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 - 10001110

#76
Yep, thats the benefit of playing it extreme... but it's rough to survive long enough... haven't had any luck with that yet. Always get trolled, and keep going back to calmer waters.
#77
General Discussion / Re: No skill gain when stonecutting?
February 24, 2015, 02:08:56 PM
Quote from: Tynan on February 24, 2015, 01:30:58 PM
Quote from: Vexare on February 24, 2015, 01:11:21 PM
Like others, I'd love to have a way to assign certain colonists to certain crafting stations or even the individual bills because I don't like it when my high leveled crafter makes bricks while the lowbie crafter makes crappy clothing I want the higher skilled one to make.

This is suddenly getting requested a lot so I'm going to add it in for A10.

<3
#78
General Discussion / Re: No skill gain when stonecutting?
February 24, 2015, 12:34:37 PM
Not only they don't gain any skill, they lose skill if not crafting something that skills up. Big trouble :( Been trying to have several separated crafting rooms and have the crafter sleep there, but still some rookie will come out of nowhere and take over instead of pounding stone.
#79
Quote from: Panzer on February 22, 2015, 09:45:31 AM
Works for me, keep it at -5 C, havent had problems yet, the kitchen gets rather cold though, around 10 C.

Bet the temperature in the corridor is ~100c, with 4 coolers venting into it. Extending it one square away from the edge on the mountain and creating a no roof square would vent that heat out, and you wouldn't need so many coolers.
   

[attachment deleted due to age]
#80
General Discussion / Re: No Gratitude
February 24, 2015, 12:14:59 PM
Between giving them shelter or stripping then out and leaving them to die, it's all about kindness, i guess. Reality is, if they have good traits and skills, we WILL want them to join, and throwing them in prison like any other bloodthirsty enemy is harsh. They could just offer to stay IF we have a decent base, not necessarily statues, flowers, carpet and marble floors everywhere, but clean and prosperous, and we could decide to accept or not. Then i wouldn't feel guilty about that poor sod that burned in the atmosphere and almost got ripped to shreds. After all, they have nowhere
else to go right?   
#81
With the changes coming n A10, the rates are fine, and could even be a little higher. This will make crafting clothing more essential, as it is now, it's passable. Devilstrand growth rate needs to be tweaked, as it is now, it's practically impossible to make anything out of it, and buying it is unthinkable with the price nerfs.
Clothing deterioration could also be (if its not yet) dependent on tasks performed. Easy to figure a miner's clothing will rip apart rather quick.
For this to be efficient, however, we should have the option to assign specific pawns to specific benches, pick the best to craft the good stuff and leave the rookies to work stone. This would be a REALLY nice to have soon, imho.
The tattered debuff is overkill, as temporary as this situation is, it's permanent on already highly unstable pawns. Maybe it should be removed\halved till we get A10?
#82
General Discussion / Re: Does bleeding out feel right?
February 24, 2015, 11:35:05 AM
This is where EdB and Icon pawn mods come into play. Lets hope they make it into Vanilla at some point, they're just essential... We do know for a fact that a pawn WILL bleed when hit by anything. Darn Chupacabra squirrels :P
I agree that Pawns should have a means to do some self bandaging, depending on their medical skills, and pawns with a certain medical skill should be able to do some field bandaging.
This all cooks to some sort of inventory system, so they could carry the stuff around  (bandages and food). We all know how frustrating it is having the pawns go out attack a siege, just to start starving mid way there. Can't figure why they starve to death in a few days, btw, would make a lot more sense if they would just become incapacitated by weakness and needing medical attention.
#83
Once we get into the mods... LOL
#84
General Discussion / Re: Incapacitate, not kill?
February 24, 2015, 11:07:08 AM
There is a tradeoff between playing on easier levels, harder levels and capturing pawns. On easier levels everything seems to move much slower, because there aren't many attacks, not very numerous, and thus less chances of capturing. Starting with 2 melee and one ranged may help on easier levels, as for shooting a target a couple times then beating him up a bit.
Having a full time warden increases the chances by a big deal, since the prisoners will be constantly talked to. I like to start with a cook\warden, and build a prison right next to the kitchen and fridge. I just set the dude to warden, and switch to cook when food is low.
#85
Do surgeries really need to have a chance to go bad at all? Doesn't seem relevant. 
Unless, let's say, the surgeon has some neat traits... like cannibalism, cataracts, boodlust... things that would cause the doctor to be a little less careful, and the yes, chance to fail; i would go for that more then for a surgery "accident simulation". Oh definitely any character without an eye or an arm should be completely uncapable of doing any medical practice?
#86
Tytytytytytyty for this so much wanted and desperately needed update, i had people die all the time without it :P so spoiled
#87
Should definitely be in vanilla. EdB we have faith in you!