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Messages - ShadowTani

#61
Am I correct in assuming that manhunting pack numbers are scaled according to at least their size, or their attack power? It seems something along that line, but not sure as it could just be a coincidence of Randy being random or my memory not being too good. But either way, oh boy, the faster smaller animals are WAY more devastating than the slow large ones when they arrive in a huge zerg that my colonists can't run away from (especially true when not on base), lol. Just thought I'd throw that out here since we where on the subject of manhunting animals. xD It makes it a nice two in one event, where one with large slow animals = free meat and leather event / while one with small fast animals = hide or get ganked event, or dwarf fortress level of FUN if you like xD
#62
Quote from: DariusWolfe on May 20, 2017, 03:50:02 PM
A17 adds a less-resource intensive stone flooring option, intended for outdoors use; It's not as beautiful (I think it's neutral beauty) but it's 1 unit cheaper, and a lot faster, if I'm recalling correctly.

No, flagstone is not less resource intensive, they both cost 4 stone to lay. One is very slow to lay, but more beautiful. The other is fast to lay, but neutral in looks and don't give any resources back if removed. The later means that flagstone is technically more resource intensive if you need to make modifications.
#63
General Discussion / Re: 8x7 or 7x7 Bedrooms?
May 21, 2017, 05:23:54 PM
The wiki is somewhat outdated, for example, the environmental display tool can now be used accurately, and it doesn't matter if a pawn is in a corner or the center of the room - the value the tool shows will be what the pawn experiences all over the room.

In other words, so as long as the room has a total space rating of 55 or more the pawn will get the buff and that can definitively be achieved with just a 7x7 room, though it depends on how many other objects you stuff into it. A 7x7 bedroom can have a double bed, small table and two dining chairs, a Flatscreen TV, two armchairs, and a couple of plant pots and still give the buff.

However, as cultist implied, you're making a big fuss over nothing really. The buff only last for as long as your pawn remains in that room, and will be refilled to max anyway when you go outside (though without any buff until you enter a new room). The pawn will usually only go to their bedroom to sleep or refill joy through prayer or meditation, and you won't see them go crazy much at that point. If you need to nitpick then you should at least focus on the areas they need it the most: their work areas. Also, get yourself impressive dinning rooms and recreation rooms instead which provide potentially larger buffs that can last for a while.
#64
Quote from: Doc Savage NDMF on May 19, 2017, 09:04:12 AM
-Infections were way over the top, now they're just tame. Infections from injuries that is. I hate them with a passion, but they need to be ticked up just a smidge. If it's way too easy for me, it's a non factor to anyone who knows what they're doing. (difficulty of some challenge should have "some" challenge)

I've found the challenge lies in dealing with infections out with your caravan. I understand you gave up on them, but grabbing item stashes and fulfilling trade opportunities are really neat sources of resources. They have a fair amount of risk to them, but at least the threat scales with each individual caravan and not with your base wealth so it usually feels reasonable I think. At times my caravan would been lost to infections entirely though if I wouldn't been able to send a drop pod with a skilled doctor and proper medicine. Practicing good cleanliness and providing comfy beds I don't notice infections much at base, but I've lost one caravan guy to infection before I got to research pod launchers, and another when I experienced a raid right after my caravan team had taken out an outpost which proved to be more "bloody" effort than I expected (f'ing triple rocket launcher guy out of nowhere).

It might be tame at the base, I agree with that, but how much of a problem should infections really be at a base where your pawns enjoy a standard quite a bit above that out in the bush? Infections do cause a major issue out there "on the road" and after crippling attacks at the base;  in regards to balance that's where the infection challenge should be I think. Perhaps when new mechanics makes it easier to survive away from base, but atm I think it feels pretty balanced from an overall perspective.

