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Messages - Listy

#31
Stories / I feel like I've just hit a new level of Evil.
December 03, 2017, 08:25:37 AM
I'm currently trying a tribal game. Only techs below electricity allowed. Its been pretty brutal. But for some time I've had a Scyther down near my base. So I thought about how the tribal types would react to this metal thing...

Easy, put him on a golden pedestal, and worship him! Get married in front of him, for his blessing. Why not build the church out of the holy metal, same as the god is made out of as well?



That Scyther is lying there, screaming internally, unable to kill all the humans about him. As they bring him gifts and pray to him.

Considering how much Mechanoids have buggered me over during the many years playing this game, you know what. I don't care!
#32
General Discussion / Re: Weapon time span
November 29, 2017, 06:59:46 AM
You want a near future, interim weapon between the assault rifle and the Charge rifle?

I give you, the minigun.
#33
This just happened.


Ox literally just slapped the guy in the neck with a shortbow and took his head clean off... guess he's strong like Ox!
#34
Quote from: Jorlem on July 27, 2017, 11:45:49 PM
For spacers, I usually assume that they had been on the same ship that my initial three colonists were from, and they happened to land elsewhere on the planet and joined a faction instead of starting their own.

I don't think its a story telling issue, everything can be explained away. The trouble is the frequency is bad. Not only does it break immersion it utterly cheapens the effect. Instead of "oh wow, someone's relative!" response when after 3 years on planet someone related to your colony shows up.
Instead you get the 'Raid (relationship)' message appear and you instantly know its not a mechanoid raid, a brief glance to see where it is and if its a sap or a siege and you utterly ignore the 3-5 relationships, because you know full well there'll be another 20 relationships along within the next month for the same guy.
#35
General Discussion / Re: Show me your killboxes!
July 27, 2017, 04:43:57 AM
Quote from: Lowkey1987 on July 26, 2017, 12:39:53 PM
It is with the medieval times mod. But its between two mountains AND *dam dam dammmm* ...there was deep water.

So no meele unit can attack the north!

http://steamcommunity.com/sharedfiles/filedetails/?id=1090822638


Have to pump water, so this is not how the map starts. The Mortas can attack the point where the enemy goes into the water.

Welp, that's torn it.

I've been working with deep water for the last two Alpha's. But I'd not mentioned it because I know of Tynan's hatred of humanity, and us players ability to defend ourselves, it means that defence is going to get smited sooner or later.

With the cat out of the bag:


The deep water to the south extends some distance, this gives me firing bays so I can deal with manhunting animals.
During an attack my assault troops mass in the room just to the bottom of the entrance. The enemies all run in, take up firing positions at the the sandbags, and well, one of two things happens. The explosives are carefully set up. a turret explodes wider than an IED. The IED could be replaced by a normal shell, but its one of the trigger systems for the explosives.

1: A melee type hits the IED trap, triggers the explosives, but leaves the gun turrets.
2: A turret is destroyed and takes out the entire line of explosives.

The turrets also provide a good way of soaking Doomsday and triple launchers.

Then the few survivors stagger into the main kill box and meet fusillade of fire. At some point they will run.
When they do the close combat troops deploy from their short cut blocking the line of retreat. You can get 100% kills from it.
#36
Quote from: Bakar on July 26, 2017, 06:09:45 PM
My base has gotten big and i need more colonists to take care of it, but im finding it harder to recruit pawns, so i was wondering if im just unlucky or if theres a limit?

Yes/no.
My observations, and I normally only play one colony for each Alpha, so I tend to go big and long. But these are only observations of game behaviour, not code assessments that might prove me wrong.

All the story tellers apart from Randy cheat. They try to keep you at 20 or less colonists. Usual way of doing it if you go over is to lob a illness outbreak at you, of which X number are guaranteed to die.
For Randy, 20 colonists is Tuesday.
So when you hit 19 or so colonists switch the story teller to Randy. Then you can have as many people as you like.

Except you then start running into hardware problems. The colonist cap is actually based upon your CPU. I have a dual core 3ghz CPU, and it starts to chug at 3x speed for around about 50 colonists and 20 animals, but that's on a arid shrub land, so there's other animals on the map. For 4x speed the chug barrier is about 10-20 colonists.
#37
Quote from: Tynan on July 24, 2017, 06:00:17 AM
I am hoping to rebalance this a bit. We may have overtuned it just a smidge...

