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Messages - ApexPredator

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46
Ideas / Re: Tone down centipedes?
« on: July 26, 2014, 10:34:18 PM »
Today I had a group of about 10 peeds and 6 scythers drop in the middle of my base. It was one of the most intense fights I have experienced. I lost all of my turrets, 6 mortars, my prison was gutted that had 3 prisoners in it but I was able to keep every colonist alive (two were incaped) with some crazy micromanaging and a base with a lot of corners to hide behind. Mechs are quite a challenge in this type of situation and even in the open can take a lot of time to take down. Worst part is they never give up and you have to clear them out.

47
Bugs / A5 spaceship/friendly tribe randomness + suggestion
« on: July 25, 2014, 08:10:36 PM »
Possible spoiler with spaceship crash and I may have found a bug.

     The colony has been around 150+ days on randy and have good standing with 3 local tribes and I am in the middle right of the map. The spaceship crash event showed up in the bottom left corner of the map and I began to work on solving that issue as a large group of friendly tribes folk showed up in the same corner as the spaceship for a visit which got the attention of the mechs. About one minute later another friendly group shows up to help with my colony with the mech issue. They spawned close to the left bottom corner but had a small ridge between them and the mechs, but could not get past the mechs without getting their attention. In both friendly groups about half of each stayed and fought while the other half kept moving to my base.
   The Mechs made short work of the tribes people and I was using a mixture of mortars and run and gun to cut the mechs down. While micromanaging my drafted colonists to undraft the hungry/tired and resupply them with others from the colony I noticed that the friendly tribe that came to help became hungry and had my kitchen/dining room full like a soup kitchen eating meals faster than my cook could pump them out and some resorted to just eating the raw resources. There were at least 40 tribesmen in this group and I had never seen them go inside closed rooms before or take resources. My hauling colonist kept taking the meals off the table away from the tribesmen and putting it back in the stockpile because unlike when a colonist has a meal they did not become forbidden.
   The reason I say this may be a bug is the friendly tribes folk that came to help stayed in my camp while the mechs defending the spaceship stayed by said ship half a map away. I was able to kill mechs and destroy the ship but the friendly tribe stayed in my camp. They were taking the negative effects of the psychic drone when the ship was up and now that it was gone they were just standing around. They became very tired and slowly broke one by one and as each one broke they were killed by their tribe. I had to keep my turrets off and colonists drafted away from the huge group as to not overshoot and agro them all. After the group of 40 was taken to about 10 and many of their friend’s bodies were burned they stabilized but still slowly starved to death.
     Also I know it has been brought up in quite a few other threads lately and I have never noticed it more than during this current game but drafted/in combat colonist have become crazy micromanaging with food and sleep. Or during the drone event I would have people that were tired/hungry but when I undrafted them they wanted to go work instead of sleep/eat taking even more negative effects. I suggest a “go eat” and “go sleep” button and like in many other threads a reduced hunger/sleep loss while in combat which has become even more of an issue with removing sieging raiders/spaceship across the map. I also noticed that there is no longer a prompt for “drafted colonist needs a break” which makes managing mortars and front line soldiers a micromanaging nightmare. Maybe a small hud with the list of colonists and their “needs” tab viewable. If anything is not clear or you have any questions let me know.

48
Ideas / Re: Stockpile customization! Even moar!
« on: July 25, 2014, 02:16:46 AM »
I think what you are proposing would be a neat/useful feature. The way I currently play the game is set most stockpiles for one or two things depending on what I want in that area and have one big lower priority catch all. For example there is a stock pile that has 15 slots to the left of my cook top for the cook to deposit meals and two smaller stock piles to the right that each hold potatoes and meat, or a 5x5 stock pile for silver within the trade beacon range set to critical which means there is only room for 10k silver and if I have more than 10k there is a larger silver only stock pile in the mountain set to normal for my excess. One pile for weapons I want to keep based on type and another for sale by a beacon.

49
Outdated / Re: [MOD] (Alpha 3) Cannibal (v.1.0)
« on: July 23, 2014, 06:26:41 PM »
Hmm... I wonder if it would be possible to make your mod a gradual progression. Like your colonists start out hating Human mean but eat it only to survive, but after a few weeks they start liking the taste more and more. And then after a few months they can't live without Human flesh, and Vegetables give negative 'withdrawal' bonuses.

Bird law would agree with your statement.


[attachment deleted by admin: too old]

50
Ideas / Re: some traits easier to learn
« on: July 23, 2014, 06:21:41 PM »
I am confused by your post. Do you mean that social skill should increase over time from talking to other colonists? If so the game already does that. Or do you mean that skills like social should increase faster than say crafting or mining?

