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Messages - Kaballah

#676
Psychopath and bloodlust are extremely handy in the long run, because these colonists won't flip out when they see the stacks of corpses left behind after enemies assault you.

I don't understand why someone would like Too Smart, but not like Very Neurotic, they have a lot in common.

The only trait I really dislike a lot is Volatile, it's 100% downside and it's a really big downside.  Slowpoke isn't really a big deal on crafter/artists, and Slothful doesn't matter much for haulers/fighters.  All the other traits don't really bother me much, even Psychically Hypersensitive (only really comes into play on the crashed ship part, wear a tinfoil hat and wreck the ship part quickly).
#677
ITSA PILA PILUM AYYYYY
#678
General Discussion / Re: Alternatives to killboxing
April 06, 2015, 04:58:09 PM
Nah, if you have any hard cover at all between you and them, you can force them to path into your range and while their guns are warming up (charge lances have a long warmup) you can pop out, fire a salvo, and almost always get back into cover before they have time to orient and fire.  If you don't have any hard cover on your map, you can build a few clusters of wall at various places between invasions, they're really not all that big a deal once you have a few charge rifles/SMG/assault rifles.  Trying to trade shots with them with sniper rifles or whatever is a losing proposition, because their weapons are essentially "better sniper rifle".
#680
General Discussion / Re: Alternatives to killboxing
April 05, 2015, 10:19:18 PM
Quote from: MarvinKosh on April 05, 2015, 09:30:27 AM
I can't tell you how to beat the enemy without turrets on a higher difficulty, but it's certainly worth exploring alternatives.

- Get some guns ASAP, by trading or constructing bows
- Mobilize ASAP when you get notified of an attack (EdB Interface helps tremendously here, just for the purposes of selecting a bunch of dudes)
- Use hard cover (solid rock tiles) to force enemies to engage at your preferred range, and to string them out so you can pick them off one by one
- Use soft cover (rock chunks and the like) to minimize damage from enemy ranged shots; it is super rare for one of your colonists to just get killed outright if behind a handy rock chunk.

Once you get a handful of charge rifles or heavy SMGs or assault rifles it all gets tremendously easier.  Assault rifles in particular are really great because they have a very nice balance of range, damage and accuracy.  Even dudes with 3 shooting skill will hit reasonably well with assault rifles, but charge rifles are much more common and easy to obtain in quantity.  LMGs and Miniguns are very strong if you put them on dudes with Trigger-happy.  Don't put guns that have long warmup times on colonists that have Careful Shooter.

Basically just go out to the bad guys, get behind some chunks, blast away, win   :P
#681
All the piles of corpses really teaches you that Bloodlust and Psychopath are by far the best traits to have in a zombie apocalypse.  Cannibalism is great too!  MMM MMM GOOD
#682
The simple solution to getting rid of waste heat from running coolers is to just have the exhaust open to the outside.  If your map is always warm and you'll never want to make use of the exhaust heat, just don't enclose the exhausts the way you're doing in that pic, dig out a path to outside so the exhaust areas are labeled "outdoors".
#683
I was hoping it was something like that, but as I continue to build, all pieces of my duct networks just shows up at the same network ID no matter what I do.

... actually I just quit the game entirely and restarted, and now it looks OK.  Well, good to know sometimes just save/load is not all that has to be done I guess  :D
#684
I'm trying to set up two sets of duct network, one for heat and one for cold, but here in this pic they are all showing up as one network ID/same network temperature.  The "u" shape is connected to heat, the "n" shape is not connected to anything at all.  What's going on?  I'm looking at it very carefully and I'm pretty sure the two networks do not physically cross/touch anywhere, but they show the same ID even after reloading saved game.

#685
Quote from: Jaxor on March 23, 2015, 01:11:13 AM
Can you add an image overlay to each colonist's status bar portrait that displays the current task a colonist is performing? I think it would make large groups much less hard to keep track of, so I wouldn't have to manually check.

A mockup:



This is a neat idea, if it's practical.
#686
You did something I just did with another mod, you unpacked the zip into a subdirectory, that's all.  Look in Mods\EdBPrepareCarefully-1.7.3 (according to your pic) and you should see a subdirectory within it called "EdBPrepareCarefully" (exactly that).  Copy that directory and all contentsup one level and delete "EdBPrepareCarefully-1.7.3", and re-activate the mod.  Do the same for 'EdBInterface-2.6.5".

The red flag is when you look at the mod info and you see "Author: Anonymous", because the mod loader does not see the About subdirectory and its contents 1 level down.

e: In general, mod creators package their mods to be unpacked with "Extract here" rather than into a specific subdirectory.
#687
General Discussion / Re: Alternatives to killboxing
April 04, 2015, 06:36:40 PM
Quote from: Veneke on April 03, 2015, 10:22:11 PM
I'm not saying that any way is wrong to play, I'm saying that the best defence is the killbox. Why is this even something that you're arguing? Do you actually think that playing an open plan defence is superior to the killbox defence?

Eh dude I get that you enjoy constructing kill boxes but your points here are all subjective.  You prefer it, wonderful, that doesn't make it "the best" or whatever.  Loot literally rains from the sky from the edges of the map, siegers sit outside your perimeter and lob artillery at you, etc. There is nothing in the vanilla game that ~10 colonists with some form of gun cannot just walk out and demolish with light or no casualties.  You're getting mad about something really dumb, opinions are awesome and congratulations on having one!
#688
On this map I actually have heavy temperature swing through the course of every day, from around 10C to 30C (50F to 85F) - plus I just really like the puzzle of constructing two overlaying duct networks :)
#689
A little feedback on the pipe intersection piece: it does not replace existing ductwork pipe when you construct it, which can be pretty confusing.  Can it be made to replace existing duct pipe?  Not a big deal but it would be nice if so.
#690
Quote from: silentlord on March 27, 2015, 08:47:08 AM
i also love the duct-work, really adds a new layer to base construction, i now always build hidden corridors to house power cables and duct-work, like proper maintenance corridors.

hers an example;


You know what I am just realizing, if you want to have both hot and cold duct work going to each room, then you kind of have to do something like this unless your hallways are 4 tiles wide, because otherwise you can't route multiple different duct lines to the same rooms.