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Messages - DeMatt

#1
Okay, so there's an "ancient" cryptosleep chamber in the mountain next to my colony.  I've defeated its mechanoid guards, and now I'm trying to take the sole cryptosleep inhabitant prisoner.

But my colonists keep punching her to death.  If she didn't come out hostile, I'd bloody let her walk away, but nope, she insists on jumping whoever opens the casket, and the resultant brawl seems to always end with her dead.  Any advice?

Other comments:  Why "ancient" in quotes?  Because the cryptosleep inhabitant is 49 (57) years old.  She's only been in cryptosleep for six years as of me landing.  Her backstory is Story Writer/Luddite Rebel, so how she ended up buried in a mountain on a rim world for only six years is beyond me.

And just how much of a predator do these cats think they are?  This save has a seven-day-old kitten who's got three kills - and a missing tail and leg - from tackling hares and squirrels!



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#2
Quote from: top_hat_tomato on April 23, 2016, 11:57:47 AM
Unless there is a mod or some feature that I don't know about, my doggy will die.
Does anyone know of how I can save my dog? It wouldn't even give the option to feed the dog "manually".
I've seen animals eat without jaws - it just takes them a very very very long time.
#3
I think part of the reason we expect more out of our snipers is we don't realize just how penalizing that shooter-based range penalty is.

I have a sniper with 14 skill, with no bionics or health penalties.  That, combined, gives him a 99.10% per-square accuracy before curving.  The curving process reduces accuracy for high skill and increases it for low skill (a 0-skill brawler, with 50% accuracy, gets boosted way up to 80.26%), so post-curve my sniper gets 97.55%.  Which sounds impressive, until you realize that that's PER-SQUARE.  My sniper tries to engage from the very limit of his weapon (45 squares), so that becomes (97.55%)^45 = approximately 33%.

Then you multiply by the weapon's accuracy, target size, darkness, cover...

Quote from: Mathenaut on April 20, 2016, 04:13:16 AM
Without trigger happy, would that make the shot 6% or 53%?
I'd guess 6%.  But it would depend on whether the Trigger-happy penalty was applied pre- or post-curve.
#4
Bugs / Re: (A13) Credits roll ends without prompt
April 16, 2016, 02:28:13 AM
Quote from: Tynan on April 14, 2016, 03:33:44 AM
It seems we need to review the credits.

They should proceed all the way to "thank you for playing" which should always arrive as the song ends. We should calculate the speed such that this happens no matter how many credits there are.
That would be neat.  For reference, "Waiting for the Sun" currently ends about the same time that the "French language" header scrolls onto the bottom edge of the screen... I think that's less than half-way through the credits, so there's a fair amount of silence currently.

Quote from: ison on April 15, 2016, 07:57:29 AMThis is weird, you should get the "Thank you for playing" text. What is your screen resolution?
I've been playing windowed, at 1768x992.  It's a Windows 7 computer, if that matters.
ETA:  Fullscreen 1920x1080 has the same behaviour, so I don't think it's resolution-dependent.
#5
I find that the best weapon to use against an (initial) infestation is one Molotov cocktail.  Just one.

If you're like me, you don't mine out gigantic hunks of the mountains, so when the hives spawn, they're all crammed up into a small, unventilated room.  Have a colonist poke his nose in the door, lob in a Molotov (preferably at something flammable like, oh, wooden furniture), and pull back.  Then wait for the room to turn into a crematorium.

Bonus points for (almost) being a tactic from Starship Troopers - the gas grenades mentioned in chapter 11.  ;D
#6
I feel the Machining Table is a bit overloaded with recipes at the current time, and would like to see a few of its recipes moved elsewhere.  Similarly, I feel the Component Assembly Bench is under-loaded with recipes, so it would make a good destination.