The problem you had with not being able to rescue your pawn in your caravan is probably due to a little annoyance that you can't manage pawn inventory on the caravan forming menu. It's fine if you still got access to the map, then you can just go to the gear tab of any pawn or animal to drop stuff to give you potentially enough carry capacity to haul a pawn; the items you drop will then appear in the item list on the caravan menu instead of being MIA. If the caravan is reformed by force however then one is out of luck apparently - unless I'm somehow missing a hidden option to manage pawn inventory on that menu.
#65
Quote from: roben on May 18, 2017, 07:11:36 AM
Quote from: alexdgreat on May 18, 2017, 06:59:47 AM
Why are you hating crafters so much?
From a16 to a17 changed next:
Making joints - no crafting XP
Making drugs - crafting job who gave Intellectual XP, but no crafting XP
Stonecutting - crafting job who gave Construction XP, but no crafting XP
How do I must to level up Crafting in cheap way in such conditions?
Making hundreds of shoddy t-shirts, and wooden swords is wasted resources and time

Yeah, I noticed that, too. And while my crafters still suck, my researcher was on LVL 20 in no time... So maybe the levelling by crafting cheap stuff may be reduced if it was imbalanced before, but disabling it completely? The main good thing, though, is that you can now use your average lvl 0 crafter for making stone blocks all day long, if it is not skill related any longer. But making medicine is skill capped (and this skill automatically degrades if not used as far as I remember), so at least here there should also be some gain making it.

Edit: But please do not lower researching skill gain... There should at least be enough research projects left to benefit from a highly levelled scientist.

I agree, though I think the biggest problem is that these jobs of variable skills are all lumped together under the same job category, meaning that the ideal crafter have to be good at two-three skills to actually not be wasting time and resources when doing one of the jobs they aren't as competent in.

Ideally the drug production should be put into its own chemistry job, and stonecutting into a masonry job - crafting could probably be merged with smithing at that point (not much left of it then I believe), except maybe tribalwear which is more of a tailoring thing. I know Tynan hates to add job categories though, but it would definitively made things a bit more intuitive in this case. A way to toggle sub-jobs would work too (bringing back that dedicated repair pawn in the process!), but I'm pretty sure that's too much work to make it into A17, if ever.
#66
Ideas / Re: Your Cheapest Ideas
May 17, 2017, 10:35:06 PM
Display the age or even better, an indicator of age in relevance to life expectancy, of the colony animals on the animal menu, at least for adult animals. Perhaps as an enhancement of the current indicator for maturity level. This would be very useful as a quick overview over what and how many animals are getting too old and that one should begin preparations to replace; whether by breeding, buying, or taming~
#67
Quote from: Tynan on May 16, 2017, 11:41:35 PM
you can update your save file by using a text editor to replace "SurvivalRifle" with "BoltActionRifle" in your save file.

That seems to not be sufficient though, so people might be better off starting over this time. x3

EDIT: Strange, the game bugs out the same way with both SurvivalRifle and BoltActionRifle, but if I change it to any of the other older guns, like SniperRifle, then it works without errors... Yet, in the save files of any new game it clearly uses the name BoltActionRifle. @_@;
#68
Been a few hours now and still no sign of the .1540 update? Or is it just me? o.O
#69
Quote from: O Negative on May 16, 2017, 04:29:17 PM
Yeah, if players intended on their pawns walking between allowed zones, they would probably build/zone that path themselves.

I dunno, but I've found this behavior really useful during a toxic fallout. Because when I created those zone paths between the allowed zones the dumbasses ended up lingering outside longer than I'd liked them to; I don't mind them going outside just to get to the next facility, but I don't like them stopping to eat their packed lunch on the way... Without zoning the paths they move between each intended area without delay. It would probably be nice with a toggle option for this for individual zones though, but I rather not lose this behavior altogether as I don't really want to create roofed walkways between each facility.
#70
Quote from: Mihsan on May 15, 2017, 08:58:52 AM
But making Yayo, Go-Juice and medicine is intellectual work that implies knowledge of chemistry. It is very much not the same as carving stones, tailoring hats and forging swords, which is more about having hands in right place.

