That all looks wonderful, excellent work.
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Quote from: Woyzeck on April 03, 2015, 06:30:57 PM
1- Make armor behave more realistically - i.e. Much higher protection ratings (that is what armor is for, and if it doesn't do it reliably, well, historically speaking a lot of expensive but questionably useful military equipment has wound up tossed into roadside ditches by those who didn't want to be weighed down by it), and making power armor give a movement speed bonus.
Quote from: Justin C on April 03, 2015, 02:56:51 AM
It will probably break the mod if you comment that out. It will still attempt to run the event but it won't find it, and it will throw an error.
Quote from: Veneke on April 03, 2015, 02:17:41 AM
The cost of building, maintaining, and powering a wall and a killbox is trivial, especially if you manage to build into a valley or tunnel into a mountain. If you get a very unlucky set-up you might have to forgo lights for a while but the mood modifier for darkness is pretty minor.


QuoteColonists aren't weak against a solar flare, and you can craft bows. That's nice I suppose. The killbox is still a safer and more effective means of dealing with the enemy than running around with your colonists hoping no pirate with a M-24 (sniper rifle I think it got renamed to in the last update?) gets a lucky RNG roll and shoots off someone's head, or their melee folk don't close the gap in time and start hacking off limbs.
QuoteThe single most valuable resource in the game is colonist ability and skill. You can buy spare limbs and neurotrainers but the good spare limbs are expensive, and neutotrainers are rare. You can also recruit more people, but there's no guarantee that they'll have the skills you want, won't have been wounded terribly in the process of capturing them etc.
QuoteI skimmed the thread again just in case I missed a slew of comments about how the game was too hard without a killbox and all I spotted was your posts replying to nobody in particular, and SSS mentioning that not using a killbox restricted him to lower difficulties. As you know yourself it isn't true that not using a killbox restricts you to lower difficulties. It is quite possible to run a successful defence on a higher difficulty without a killbox and it's really only the sudden 'Mechanoids everywhere!' event (which you mentioned back on the first page of this discussion) that can really finish you without the killbox.
Quote from: Veneke on April 02, 2015, 10:13:25 PM
The point being made here is that there's no reason to use any other defence than an automated killbox. It is the single best approach to your colony's defence in the entire game. It is basically impenetrable if designed correctly, only has a weakness against the odd solar flare, can be constructed immediately, and offers no danger whatsoever to your colonists. If you're using something other than a turret-lined killbox it's because you want to, not because it's an optimal strategy.
Quote from: antibodee on April 02, 2015, 10:45:35 AM
Easier than you'd think. I have a colony of over 100 that has never fired a single shot. Turrets.
Quote from: rtiger on April 01, 2015, 10:49:59 PM
Seems this has gone FAR past my first comment. This wasn't really to talk about killboxing, but ways to get around having to use killboxing. The overall consensus here though is, you can't get around using killboxes to stay alive.
