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Messages - Kaballah

#706
I still have visitors coming in wearing heavy dusters, thermal shirt/pants and tuques in 35C heat.  Is that right?

e: Here's my mod order:
#707
Oh, oops, thanks I'll do that.  Durr.
#708
I like this, it's a nice expansion of the core assets without straying too far from the aesthetic.  Nice job.
#709
Yeah, this is a problem.  If it turns out to be hard to have biome-specific gear sets for pawns, I suggest you split out the kit construction and turret enhancements into their own mod, because those are neat and probably should not be tightly linked to Winter Is Here etc.  Then they could be toggled separately from everything else.
#710
General Discussion / Re: Alternatives to killboxing
April 01, 2015, 06:23:44 PM
Quote from: warden on April 01, 2015, 01:36:03 PMI'm not an advanced player so i tend to stay in 30% and 60% modes, usually Randy or Phoebe. Defending the colony with 11 reasonably armed and skilled dudes is surprisingly easy. I've only lost one so far.

Seriously you ought to go ahead and try Cassandra on max, as far as I'm aware the only difference with Phoebe is you have more time to prepare between threats.  And yeah once you have ~10 dudes with reasonably good weapons (even if they have crappy skills) very little can actually threaten you, really just the mechanoid assaults.

Quote
And thanks to a squad of shielded mace beaters i've captured and recruited quite a few more.

I really need to try this.
#711
Oh dear.  I started a desert scenario and uh, visitors are coming in wearing parkas.  Do all the WIH/HT etc mods need to be disabled if you're not playing cold biomes?
#712
You know what, you should do a "Hot Pack" that does similar balance changes for arid scrubland and desert.
#713
Hey, another little bit of feedback: The completed sections of duct network are highlighted in red when the Power Conduit tool is active, but not when Duct Pipe tool is active.  It would be nice if completed duct pipe network was highlighted with both tools active.
#714
Basically I'm thinking of something like this, for big constructions:


Basically if you have a big room with tons of heaters/geothermal/cooler exhaust and you need to get rid of excess heat, it should probably take a lot of these.
#715
Ok, yeah I think I understand, modifying how it is shown when placing it for construction would help.  I reconstructed one active vent pointing the opposite direction and it was totally sufficient to pass all the heat outside - actually way, way too much heat throughput.  I set the thermostat to 21C but as soon as I allow the vent to be open, it passes so much heat out of the room (normally around 35C) that it drops to around zero almost immediately, outside is -65C.  This is just with one vent.  If I understand how this piece works (I think I do) then it should probably pass heat at a similar rate to what the powered fan does into ductwork, or maybe a little bit better.  It would also be nice if the heat push rate/transfer rate was visible to the user for all pieces.
#716
Tsk, why would you not also build the dining table inside the freezer!  INEFFICIENT!
#717
General Discussion / Re: Alternatives to killboxing
March 31, 2015, 07:30:00 PM
All that is still a bit beside the point, that the unmodded game isn't really hard enough to require kill box construction anyway.  If you find yourself unable to play without doing this, I don't know what to say, because I actually have to look for ways to make the game harder (Harsher Tundra/Ice Sheet, Zombie Apocalypse etc).  People that are building tower defense style colonies are doing that because it pleases them, not because the game is ~~ weep weep~~ SO HARD :( :( :( otherwise.
#718
General Discussion / Re: Alternatives to killboxing
March 31, 2015, 05:21:51 PM
And that's only a big deal because the rules are known and can be exploited.  Ok, attackers are coded to try to dig through 1 tile of wall.  What about walls 2 thick?  5 thick?  Ok, we have coded attackers to try to dig through 5 tile thick walls.  While they are busy digging into this confined space, oops I've moved a squad of 5 dudes in behind them and wipe them out while they're busy with that job.  Oops I'm firing my mortars at you the whole time.  Oops I enclose the tunnel you dug yourself into and freeze you with the 20 coolers set to -100C / boil you with the 20 heaters that I turn on with one switch.  Oops I turn on the 25 turrets you just dug yourself into.  Those examples you're showing only have that "weakness" exposed because the players know it isn't actually a weakness; if it were they just would build differently.

Designing un-exploitable game AI is not a simple matter.  There is only one source of enemy AI that hundreds or thousands of players all simultaneously attack and learn how to exploit, and then they share their techniques (like the thread you're quoting images from).

e: You're also totally ignoring the idea of leaving walls for enemies to destroy that are also supports that will cause cave-ins when destroyed.
#719
General Discussion / Re: Alternatives to killboxing
March 31, 2015, 04:19:03 PM
In the real world, attackers would look at your typical killbox-defended impregnable colony, say "welp fuck that, I'm not going in there" and go look for softer targets.  Word would get around among bandits that your colony is a tough nut and nobody would come make war against you unless they bring tons of artillery to crack it.  This makes for boring gameplay if you just stay inside and weather it though, and isn't really practical on flatlands maps.
#720
General Discussion / Re: Alternatives to killboxing
March 31, 2015, 03:36:12 PM
During WW1, yes, soldiers literally lived in bunkers and trenchwork.

e: not to say they didn't at other times in history (they did), just WW1 is probably the stereotype most people are familiar with