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Messages - Listy

#526
Bugs / A8: Power armour helmets for everyone!
December 17, 2014, 10:38:05 AM
Version: 657 Windows, but its been happening since I started playing A8.

I'm at Sept 14th, year 2, and my Colony is at 14 people.

I'm seeing an awful lot of raiders show up with Power armour helmets, but not power armour. It might be because I'm in a Tundra, and so the cold generation means you get power armour and parka more often.

About my entire Colony has Power armour (-2 people I think, one warden so cowboy hat, and one non-combatant.) helmets yet I've only got about four suits of armour, and at least two of those came out of Cryotubes.

So anyone else noticing this?
#527
I'll save scum when the ship part arrives. I mean when the total fire power of your colony is a few short bows, and you're constantly struggling to defend yourself against enemy attacks, and normally have 2-3 people in hospital with infections, and then the Ship part lands...

Yeah? You think that's funny do you Cassandra? Guess what: I think save scumming is funny!
#528
You've just achieved the Equivalent of a perpetual motion machine with heat.. Well done!
#529
General Discussion / Re: When did you realise
December 15, 2014, 11:28:21 AM
Quote from: Veneke on December 15, 2014, 10:53:56 AM

Why didn't I research hydroponics before the first winter hit? Honestly, it never even crossed my mind. In every alpha up until this one I had ignored hydroponics. It didn't dawn on me until I had made it out of that first winter that I should have researched it and made an area for it.

Heard that!
I think my standard build from now on will be a Geothermal power station, with Hydroponics next door, a sodding huge freezer and a kitchen.

One tip for your freezers I have found, install two heat pumps. One Vents outside one Vents into the kitchen. Then during summer you can vent outside, in winter inside.

My big trouble at the moment is the sheer number of Brick types. That's actually slowing me down, plus the lack of resource's (flat tundra map). Although here's an oddity, Pine trees don't grow in Winter.
#530
General Discussion / Re: When did you realise
December 15, 2014, 08:38:11 AM
Quote from: absentminded on December 15, 2014, 08:35:48 AM
You don't have to release prisoners, you can eat them.

I'd already had to beat two of my colonists to death for being miserable, I wasn't about to apply even more negative morale modifiers to them.

I did take the precaution of stripping them first, before release.
#531
General Discussion / Re: When did you realise
December 15, 2014, 08:23:07 AM
Quote from: iame6162013 on December 15, 2014, 07:09:07 AM
Ah, did you not have enough of those? :p

I didn't have any of those...

It'd been a rough start. One of my colonists started with no Shirt, on an arctic tundra map, and Cassandra seemed to have it in for me. I was just getting leeroy'd by tribals constantly, then a siege party showed up with 5x M24's while I had nothing more fearsome than the starting Lee Enfield. So my only hope was to rush across open ground with pistols.

But the snow is thawing, and I'm hopeful now.
#532
General Discussion / Re: When did you realise
December 15, 2014, 07:05:11 AM
Quote from: iame6162013 on December 15, 2014, 07:02:13 AM
*Cough* hydroponics *cough*
Yeah that's what the Survival meals allowed me to obtain.
#533
General Discussion / When did you realise
December 15, 2014, 05:39:57 AM
"We're not going to make it through winter."

I was playing on an Arctic Tundra map, and Feb 18th rolls around and its all hands to food production. That was when I realised the colony was stuffed. I'd already Euthanized one guy who was constantly on mental brake warning. Next step is to strip the two prisoners and release them.

Edit:
I might make it.. a siege attempt by the local Yobbos brought a bountiful supply of survival meals. They seem surprised to get attacked by my almost starving colonists.
#534
General Discussion / Re: So Ancient Cryosleep pods
December 12, 2014, 11:43:10 AM
Quote from: Shinzy on December 11, 2014, 11:11:39 AM
along with like 10 very hostile megascarabs
they killed everyone ;D
(It was friggin cool!)

Did not know that could happen.

I do think these pods so far have been rather cool.
#535
General Discussion / Re: So Ancient Cryosleep pods
December 11, 2014, 07:33:22 AM
Quote from: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)

To be fair, the opening text points out you roll out of your Cyrosleep pod and leg it with full faculties to the escape pod.
#536
General Discussion / So Ancient Cryosleep pods
December 11, 2014, 04:57:55 AM
Spot the guy who didn't realise that if you open one, they all open. First thing I do is go poking around and see the "open" Option... sure lets have some of that.

http://i.imgur.com/dbDeLQl.jpg

Save me piggy!

Yeah, that colony was forked, about 5 minutes in, possibly a new personnel best.
Do Cryo sleep pods ever disgorge friendlies?
#537
General Discussion / Re: A Burning issue?
November 28, 2014, 05:46:42 AM
Quote from: Commander Beanbag on November 28, 2014, 12:09:36 AM
Are you sure you don't have the fire bug? Enable dev mode and check your console for huge amounts of errors when viewing fire.

Could be! I'll have a check next time I'm on.
#538
General Discussion / Re: A Burning issue?
November 27, 2014, 07:45:59 AM
Quote from: Nasikabatrachus on November 27, 2014, 04:35:27 AM
I don't know how long you've been playing RW, but fire lag was a much worse problem in the past. It's already been optimized at least once and it's much better than it used to be. So, it's probably that 30-40 colonist count, which is 2-3 times the number of colonists the game is meant to be played with. I'm guessing there will be further optimization by the time of the full release.

As for firefighting, that's been a gripe of mine for some time now. Until it gets addressed in the future, I suggest drafting at least one colonist when a fire breaks out on base and fighting it manually (colonists automatically beat out fires when they're in a tile adjacent to a fire).

Started at the start of the last build.
I would have thought that its quite common to get up to higher colonist numbers, but even when I have a group of 100+ enemies raiding me it still runs (occasionally there'll be a lag, but not worth mentioning). Its just the darn fires.
#539
General Discussion / A Burning issue?
November 27, 2014, 03:00:20 AM
A couple of things have cropped up recently that have been seriously causing me trouble, both from a hardware stand point and a game play standpoint, and so now seems to be a good time to talk about it.

Its simply Fire.

A)Hardware:
My Desktop is running a Geforce GTX 660 and a Dual core 3Ghz CPU. While not exactly stellar numbers its not exactly bad, and I can run modern 3D games at a decent quality setting.
Yet a relatively simple looking game such as this starts to seriously lag out in the later game when even small fires start. I suspect its a combination of things, namely my large colony size (30-40+) and fire takes up a lot of processes.

A Small fire cause issues, imagine how unplayable it gets when you get several Centipedes showing up with inferno cannons, it goes from annoying to utterly game breaking.


B)Gameplay:
My issue is the pants on head stupid way colonists tackle fires.
Simply there's a cluster of fires and each colonists assigns themselves to one fire and rushes out to tackle it, then wanders off.
Ignoring the square next to them that's also on fire. If the colonist whose assigned to that fire is coming from a long way away then everyone will leave and the fire will spread again. Its a severe case of a Someone else's problem field mixed with the Benny Hill show.
Add in there seems to be no way of actually fighting fires other than colonists or a handy rain dance. It seems somewhat odd considering the tech level. Cryosleep, interstellar travel, Geothermal power, cyborgs and AI, and fire fighting hasn't progressed past wafting a blanket at it...