the AI. Just build a big like 10x10 room with a lot of beds. It's not an issue to build other things too in here, like tailoring,cooking etc. I don't know how exactly the game calculates wealth, but u can actually put a lot of work stations outside, and even if it's raining it wont cause issues.

I also used to build everything out of metal in the beginning, but realized I can actually build a lot of things from wood too and just use the metal for those buildings which actually requires it(u cant build them from other materials) My balanced colony survives a lot longer by doing that, also u have more materials for turrets.

Another big influence is how much colonists u actually have. If u dont expand, thus having only 3, u will get those scary attacks a lot later, but eventually u need more ppl to survive. Just because u can get 4 more colonists somehow easily(slave trader, raiders), it doesnt mean it will be beneficial to do it due to the increased raiders difficulty.

I tend to not build turrets "just because I can". I stack up on the materials, make the layout for them and connect their place with multiple wires(to avoid the case when the lighting or fire or bazooka destroys a line..) to provide power. Then when the actual enemies appear, build 1/a couple more to fight off those(Obviously u want as much ppl there as u can have to minimalize casualties. Don't forget that just because ur colonist cant shoot or use melee weapons, it doenst mean he/she is useless in a fight. U do want repair guys too for turrets,walls, to kill fire from spreading etc).

I'm also playing on a big normal field, not abusing big mountains(those maps r the easy mode in my eyes, and we shouldnt need them in order to survive).

The other thing I had a lot of issue with the past is my technology level. For some reason I bought my marketplace or how its called waaay too late. U should buy it ASAP. It will give u the must have items like weapons and armor to survive. W/o it the traders wont come and u cant trade, but it takes time for hem to appear anyways...so I usually build it right after I managed to get some power and my first big room for the 3 guys. After using this "trade center rushing tactic", I never felt the lack of weapons/armors from traders. Before that I always ended up fighting sniper rifles and aks with pistols and bows which is as u can guess not exactly optimal.

Try out these things, and let us know if u survive longer, if these made ur game experience better/easier.
#22
General Discussion / Re: Visitor interaction?
October 22, 2014, 06:59:52 AM
Quote from: Canute on October 22, 2014, 06:54:45 AM
Did you try your com console ?
You can increase your faction there against some silver.

He even said he tried it in his op :)
#23
General Discussion / Re: Visitor interaction?
October 22, 2014, 06:53:52 AM
I think it helps ur realitions if u do not enslave,harvest,capture them ^^ Even if they are diing on the ground, u shouldnt capture and heal them, cuz that will count as an act of war.

Other then that, and the trade system u mentioned, I dont think u can do too much.
#24
General Discussion / Re: info please
October 21, 2014, 07:35:20 AM
What would be really interesting if instead of reallocating our current colony to another place, we could morph our colony to be AI controlled with a couple of options based on the colony's history and a couple player decisions. Basicly after we reach the winning state(x amount of wealth/a built spaceship/target colonist size/X amount of enslaved visitor or whatever), the game would offer us a choice to "make history" by changing our colony to be a "permanent" AI controlled one. Obviously we wont be able to play it anymore, and it should automatically delete all the saves too, but then we could alter the future of this planet.

We could set things like if we wanna be friendly or hostile to different type of colonies made by us in the future, a couple traits like "we will be always hostile to any colony who don't pay our taxes or who has a certain technology level or a certain size etc"

or we love nature and destroy all colonies who dare to hunt the peacefull animals...

or we are crazy and beleive in our mad god, who's enemy wears blue color, thus if u build anything with a blue color, we r gonna hunt u down..

These extra options would require certain things what we already reached during our playtime with that colony. It wouldnt make too much sense to just let a totally peacefull colony switch to a cannibal pirate gang as an endgame option...

I think having a couple self made colonies like that would add a lot of fun and depth to the game. Just imagine the "nostalgic" feeling when we get visitors from "our" old colony, then remember the big fight where this amazing survivor lost both legs and we had to replace them with robot legs...

EDIT: Maybe I should have just open a new topic instead of hijacking urs.. sry
#25
General Discussion / Roadmap / upcoming features
October 14, 2014, 05:29:01 PM
I read the forums a lot in the last week, but didn't find anything about this question. So Is there a roadmap somewhere? If there isnt, any1 know about upcoming features for the game? I mean things like the dev wanna implement for sure, the only question is when? In other words what is the scope of the game?

I'm mainly interested in actual features, not "just" an extra material,enemy,object whatever.

I was thinking about sending an email/forum message to Tynan about this, but then I thought probably other ppl are interested also in this, thus if u read this, pls share some spoilers about the future of ur game :)
#26
Quote from: Tynan on October 13, 2014, 04:48:23 PM
Okay. I'll write this on my to-do, we'll see if/when I get to it.

It's also a tad risky just because it's an alpha game. I don't want people losing their ironman game because of my stupid bug.

I could just set an Ironman mode that just saves over the same game over and over. Hmm.

Having an actual Ironman Mode in the game sounds very good to me.

Don't worry too much about the gamebreaking bugs for ironman players. I mean yea, ofc it is not ideal if we have anything like that, but believe me when I say those who actually prefer this playstyle understands the risks too. I lost many-many HC chars due to server being offline or laggy in diablo 3 for example or just because they made a change to a skill, which was not mentioned in any kind of patchnotes...anyone remembers the wizard's force armor's max HP limit change? :). Show me 1 ironman Xcom player, who didn't die at least once because he tried to click somewhere to move his soldier, but the soldier went a different way cuz of the buggy layout... So yea, ppl get used to the problems :)
#27
2. :D:D Them exploits :D
#28
In the last couple of days I'm trying to survive this, but I'm just keep dying and dying :) I'm fairly new to the game, but im a guy who prefers to die 1000 times instead of playing on an easier difficulty.

As the title says, I'm trying to play this unmodded. I'm only using the edbUI and more hair mode, so nothing which would change the game's balance.

I usually die fairly early in the game at the 3rd 4th maybe 6th raider wave. The main problem I can see is the weapons. I just dont get any. Traders do supply power armors If I survive the first waves, but I just cant fight with basic pistols against m16 and sniper rifles, aspecially that they r usually 2-3 times more then my guys.

Usually I tried to not wall in, and let them come, but they just overwhelm me this way. Last time I made a wall and a nice kill box at the front to handle anything, then ofc the raids stopped and I got defeated via sieges. I tried to go out but again the weapon difference is just too big to handle.

Oh yea, and I'm playing on a flat map, cuz it feels like everybody is just playing on a high mountain map, and just dig in.. boring ^^

I'm open for any suggestion, and also looking for lets play videos which contain alpha 7 unmodded exreme difficulties. Sadly everybody seems to play just on challenge, at least most of the videos I found were like that on youtube.
#29
I can see on the longterm what kind of cool features could be implemented, but right now, how important is this?

Obviously there is a biome and landscape difference, but does it matter if my colony is close/far to another village?
Will I get more visitors, raiders form those places?
Do we know if, lets say I get visitors from a 100x100 cube around my base? Are there hidden trade routs?
Is the temperature counts for mood/plants?
Does the rainfall matters how often and how much rain we get ingame?
Is it considered a hostile action to make my colony next to a tribe?

So many questions :) Hopefully some1 can enlighten me.
#30
General Discussion / Plant pot usefullness?
October 10, 2014, 10:57:35 AM
How usefull is a plant pot? Seems like doesnt matter what material I made it from, it has 0 beauty. meaning it does not increase the mood at all for ppl, even tho the desc says it should. Is this a bug?