Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - A Friend

#1231
Power Armor (Good 79%)

(Too detailed?)
#1232
Awww yisss, finally A11-ready.

I love having more diversity between the enemies.
#1233
Finally got some free time.

WIP

#1234
Quote from: StorymasterQ on July 30, 2015, 09:35:33 PM
I wonder if certain... "joy activities"... could induce heart attacks. *nudge nudge wink wink*

Arguing on the internet?
#1235
General Discussion / Re: AI sees trough walls
July 29, 2015, 08:38:45 PM
Quote from: NemesisN on July 29, 2015, 12:46:29 PM
different people have different opinions, likes and dislikes...maybe for you that is good but for me its annoying and there are people that would agree with me

I do not rely on defense I use a lot of offense tactics which result in higher chance of deaths of my colonist....and that risk is caused because of these see trough walls diggers which force me to go on offense

this is a advantage to AI which I find unfair for them to know the exact location of rooms inside the mountains with no really good defense against it then to surround your entire base with turrets and that costs a lot of recourses and power

Sappers, drone ships, sieges. These are all events created for the purpose of forcing the player to risk the lives of their pawns and create a change of pace. So not every raid is a one sided meatgrinder.

Your problem is that you can't prepare against it because it's unpredictable. And it creates a situation where your pawns are in danger. Death is part of this game, you need to accept that. Unless it's obvious BS like death from lightning strikes. Otherwise, save scumming best answer

I wonder what would happen if you try Dwarf Fortress.


Quote from: NemesisN on July 29, 2015, 12:51:35 PM
also to add on that lowering difficulty does not effect this at all

every story teller has its own difficultly but that does not change the AI to not dig trough walls...no matter what difficultly you set the game they will dig trough....no matter if its a small scale or large scale raid they cause a lot of problems with it and its annoying

Again, the whole point of them avoiding your defenses and targeting unprotected places IS to cause problems for you. Problems that you need to solve. You just don't want to deal with that and it happening annoys you. The same way I feel when there's a crapton of centipedes attacking my base, creating long fights I find a chore.

I doubt I can convince you. Either you'll just have to deal with it or revert (if possible) to a previous version of the game before sappers. Because this is an intended feature that probably won't be changed. Along with the triple rocket launcher.
#1236
General Discussion / Re: AI sees trough walls
July 29, 2015, 11:30:15 AM
Quote from: NemesisN on July 29, 2015, 10:18:56 AM
the game does not have to be 100% realistic...but it could be less of a troll....the AI that dig straight line to your rooms and rocket launchers that fire like machine guns....these 2 things in the game are so unbelievable annoying and and OP....it can easily ruin your colony just like that....the game is hard enough with all the things that it has why does it need to give AI additional advantage

For you perhaps, I quite enjoy it.

These are challenges that you need to beat. You just need to exert the effort to do it. And when you do, it feels rewarding.

Ways to do so, however, varies.
Smart thinking, luck, save scumming, getting out of your fortress/comfort zone or combination of all of these. Be creative with how you approach things.

You're probably the type of player that rely mostly on defense. Try offense. Or if that fails, lower the difficulty. Also regarding the AI thing, it's supposed to be a threat, not a daily drop of gear.
#1237
Quote from: kahlzun on July 29, 2015, 08:11:48 AM
This just raises questions as to what the pawns see you as. Are you an AI? A god?
When they pray, do they pray to you?

How are you able to see what everyone is thinking? Not just your colonists, but the pirates and visitors, you can read their thoughts and feelings, see what they are carrying. Freeze time.

When you draft someone, are you "Assuming Direct Control" ala Mass Effect?

#1238
Lightning guns sounds very cool though.
#1239
General Discussion / Re: AI sees trough walls
July 29, 2015, 07:47:48 AM
Man, you guys are taking things too seriously. I don't really mind if it's not realistic.

I could provide a ton of unrealistic and illogical things about this game. But nah...
Just answer this: "Is it really that irritating that I can't enjoy this raid?"
#1240
Ideas / Re: Rocket Launcher Trolls
July 28, 2015, 11:12:48 AM
I don't think it's OP.

Your tactic of holding out in your base just doesn't work here.

Try taking them out with snipers or hiding pawns behind buildings and rocks then ambush them.
That's what I usually do and usually it works out for me. YOUR ROCKETS ARE MINE NOW.

Although I can see how offense won't work if the raid has you greatly outnumbered. Better to make fallback rooms if so.

Tactics m8.
#1241
Quote from: muffins on July 27, 2015, 06:58:32 PM
[...]

True story. I genuinely thought that Gorar was a boy. I even drew her as a boy - https://ludeon.com/forums/index.php?topic=11206.msg153030#msg153030

Gorar is volatile (so she gets upset very easily), a psychopath (so she doesn't any social enjoyment during joy-time) and she's teetotal (so she won't drink beer during her prescribed joy-time either). So during any problem times (fallouts, post raid clean-ups etc) she's always complaining and I'm always ordering her to drink beer. Drink more beer, damnit.

Then I get a female psychic drone ...

Oh ...
I am poopy-head, ignorer of details.

Anyways, made a little something
A wild megascarab appears!

Buried deep in work at the moment. Made in 5 mins.
#1242
Quote from: Shinzy on July 26, 2015, 11:57:06 AM
Quote from: kahlzun on July 26, 2015, 11:20:10 AM
Omg, some of these are really great!
I like the centipede ones, I struggle to imagine what they would be like irl

Oh! speaking of really great *ahem*
your thread about boosting medicine to 20 gave me an inspiration ;D

[...]

POW Simulator 2015

Seriously though, I loled.
#1243
General Discussion / Re: Nudist Pirate Towns?
July 25, 2015, 05:50:33 AM
Quote from: Aristocat on July 25, 2015, 05:22:02 AM
Quote from: A Friend on July 25, 2015, 12:55:43 AM
Their leader:

Urist McNudist
http://i.imgur.com/qWzkNbK.png
Now performing piracy in a place near you!

HES HOLDING GUN! NOT SWORD! DRAW IT AGAIN!

k, v2.0 now with swordgun

"En garde biatch!"

"Prepare yourself... FOR GLOOOOOORRRRRRRRYYYYYYYYYYYY!"
#1244
General Discussion / Re: Nudist Pirate Towns?
July 25, 2015, 12:55:43 AM
Their leader:

Urist McNudist

Now performing piracy in a place near you!
#1245
Quote from: Jimyoda on July 23, 2015, 08:57:18 PM
Quote from: TLHeart on July 23, 2015, 01:07:17 PM
mood affects global work speed. Changes to global work speed range from 30% to 120%.

A happy colonist works faster.
Correct, global work speed is affected by mood, but also by certain traits.
Trait modifiers are applied first, then the mood modifier is applied.

- Traits
* Industrious: +30%
* Hard Worker: +15%
* Lazy: -15%
* Slothful: -30%
* Neurotic: +15%
* Very neurotic: +30%

- Mood modifier
* When mood is at least 45% the mood modifier is 100%.
* When mood falls below 45% the mood modifier decreases.
* When mood reaches 0% the mood modifier is 75%.

This is all I could find, and based on this, the global work speed should range from 45% to 160%, though you'll likely never see it to those extremes.


Wow, I know how the traits work but thanks for giving the stats for the mood. Time to tone down my organ farm.