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Messages - Jan2607

#271
Bugs / Re: Innocent prisoner died mood impact
July 17, 2016, 06:00:03 PM
Quote from: robohunterx on July 17, 2016, 03:59:19 PM
You always have the option to release them as well, of course you would need to make sure they don't rampage anymore, but setting them on a "Joy-only" schedule might fix that.

Huh? You can't tell a prisoner, what he has to do. The work/sleep/joy schedule does only work for colonists.
"make sure they don't rampage anymore" That's the problem. My prisoner was on rampage and broke his cell. He got out and wanted to kill my colonists, so I had to shoot him. That's the only way to make sure, they don't rampage anymore. I can't evacuate my whole colony because of one prisoner gone wild...
He was on bad mood when I catched him. The wounds he suffered in the raid didn't make it better, so it was not my fault, that he was on rampage.
#272
General Discussion / Production costs for weapons
July 17, 2016, 08:47:38 AM
In my opinion, the production costs for weapons on the mechanics workbench are not really well balanced.
The costs of a survival rifle are 90 steel, 3 components.
The costs for a assault rifle are 100 steel, 4 components.
For sniper rifle 100 steel, 6 components. For a LMG 150 steel and 4 components.

So it's possible to craft good weapons within the first days of your colony. Everything you need, is to research mechanics and build the workbench. If you done that, why should you longer rely on survival rifles, when you can craft more powerfull automatic weapons?
One component more or less doesn't really matter.
In my opinion it's too easy to craft automatic weapons.

Before it was possible to craft weapons, I used several mods, which allowed you to craft weapons. In most of them it was easy, to craft pistols and survival rifles, but you had to research advanced weapon smithing for everything else and these advanced weapons were more expensive. Some of them (like LMG and sniper rifle) needed plasteel.

I think, the pathing to automatic weapons should be a bit harder, so that your colonists have to use older weapons like the survival rifle and pistols for a longer term.
#273
Bugs / Innocent prisoner died mood impact
July 16, 2016, 07:09:29 PM
I know, there is now a negative mood impact, if your prisoner gets killed by colonists. That's because it was possible to kill prisoners without getting this mood impact instead of execute him.
But I noticed, that the colonists will get this, even if the prisoner is NOT that innocent. My prisoner was on rampage, broke out of my prison cell and my colonists had no other choice than to shoot at him. Unfortunately, my prisoner died immediately. All my colonists got this mood impact now.
Thats a little bit unfair, I think. There is a difference, if I kill my prisoner, because it is fun or if I shoot him in self-defense, because he is on rampage.

In my opinion, it would be better, if the colonists wouldn't get this mood impact, if the killed prisoner was on rampage. Maybe it could be replaced by a smaller "I had to kill another human, but he gave me no other choice" mood impact (something like -3).
#274
Well, why don't they just eat, when they are hungry? If the stomach is empty, they should eat, and don't wait, until they are nearly starved to death...
#275
It would be nice, if Tynan or ison would read this bug report :)
#276
Yeah, noticed that too. My colonists walked in, to haul it. It was really... interesting...

By the way, normally, the colonists would avoid danger, but in my case, I had strip mined the mountain. It was a big labyrinth. When the colonists entered the mine, the bugs surrounded them by moving through other corridors behind them.
And as Jorlem statet, pets don't avoid the bugs.
I had several dogs wandering idle through the hives, too. I had to restrict their area.
#277
Quote from: Djd2000 on April 25, 2016, 08:19:44 PM
Mine does as well

Is yours a Labrador puppy, too or another pet?
#278
Today, I found John "Blitz" Kriegsler :D
Didn't know, Blitzkriegsler had a character ingame...
#279
Thanks for your answers :)
Yeah, I know, that it doesn't work to grow plants at night.
I set up my growing zones outdoors, and when I had toxic fallout, I built walls around the growing zones, roofed it and put sunlamps in the zone. Now, where the fallout is gone, I unroofed the zone and turned the sunlamps off (they don't explode when switched off).
I can't afford hydroponics yet (too power hungry). If I get a toxic fallout again, I will roof the zone and reactivate the sunlamps.
#280
As in the title, a short question: Will sunlamps still explode, if they are under no roof in the rain?
#281
Bugs / [A13]Puppy eats just before starving to death
April 25, 2016, 03:59:41 PM
I have a problem with my Labrador puppy. Often, he is only consuming food when he is starving. He is eating when he is over 30% of starving to death. I recognized this issue multiple times now.
My grown up pets don't have this problem.

My puppy is 11 days old and he is assigned to the unrestricted area, so he is allowed to enter my cooler, where I have meals and meat stored.
I can't force colonists to feed him, because he has learned every skill he can.

I would attach a screenshot of my colony, but the image would be too big.
#282
I like the idea of visiting other colonies very much. Not because of the components (I agree, that traders should pass more often and carry more stuff).
But it would be very nice, if you could discover the world, found new outposts, discover antique structures/whole towns of tribes - or a pirate town (Arrrrr!).

We should consider, that our colonists are crashlanded on a planet which is populated since a long time. Enemy towns would be really big and heavily defended, so you wouldn't be able to raid the factions base with 20 or 30 colonists.
Maybe you can raid a few faction outposts, but your primary job would be to discover, settle, acquire resources and trading with other factions at their home region.
#283
General Discussion / Re: Nonsensical Sieges
April 20, 2016, 02:28:39 PM
Quote from: Shurp on April 20, 2016, 06:52:59 AM
Actually, there is a solution to this.  *First* use your existing components to equip your colonists with survival rifles and body armor.  Then open a tomb.  There's usually only a few mechanoids in there.  Kill them.  Then open the sarcophagi (sp) and kill the spacers inside.  Now you have both plasteel and gold.

The tricky part is having enough components to do all this in the first place -- 7 per colonist for the gear, plus more for any workbenches/etc.

I only found one tomb - and there were only 2 artefacts in it, no mechanoids or spacers.
#284
General Discussion / Re: Nonsensical Sieges
April 20, 2016, 06:26:00 AM
Quote from: Shurp on April 19, 2016, 09:15:46 PM

If you run out of components before you get the component workbench, you die.  But that's a long term problem.

Getting gold and plasteel is really a problem. I mined a really big area and found nothing (I found only lots of uranium). Trade ships doesn't arrive.
It's totally random, if the game lets you build a component workbench. And this shouldn't be...
#285
General Discussion / Re: Teh pity endings
April 19, 2016, 07:26:02 PM
Yeah, I know that feeling. I am playing my third A13 colony now, because my first two colonies collapsed after a lot of incidents, diseases and raids in the first weeks. And I didn't even play on hard difficulties. Since I use the "less Incident trolling" mod, it's a bit easier now...