The no capturable colonists thing confused me as well. I believe the reason is that there are population caps per storyteller. You can see them on the wiki. Randy seems to be the only one you can go over the cap with because his events are random.
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#107
Bugs / Re: [W|0.1.334] Corpse in prison room
February 01, 2014, 12:10:26 PMQuote from: PhenomTaker on February 01, 2014, 10:52:57 AM
Just killed my prisoner with vicious beating
For the cause!

#108
Bugs / [W|0.1.334] Corpse in prison room [mantis]
February 01, 2014, 09:40:12 AM
Version Found - 334 Windows
Title - Corpses in rooms with marked prison beds can't be prioritized for hauling
Steps to reproduce - Kill an arrested colonist who goes berserk after being dropped off in the prison room.
Expected results - I would be able to click a colonist, right click the corpse and select Prioritize.
Actual results - Right clicking the corpse produced no prioritize menu. As you can see from the SS, there are available graves so that's not the problem. If I switch the beds to non prison status, I can then prioritize the corpse for hauling.
Notes -
Title - Corpses in rooms with marked prison beds can't be prioritized for hauling
Steps to reproduce - Kill an arrested colonist who goes berserk after being dropped off in the prison room.
Expected results - I would be able to click a colonist, right click the corpse and select Prioritize.
Actual results - Right clicking the corpse produced no prioritize menu. As you can see from the SS, there are available graves so that's not the problem. If I switch the beds to non prison status, I can then prioritize the corpse for hauling.
Notes -

#109
General Discussion / Re: Possibility of releasing the Jan 29 alpha to colonists?
January 30, 2014, 11:31:38 AMQuote from: ajtru on January 30, 2014, 12:16:51 AM
The current alpha performs rather sluggishly and it significantly reduces the late game fun after getting 30+ colonists, struggling down to 5~10 fps on the fastest speed.
Never mind, I was just reading the other thread about the storytellers and saw the mention of the population caps. I had missed that.
#110
Bugs / Re: Dumping stockpile bug [mantis]
January 29, 2014, 02:52:21 PM
I just noticed this as well. There were blood stains and setting the home zone to force a clean up fixed things right up. Thanks for the tip.
#111
General Discussion / Re: Thoughts and feedback: Colonist Tier
January 28, 2014, 03:58:17 PM
That's good to know about the weapon racks. It hadn't occurred to me to click on them to see their priority. Though, with the new stockpile areas, I just designate areas along wider halls as single strip drop areas for weapons instead of using equipment racks. They get stored and I don't need to "pay" to have them stored.
On the landing pad thing, it did occur to me that I could have built new ones after going through all that falderol, but by that point it would have messed up the whole fung shui of the area.
I didn't really need to trade for anything by then anyway. The tediousness of the whole process from beginning to end is odd. Prior to the landing pad thing, I didn't mind the trading tedium as much.
On the landing pad thing, it did occur to me that I could have built new ones after going through all that falderol, but by that point it would have messed up the whole fung shui of the area.

#112
General Discussion / Re: Thoughts and feedback: Colonist Tier
January 28, 2014, 02:23:48 PM
I have almost starved a couple of times, but it is fairly difficult if you don't get your hydroponic farms rolling quickly. Though a blight will ruin your day if you are running just enough. But again, the hydroponic farms produce fast enough with some emergency random harvesting to get you through. I did have someone go crazy during my most recent game with a combination blight/raider attack. But that was because I had him rescue someone and then forgot to de-recruit him in the heat of the fight and the post cleanup.
Fires can get out of hand as well if you don't aggressively set your home area. I did appreciate "Lucky"'s commitment to taking a nap in the burning bed next to the burning wall. On that topic, I liked the tutor tip that the home area is a trigger for firefighting.
New patch comments:
I mostly really like the new dumping area mechanics. I was really interested to see how raiders were using my dumping areas against me after I had cleared out all of the gun range cover. But then I got to thinking that I could do the same thing with intelligent dumping area placement and get ghetto sand bags out of the deal. Bonus.
One other thing on dumping grounds, the seem to have higher priority even at normal priority for corpses than graves do. I was confused for a while when raiders kept getting piled in there instead of my fresh mass graveyard.
Trading, however, I'm not so happy about. It seems excessively gamey at the moment. First, the currency as an item seems odd. I get the general idea behind having to have items on the landing pad, but I don't see what it's adding as a mechanic. As it is, you just make that a priority storage space and have several so you have access to everything for trading. I found it particularly annoying when it was time to sell off my haul of pistols. I had to clear out a landing pad first, then destroy the equipment racks I had been storing them in to get them moved. It got to be so tedious, I just gave up on trading anything other than slaves.
Then there's the trade interface itself. The drag left and right thing was not intuitive. I could kind of understand if the mechanic was used somewhere else, but it's unique at the moment. For me, it's also not terribly precise. The center zero tauntingly suggests you can enter something. Could we just get some text boxes? For that matter, could we get a bit more detailed accounting of the trades, x units + y unit cost = z total cost. Also some way to work multipart trades, ie buy my slaves with tasty potatoes or a stack of pistols.
Fires can get out of hand as well if you don't aggressively set your home area. I did appreciate "Lucky"'s commitment to taking a nap in the burning bed next to the burning wall. On that topic, I liked the tutor tip that the home area is a trigger for firefighting.
New patch comments:
I mostly really like the new dumping area mechanics. I was really interested to see how raiders were using my dumping areas against me after I had cleared out all of the gun range cover. But then I got to thinking that I could do the same thing with intelligent dumping area placement and get ghetto sand bags out of the deal. Bonus.
One other thing on dumping grounds, the seem to have higher priority even at normal priority for corpses than graves do. I was confused for a while when raiders kept getting piled in there instead of my fresh mass graveyard.
Trading, however, I'm not so happy about. It seems excessively gamey at the moment. First, the currency as an item seems odd. I get the general idea behind having to have items on the landing pad, but I don't see what it's adding as a mechanic. As it is, you just make that a priority storage space and have several so you have access to everything for trading. I found it particularly annoying when it was time to sell off my haul of pistols. I had to clear out a landing pad first, then destroy the equipment racks I had been storing them in to get them moved. It got to be so tedious, I just gave up on trading anything other than slaves.
Then there's the trade interface itself. The drag left and right thing was not intuitive. I could kind of understand if the mechanic was used somewhere else, but it's unique at the moment. For me, it's also not terribly precise. The center zero tauntingly suggests you can enter something. Could we just get some text boxes? For that matter, could we get a bit more detailed accounting of the trades, x units + y unit cost = z total cost. Also some way to work multipart trades, ie buy my slaves with tasty potatoes or a stack of pistols.