New suggestion DP!
Things killed by force targeted turrets should automatically be unforbidden.
Things killed by force targeted turrets should automatically be unforbidden.
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Show posts MenuQuote from: Necronomocoins on March 26, 2015, 05:01:58 PMDslyecxi's latest ShackTac video shows this beautifully...Quote from: AllenWL on March 25, 2015, 09:58:05 AMI don't know if you've ever used a mortar before, but it IS a useless lump of metal without a spotter, relaying to the guy aiming and adjusting the mortar, where the last shell hit and what he should adjust in order to hit a target.
Besides, it would also pretty much turn the mortar into a useless lump of metal.
Quote from: Monkfish on March 25, 2015, 12:53:24 PMAddendum!
Pretty sure this would have already been requested, but I'm going to suggest it again just in case;
Different lock states on doors. Because REASONS.
Unlocked - Anyone can open the door; colonists, visitors or raiders.
Locked (Friendly) - Colonists and visitors can open the door. Raiders cannot and have to beat it down.
Locked (Colonist) - Only colonists can open the door. Visitors cannot pass and raiders have to beat it down.
Locked (Everyone) - No-one uses the door.
There are a few different scenarios in which these different lock states could be handy. A prison, for example, could have an unlocked door that leads to a walled, unroofed, compound so that prisoners can stretch their legs but remain in custody and not have any outdoor/cabin fever debuffs. Another door could be left unlocked such that raiders enter the base via a room that's... warm.
Animals would also be incapable of operating a door owing to a distinct lack of opposable thumbs, hands, or a brain capable of figuring out doors. Though, having said that, if monkeys are in the game they could open unlocked doors and leave them open. Fun times!
Quote from: Mathenaut on March 27, 2015, 08:05:56 AMSo if you want to stop certain plants growing in a growing area, plant different plants in that area? Err...
If you want to keep growing areas free of other plants, just drop flowers or something in them.
Quote from: Teague on March 26, 2015, 11:17:19 PMIt is effective enough, at least so far, that I can lock my colonists inside the main area and leave them go about their usual business. The turrets decimate the incoming raiders until they have had enough and leave. Then I'll release my colonists to repair whatever damage was caused.Quote from: Monkfish on March 26, 2015, 06:40:14 PMThe primary improvement I would reccomend on this is to have all your repair people have shields - it would prevent explosive damage from certain mech types - and its also possible for a shot to go through diagonally through the V wall (which shields would protect).
Here is my current colony, named "Turtlehead" for no reason whatsoever, as of sometime the other day, this week.
Effectiveness: Devastating
I like though that it is simple.
Quote from: AllenWL on March 26, 2015, 08:56:41 AMIf that's going to be a thing then it should say "going cold turkey" or "need a fix". As it stands at the moment, it very much looks like a bug.
Well, more like broken and attempting to binge. The fact that they had alcohol, but they couldn't even get a sip was too much for those poor saps.