I agree that these things require a higher intellectual foundation and initial know-how, but producing them doesn't exactly exercise and challenge you more mentally.
#71
Quote from: wyoian on May 15, 2017, 12:30:25 PM
Anyone else having severe problems trading for $ or finding bionics?
I generally make furniture and art for money since weapons sell for pennies but exotic traders don't buy furniture any more ? Couches at least. And they never seem to reset their trade inventory (maybe just reset it to something similar). It's been 2 years and all the 2 factions have are joy wires and power claws.

I've been able to get 2 bionic arms and 1 bionic leg so far, no bionic eye though, but haven't actively sought them out (and I'm 4 years in). I've also been able to sell furniture to bulk goods traders, and found silver being consistently easy to get by fulfilling trade requests. :3 I'm also still able to empty local trade caravans for silver by selling the usual raid loots alongside stuff like smokeleaf joints.
#72
Can anyone confirm if the abrasive trait have any effect anymore? I got a pawn with it, and I never seem to catch him provoking anyone. Well, I found he had slighted someone once, but really, I got colonists without the trait that does that more than him, he's literally the nicest dude in the colony atm (most well liked overall).
#73
Ideas / Joy from travel
May 14, 2017, 05:55:51 PM
One of the frustrations with caravans at the moment is how every pawn end up entirely devoid of joy during travels. So I want to suggest giving pawns their own type of joy from traveling, like adventure joy or something for being able to see new places and scenery, with a tolerance that is increased rather slowly (to be able to maintain joy for a few days).

An interesting addition to this could be to throw in two new type of traits:

  • A trait for pawns who feel the need to travel. Example: they get a mood bonus while and for a few days after traveling, which become a mood penalty when it runs dry (feels the need to get back on the road), they also don't develop a tolerance for adventure joy.
  • A trait for pawns that prefer to be at home. Example: they don't get any joy from traveling (so the pawn will essentially behave like what every pawn atm is behaving).
#74
Quote from: Elithen on May 14, 2017, 01:26:50 AMWell if you really want to handle mech ships, you paste them with mortars using a sandbagged turret line set up near the wreck to keep the mechs in place after they pop out, but I'd already written too much, so cheers.
That's definitively true for mech ships, but mechanoids may also arrive like regular raids. ;3 So the tip was more in regards to tackling ones that arrive before you got a good kill box (still good for helping the killbox dispatch them swifter though), or whenever they decide to drop pod down into the middle of your base where there's often much less opportunities for snipers to do shot-and-run tactics.

Quote from: Elithen on May 14, 2017, 01:26:50 AMWas that bit about increased incapacitation chance something official about the weapon, or something you've noticed through playing? I never only have one charge rifle in a place, so the massed fire makes it a moot point, but that sounds interesting for both slave trade and "recruitment."
Blunt melee is still safer in regards to not outright killing a pawn, but charge rifles does a pretty good job at it too. It's probably not official, just a nifty coincidence I've noticed. The primary factor for this is probably that they are technically low-damage per-shot and therefore don't shot off body parts too easily unless it's a direct finger/toe/ear hit (so I'm happy about Tynan reverting the chances of hitting fingers/toes/ears, lol), essentially being able to spread the damage around more evenly across a pawns body.
#75
I also appreciate the effort in making the research skill more useful, and renaming it the intellectual skill instead is a step in the right direction I feel, so I'm really happy about that change. However, in regards to the drug crafting not so much, so I agree with O Negative here, making pawns do repetitive physical labor doesn't make sense in regards to increasing the intellectual stat, especially when it's a job that requires the pawn to have the crafting task set - as this bug shows, even the game is currently confused about this, lol.

Examples of intellectual uses that would make more sense is for example the ability to consistently find objects one could study for various rewards (examples could be quest locations, resources, hidden techs or a few research points in a random unresearched tech, rare parts for making rare things like alien artifacts, and etc.), and/or a skill teaching system where for example one pawn could teach other pawns up to the skill level of either the skill one want to teach or their intellectual skill, whichever is lowest.