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Messages - Kaballah

#661
Yeah I'm not getting any animals so far in ice sheet even with high precip/high temperature (for ice sheet) but I'll go on with this colony anyhow just to see.  Am I reading this correctly, you only have muffalo appearing in ice sheet and no other animals, and that only with 0.05 commonality?
#662
The seed 'avalanche' has a patch of ice sheet with precip of up to 500ish, if anyone's interested.
#663
I mean I don't have a really big sample, but it seems really consistent that when I play in super cold/low precipitation maps I have no animals at all, but when I play in warmer tundra/high precip I get a lot more.  This is probably perfect with your current setting for tundra I think.  I'll see if I can find an ice sheet tile somewhere that has high precip (presumably it would be snow), I think that's very uncommon but I'll tinker with it a bit anyhow.

The reason I mentioned cold snap: for a while I was trying starting colonists with really minimal equipment (t-shirt and pants, no outerwear) and even on ice sheet maps, it's fine (surprisingly).  But one time out of about 30-35 games, I happened to get the cold snap my first year before everyone had some kind of outerwear and before I had power/heaters constructed and, welp, that was a short game.  Didn't even have time to build a campfire before I realized how bad it was.
#664
Actually I take that back about animal frequency in Tundra, it's perfect.

e: I think overall, animal frequency is influenced by both average temperature and rainfall?
#665
Just to remind, don't forget about making zombies able to handle extreme cold better.
#666
A couple more suggestions:
- You might want to make the Cold Snap more frequent.  As it is I get it once in 3-4 years.  A couple of times a year would be good.
- Might make animals a tiny bit more frequent in Ice Sheet.  As it stands I get zero, which I don't think is what you intended.  Whatever frequency of animals you allow there, you should restrict the type to the hardiest stuff like snorks and muffalo.
- Also might make animals a tiny bit more frequent in Tundra.  Sometimes I get zero, sometimes I get very very few.  I'm OK with sometimes having zero though, because hey Tundra is really nasty, so maybe don't change this.
- Now that I actually look at it, patches of marginal soil can be bloody enormous, as in 5,000 contiguous tiles.  I think this should be curbed somewhat. 
- Possibly consider restricting what can be farmed on these tiles, e.g. I don't know if it's reasonable to allow tree farming - while okay, maybe you can heat the ground and thaw the permafrost down to a foot or so, I don't know about 10 feet or 15 feet to allow trees to have roots.  In A10 I think Tynan is taking farmable trees out anyway so maybe don't bother about trees.
- Power Armor is still the blatant choice for stuff to wear, don't forget about that
#667
General Discussion / Re: Food question
April 11, 2015, 09:19:17 AM
I know you can assign a food stockpile inside a prison room that will only allow prisoners to take food from it (and incidentally makes the food delivery job obsolete) - I'm pretty sure if you assign a food stockpile to a particular colonist's room then only the owner of the room will be allowed to take from it.  Useful if you want to force your prisoners to eat human flesh but save the good stuff for your colonists  8)
#668
I disabled this mod for a session to try something (an all melee colony) and wow, once you've gotten used to having zombies in the game it really feels dull to take them out again.  Such a neat mod!  ;D
#669
Quote from: Skissor on April 08, 2015, 03:47:54 PM
Alright so here's my Killbox:

What really makes this pro is the beer stockpile and vomit in the top left.
#670
All good ideas, I think desert and arid shrubland need some fairly heavy nerfing anyhow.  Desert is a little bit hard but not terribly; arid shrubland is so comfortable that it feels essentially the same as prime forest biome, you just can't find an inhospitable embark location in vanilla arid shrubland.  Animals are way too plentiful as well.

I think it would be fitting to leave a few very small patches of low quality soil in desert, spread far apart, sort of like oases, if this is practical.  It's totally fine to have no growable soil at all though, to make it comparable challenge-wise to Ice Sheet.

Looking forward to what you come up with!

e: You should consider making Biodiversity mandatory, and tweaking a version of that for use with whatever you do for desert/shrubland
#671
Start with nudists, and strip any captured people and leave all clothing forbidden  8)
#672
Quote from: Boboid on April 07, 2015, 05:58:33 AM
Too smart is right up there with Very Neurotic and Industrious in terms of colony wealth generation because higher quality objects are worth exponentially more.

Well yes, that's just what I was saying (that Too Smart and Very Neurotic are both pretty great, with the same downside).
#673
But once you reach 20 skill in whatever, it just a (large) downside.
#674
Another little bit of feedback, walls cannot be constructed over the duct pipe intersection piece.  It would be nice if this piece worked like the rest of the ductwork pipe and let you hide it inside walls.
#675
General Discussion / Re: Alternatives to killboxing
April 07, 2015, 02:20:23 AM
Current fort on Cassandra/max, I built four turrets spread out in a line ~30 tiles long, covering a large open field (I built into a mountain behind that) and that's been totally sufficient as a safety net for militia and catching the odd straggler or insane animal.  I've had a turret get wrecked I think three times in the span of the fort so far.  Only the very largest waves of zombies ever get any invaders close enough to be shot by turrets because I always go out and demolish them before they get in range.  While yes I'm built into the mountain, it's really only for aesthetics because I haven't allowed a siege force to even finish constructing their mortars since the first couple of seasons.  If I was building this as a free standing construction it'd just be a matter of walls, not really any different.



ps all my colonists are nudists  ???