Thanks boss, that's the good news I wanted to hear.
#38
I was at about 40 odd, then I forgot my mining group when I ordered the colonists to assemble for the defence so I lost about 3-5 colonists.

In the previous alpha the colony was 49 and lasted about 25 years. This one is about 15 years. I mention this because its been an issue for some time.
#39


Ok yes,  I play large colonies for long periods, and yes as about 80% of my colony is from the pirate band (its the only source of recruitment as slavers stop showing up and I never see them) so it does make some sense.

But when you get endless raids every ten minutes (I have to play on Randy for a large colony), that have loads of family ties it removes the feeling of a large universe. By my estimation there's only about ten actual families in the game. You also get silly stuff like suddenly people becoming related, despite living with each other for years, then a raid happens and surprise! You're now related!

Might there be a way to limit the family ties in the generator?
#40
General Discussion / Re: Mortars: any good?
July 07, 2017, 03:00:17 AM
Would increasing accuracy over time help?

Here's some random numbers to illustrate the idea, and not final numbers, but even as I say this I know someone will fly off the handle and say "I'm wrong and here's why":
Rnd 1: say 50% accuracy
Rnd 2: +10%, so 60% total accuracy
Rnd 3: +10%, so 70% accuracy

And so forth.
This could be explained by ranging in, it would also mean that long drawn out engagements (IE: agaisnt larger enemy groups) are easier, but how many sieges do you get form tribes? It'd also allow the mortars to become more dangerous.

I Say this because in my earlier use against the sap the first rounded landed bang on target in the middle of the group, and not a lot happened. Damage should be down agaisnt high end enemies with Power armour and shields, but only a couple of hostiles had that level of protection.

I would not even as a cheaper system I didn't build mortars for quite some time until everything else my base needed had been finished.
#41
General Discussion / Re: Mortars: any good?
July 06, 2017, 04:38:42 AM
Quote from: Tynan on July 05, 2017, 05:54:32 AM
We're also considering redesigning mortars so there's just one mortar building but different munitions for it. Just an idea right now.

Different types of shell that act like the current HE shell would be very useful and give us more defence options. Defence does seem to be the one thing you hate to add though.
#42
General Discussion / Mortars: any good?
July 05, 2017, 04:41:13 AM
Not so long ago Tynan asked us about mortars, and the general consensus seemed to be "95% useless, luxury item for long term large colonies". Or at least that was my reading of the thread.

Then in the next patch we got:
"Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells"

Shells still seem expensive, 10 Chemfuel and a steel, compared to the steel cost last time. My biggest cost here is time production. Time to fetch both ingredients Vs one, and then crank out a shell.

Firing rate still seems too slow for what it is, also accuracy still seems poor?

I just got attacked by a bunch of sappers so I grabbed some colonists and began to shoot at them, I had four tubes in action, and I also had three snipers firing at them. I'd credit the snipers with doing more damage than the mortars, and the snipers were a hell of a lot easier to produce.

So are the Mortars buffed enough or does the original verdict on them stand?
#43
General Discussion / Re: Chain shotgun Graphic
June 16, 2017, 07:00:01 AM
Damn
Looks like I was wrong. Oh well back in my box.
#44
General Discussion / Chain shotgun Graphic
June 16, 2017, 06:11:33 AM
I was looking at the Chain shotgun and its an amusing weapon. But the graphic for it, reminded me of something. I just happened to be browsing through some really old screen shots when I realised what was going on.

Its the old charge rifle graphic.

So I wondered if it wouldn't be a bit of fun to see if we could come up with a better graphic for it? You never know if Tynan reads this, and feels generous the best one gets used in game.

Trouble is I don't know how to extract the graphic from the game to get the base image that we'd need to work from? Any modders able to help with what would be needed?
#45
General Discussion / Re: What happened to uranium?
June 16, 2017, 06:06:18 AM
It's always been hard to find, which is a shame as its the best mace building item you can get, but the numbers needed to build is silly.

Then they made ship reactors need Uranium and well, no chance of ever building a whacking stick with it now.