Specifically, I think one of these two groups should move there:

  • Power Armor Helmet, Power Armor, Charge Rifle, Minigun:  the researched equipment
  • Power Armor Helmet, Kevlar Helmet, Military Helmet, Armor Vest, Power Armor:  the armors
#7
Bugs / (A13) Credits roll ends without prompt
April 10, 2016, 02:34:30 AM
So I launched a ship with all my colonists onboard, and the credits rolled.

I let them roll so I could enjoy the music while I browsed the forum, and then noticed that they stopped with the last two entries ("Translator Evan" and "Translator Raschert0") at the top of the screen.  No prompt to click or press a key.  Because the ship-launch music doesn't repeat, the audio had switched to white noise (there'd been Fog on my colony) and I halfway thought the game had frozen.

As it turned out, pressing Escape brought me to my now-abandoned colony, but I think a "Thank you for playing, press Escape to continue" prompt would be useful.

It's worth noting that clicking "Credits" from the main menu also stops the credits roll at the end without a prompt, although in this case it seems to stop before the "Ukrainian language" title scrolls off the screen.  And as the menu music loops, it doesn't suggest that the game has frozen.
#8
Why?  They're guests - they're being treated with the same care as your colonists.

I mean, the only time you'll be spending your medicine on treating "guests" is if you deliberately rescue unconscious "visitors".  Capturing them instead of rescuing them turns them into "prisoners" and sets their care level down to "doctor only".
#9
General Discussion / Re: Segmented Stockpiles
February 19, 2015, 07:27:26 PM
Quote from: Shanks on February 19, 2015, 12:50:36 PMWhat was the issue with having a zone inside and outside?
One of the optimizations done was to switch "check for growing temperature" from a per-cell check to a per-zone check, as stated in here.  If a zone could have a part inside and a part outside, then the check could be wrong for one part or the other, depending on which was checked.

Just one example.  I'm sure there are more issues that I don't know about.
#10
Playing Phoebe Casual, so I expect my raids to be weak... but two barehanded "grenadiers" in a six-man pirate raid is probably a bit too weak...

Could it be that my pirates don't have access to grenades, but still generate "grenadiers" anyways?

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#11
Bugs / [W|0.9.722] Visitors interrupt snacking to leave
February 18, 2015, 08:05:13 PM
As per title.  A pack of visitors had just gotten hungry enough to eat their travel rations, when the message "Visitors from Town are leaving" popped up and they all walked away, leaving their food behind.

I don't think the change in "wander here" orders should interrupt eating and sleeping.  Other activities, maybe.

Let me know if a savegame would be useful - I have one right before the two events.
#12
Just hitting "reroll" until I got a nice trio of starting colonists, and I ended up with one to be born 15 years from now, in 2030.

Maybe cap the maximum chronological age to two or three centuries, perhaps?

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#13
Quote from: Arenji on January 11, 2015, 08:25:07 PM
Thanks! So the mood bar always gradually moves towards where the triangle is?

Does this mean that if a colonist's break point is 10% then I need a sustained -40 in mood stats over sufficient time for the mood to drop from the default 50% to 10%?
More or less.  Do note that "sufficient time" is in the range of "a day".  So make sure you always have food for your pawns to eat - -20 from "Urgently hungry" isn't something you can afford to ignore for long.
#14
Mood is a number from 0 to 100.  It represents how "happy" or "stable" a pawn is.  It starts at 50, which represents "content" or "neutral".

The mood bar displays the pawn's current mood.  It's used to check whether a pawn is about to break.  It takes time for mood to shift - this is what lets your normally happy pawns deal with the mounds of corpses in the typical kill box without immediately snapping.

The vertical line indicates the pawn's mental break threshold.  That doesn't change over the course of a game.  If the mood bar is below the line, the pawn can (but won't necessarily) break.

The triangle indicates where the mood bar will stabilize, given the pawn's current mood bonuses and penalties.  You can calculate its position for yourself if need be - 50 plus bonuses minus penalties.
#15
General Discussion / Re: How to help strangers?
January 10, 2015, 03:07:03 AM
At the moment, you can't.  I do believe that there are plans in that direction, however.