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Messages - Xav

#46
Bugs / Buried in Sarcophagus buff...
April 28, 2016, 11:11:53 PM
I noticed this evening that burying and re-burying a colonist in a sarcophagus allows the +8 mood boost.

More specifically, I buried a colonist in a sarcophagus a couple years ago (and received the mood boost).

I opened the sarc, built a new sarc and once the colonist had been reburied in the new sarc I saw the +8 mood boost again.  No other colonist had been buried in at least a year or more.

It seems to me that the boost ought to only occur once per dead, buried colonist.

Cheers!
#47
Bugs / Re: texture bug...
April 28, 2016, 09:13:13 PM
Quote from: viperwasp on April 28, 2016, 09:20:17 AM
Someone with authority should check out this forum post I think this is a duplicate bug report that may potentially already be fixed.  https://ludeon.com/forums/index.php?topic=19236.0

Yeah, it would seem that this post refers to the same problem.  Thanks guys!
#48
Bugs / texture bug...
April 28, 2016, 12:43:00 AM
Take a look at the pictures I attached.  You'll see the more mature corn plant is displaying a texture as though it is less developed.

Small stuff here...just thought it was peculiar.

Cheers!

[attachment deleted by admin - too old]
#49
General Discussion / Re: Colonists wont Watch T.V?
April 24, 2016, 02:22:56 PM
I was thinking about this the other night.

One of my colonists was sitting there in one of the elk-skin chairs, staring at the TV screen.

The thought occurred to me that he probably 'watching' something to the effect of either a blank black screen or the analog, no signal, "white noise".

To each their own, I suppose.  hahaha
#50
Bugs / Construction
April 24, 2016, 09:49:11 AM
Here is the scenario:

W = wall
D = danger
C = colonist
N = new wall construction

---

WWWWWWWWWWW
DDD           N     C
WWWWWWWWWWW

---

This particular scenario took place during a hive outbreak.  The D's are the big bugs in a hallway.  To the right of the bugs, and the new wall construction site, I prepared a colonist with stone blocks to build a stone wall.  All goes well as the colonist supplies the materials (from the 'right' side of the new wall), but the problem begins once he starts constructing the new wall.  The colonist moves from the 'right' side of the construction to the 'left' side and begins constructing the wall.  This would lock him in with the bugs after he is complete...NOT what I expect.  I expect the colonist to construct the wall from the closest, 'right' side of the construction.

I even cancelled the construction a few times and re-tried the effort from the 'right' side multiple times and received the same result; the colonist always crossed over to the 'left' side to complete the construction.

I'm not sure if this is a bug or not, but it does seem methodically wonky enough to me to be 'something isn't quite right'.

Cheers!
#51
Ideas / Faction impacts history
April 23, 2016, 08:42:32 PM
A simple suggestion this is.

I'd like to see the history the relationships with each faction.  To be more specific, actions that negatively/positively impacted the relationship [value].

For example:
Colony 1 kills Faction 1 trader:  -20 reputation
And another...
Colony 2 released prisoner back to Faction 2:  +15 reputation

This feature could go within the History tab -->> click the information "i" -->> another tab up top named "History"
#52
Ideas / Re: Add Schools to the game
April 23, 2016, 10:09:28 AM
Schools require a teacher....who would teach if there is no one there good enough to teach the skills you want your colonist(s) to learn?

What may be more applicable is a teacher/mentor system.  Where when the teacher does certain skill, the mentor stands there and gains skills 1.5x faster, but the job is completed in 2x the amount of time...something like that.

But even with this you would need the teacher to have a high skill first.  This still wouldn't solve your issue.
#53
General Discussion / Re: Joy deprived? Why?
April 22, 2016, 08:31:31 PM
My colonies have always been set to the default sleep/anything schedule.  I only switch it when dealing with a nightowl.  My colonies always get everything done in a timely manner.   :-\
#54
This is interesting.  However, I have no issues with components shortages.  So.....

Sounds like some colonies are using too many powered doors and such... ;D
#55
Ideas / Chased by pirates dialog box...
April 21, 2016, 10:33:52 PM
As the dictatorial colony manager I am I find this to be a simple suggestion.

When the "chased by pirates" dialog box appears I am presented with the choice to accept or deny the request.

This is an issue in this particular colony because one of women hates men, but I couldn't recall who it was and I was unable to do anything to find the information.

I don't mind having the game permanently paused until I answer, but I would like to be able to access any menu prior to making a choice.

Cheers!  Enjoying alpha 13 :)

Any ideas of when the A13 hotfix will be or will there be an A14 instead?

[attachment deleted by admin - too old]
#56
To be honest, the OPs issue was simply unfortunate, but that is just my opinion.

There are perhaps some side issues though:

(1a) visitors hanging around in battle zones (no inclination to flee to a safer area?)
(1b) fleeing turret explosion?
(2) turret explosions too big
(3) allow colonists to man turrets to allow manual targeting for situations akin to the OPs

Cheers!
#57
General Discussion / Re: The open Colony thread
April 15, 2016, 09:51:32 PM
While I prefer to carve into a mountain, my defenses have always been outside and I do my best to bottleneck the attackers in some fashion.  I would make use of water, land bridges, and foliage to slow the attackers and give my 'shooters' time to take position and begin firing.

I always found turrets to work better staggered.  If they are all in the same line, they will ALL fire at the same 1st attacker and waist shots.  I usually found having a skimpy 1st line and a beefier 2nd line more effective, but generally I never have more than 7 or 8 turrets combined.

Having said that, I like your inverted approach.  I would add some rock walls extending east from both turrets and add a rock (non-auto) door (or opening perhaps) in the middle of it.  Behind it your melee guys will wait for the attackers to close distance with your east firing line then they can just run out and surprise your enemies with relentless melee attacks.

north side
W       melee guys                      SSSSS
WWW     waiting back here         SSSSS
WTWWWDWWWWWWWWDWWWSSSSS
W                                              SSSSS east firing line
W                                              SSSSS
               open area                   SSSSS
                                                SSSSS
                                                SSSSS
W                                             SSSSS
W                W                          SSSSS
WTWWWDWWTWWWWWDWWWSSSSS
WWW         WWW                     SSSSS
W          melee back here too     SSSSS
south side

I am always sure to put a wall between turrets my colonists fighting near them.  That way if the turrets explodes, my colonists will be safe of the flip-side of the wall and don't need to run away (and usually into enemy fire) to escape the blast radius. (Note the extra walls behind the turret)

Hope some of these suggestions come in handy. Cheers and good luck!
#58
I would recommend taking this one step further...

....if the player manually instructs pawn 1 to do *something*...if pawn 2 already assigned (whether manually instructed or not) to do the same *something* on the same object, then pawn 1 overrides pawn 2 and pawn 2 does the next thing on his/her priorities.  Basically, a more streamlined/progressive way to instruct pawns.
#59
Bugs / Re: [A13] Can't save my colonists
April 07, 2016, 09:33:41 PM
Did you accidentally arrest instead of rescue?

edit: nevermind, misunderstood...
#60
General Discussion / Re: designating animal areas
January 03, 2016, 02:14:01 PM
If I recall correctly, it has been a month or so since I've played the Rim :o

I think there is a tab called Animals.  In that window, you can specify which area you'd like your animals to dwell in.