51
I like this idea a lot. The adrenaline and fear from battle makes the need for food and sleep almost none existent. Being drafted or in combat should lower the need to a fraction of what it normally is.

52
Mods / Re: [Request] Less Mental Decay!
« on: July 19, 2014, 12:46:15 AM »
Research then build a cremation oven, problems solved.

Thanks, but no, the bodies take time to burn up and I've had it where a wave of 30 bandits have died, cremating isn't time efficient. They still turn mentally unstable. If I wanted to use a cremation oven, I would. But I'm not requesting that am I.

Thanks for the suggestions guys, but I would really like to acquire what I requested, either the knowledge of how to edit the files or a mod from someone would be fantastic.

Mod the game if you wish but managing positive colony effects on your personnel is a big part of the game. I have had 60+ raider deaths in a few of my latest raids without a mental break. Some things you could try, keep your base clean, don't share bedrooms, make said bedrooms at least 6x6, have someone cooking fine meals (if your getting raids that large you should have this capability), set up a dumping stockpile away from your main colony and have it only hold human bodies, put oven close to it and whoever has the skill to burn them will when they have time and the majority of your people will never see the bodies. When you get to the 40-50+ raids add another oven.

53
Mods / Re: [Request] Less Mental Decay!
« on: July 17, 2014, 10:24:09 PM »
Research then build a cremation oven, problems solved.

54
Ideas / Re: Invading
« on: July 13, 2014, 11:12:26 PM »
Would give you more incentive to wipe them all out instead of letting them flee and could be only a part of a certain story teller. I would enjoy this idea.

55
I have even stricter guidelines when I start.  At least two have to be women.  I don't want it being a sausage fest.

Surviving on a strange planet is hard enough when it's two women and you.

Clearly someone that has never lived with women other than mom... Living on a random planet is enough of a sanity struggle without two moody women messing up the camp bathroom.

To the OP, the randomness of start is one of the strong points to a story telling game like this. If everyone of your stories started the same way, they would become less interesting each time. Random colonists and a random map make you change your play style to suit your strengths and overcome your weakness. Of course it seems like we have a different play styles and this is just my opinion and I would have no problem if an option was added to suit your needs as I could simply not use it.

56
Ideas / Re: Power Smarts / Light switches
« on: July 08, 2014, 06:49:54 PM »
Perhaps just adding a new light to the game which uses very little power and very short light range, just enough for a bed...  That way no micromanagement, no code needed for colonist to work switches.  Regular lights can be used in other areas that require more lighting.

This sounds like a nice simple idea for this issue.

57
Ideas / Re: [Balance] Wood
« on: July 03, 2014, 07:56:34 PM »
I think it would also help if trees were automatically harvested if they're in a tree growing zone (like vegetables). This would allow the process to be more automated for the player, and provide the beginnings of an industry.

This many times over.

58
Ideas / Re: Aim or Snap
« on: June 29, 2014, 06:55:25 PM »
I don’t see the value of a snap shot in a real time game. I think there are already glancing hits because I have seen shots do much less damage to a target than they were supposed to but I am not sure about crits.

59
Ideas / Re: Your Cheapest Ideas
« on: June 27, 2014, 01:39:44 PM »
The ability to prioritize cooking, currently if i have two bills, in any order, cooks will randomly choose, i have a 3 star chef and a 10 star chef so my stove needs to have two bills, one for fine, and one for simple, then my 10 star chef gets lazy and cooks a simple meal instead of a fine.

Alternatively scrap the the bill, and just make it so the chefs will cook the best meal they can possibly cook, this way my 3 star chef who is can't do anything bar research and cook, can actually acheive something without my 10 star chef creating bad food.

In my game the cooktop already has a priority; whatever bill is first on the list will be done first. Whoever gets to the cooktop will do as many bills as they have the time and ability for. If you have the fine meal first on the list and the 10 level cook comes up they will cook the fine before the simple and if the simple was first the person would do that first then do fine. However, if the level 3 shows up to cook it will only make the simple meals because they cannot make the fine. All of my cooktops are set to “make until you have X” so this could be different for other options but why use any other option? I disagree with your scraping the bills all together. I have two cooks that can make lavish meals but I choose to keep them building fine because lavish use double the resources and I don’t need the extra happiness boost from lavish.

60
Ideas / Re: Your Cheapest Ideas
« on: June 22, 2014, 04:15:21 PM »
I think it would be nice if there was a toggle on tree farms that allowed you to set auto harvest. As it is now if I don't keep track of them the trees die and need to be replanted wasting 20+ days of growth.

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