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Messages - Jimyoda

#31
The same or similar issue was reported here: https://ludeon.com/forums/index.php?topic=33344.0
...so if this issue becomes fixed/closed, that one probably can be closed too.
#32
Off-Topic / Re: 100th post.
September 01, 2017, 09:32:42 AM
A missed opportunity. You could have memorialized your centennial post with a profound observation, or at least something mildly interesting like...
It takes a photon from the sun's surface just 8 minutes to reach Earth, however from the sun's center to the surface, it can take 5,000 years.
Just saying.
#34
Your title says adjacent. They need to be on the *same space* to merge. Select both caravans and you should get a 'merge' command icon.
#35
So don't worry about Romeo. Even if the Capulets despise him and your whole colony, his star-crossed lover will find her way to him. I'm sure they'll live happily ever after - I mean, what could possibly go wrong?
#36
Good find. Happens with empty graves too. And also sarcophagi.
#37
Not a bug. Working as intended.

Tynan's response from this thread:
It's a problem, but not actually bug since it's designed this way.
We can't tell why anything happens in the map in a "sense of justice" kind of way so they just always blame you. It's your job to protect them!


#38
Yes, people seem to keep repeating that wealth shoots up raid strength. Let's refer to this quote from the dev himself...
Quote from: Tynan on June 22, 2016, 12:01:32 AM
The idea that storytellers use only (or even primarily) wealth to determine how to scale threats is a myth.

The algorithm is quite a bit more complex than that and takes into account wealth, population, defensive strength, and several factors related to the time since the colony has taken damage, had people downed, or been at given population counts.

It would probably be a waste to spend a bunch of time trying to cheese wealth lower. Just enjoy the game.
#39
Quote from: MobileOak on May 24, 2017, 11:51:41 AM
-snip-
1. When you click on one of the menu buttons under Architect, it should highlight the one you have open. For instance, if I have "Floors" open, the floors button should get a yellow/orange highlight. The reason for this request is that since almost all of the menus start with a "Cancel" command first, at times I don't recognize that I've already got the menu open that I want to use, and so I go to click on Floors (or furniture, etc) and instead of keeping floors open for me, it closes the whole menu. This always confuses me for a moment and then I realize what had happened.
-snip-
My god, yes! That. Exactly. Happens to me ALL the time. I think your suggestion to highlight the current menu would really help.
<Quick tip though, when no architect menu is open, right-click anywhere on the map and the most recent menu should open back up.>
#40
Bugs / Re: [a15] pirate base batteries uncovered
May 22, 2017, 02:44:37 PM
What version are you running? A15 does not have enemy camps, you must mean A16 or A17.
Either way, it's been reported...
Mantis bug#2976: Bandit camps can generate uncovered batteries, which will short out and catch fire in the rain
#41
Does your colonist have any relevant health problems?
Even with no health problems, Mining at skill 0 now takes such a long time that I too thought my pawn was doing nothing. Wait long enough and they'll make one 'chip'. It will take longer than you think. Turn on dev mode, set to speed 4 (you must press the 4 key), and list how long you waited with no result. One full minute at least?
#42
Should building a snowman have a toil bar as almost every other action does? Without it a colonist looks like they're standing there doing nothing.
#43
Quote from: Mihsan on May 09, 2017, 01:25:25 PM
Wow: pawns can now walk with one leg only (with ~37% speed). I hope it is not a bug. Also I can anticipate that "install peg-legs on pirates" thing will change a bit.
I distinctly recall that T said pawns walking with one leg is as designed.
#44
For case ii.
You have a drafted colonist. You decide to manually choose a target for them, so now in manual target mode. Now you want to switch them to autonomous targeting. You must ensure that allow fire is turned on. And you must clear the manual targeting, to do so, simply undraft and redraft. Hence, turn on allow firing, undraft, draft.
#45
Quote from: The Man with No Name on May 05, 2017, 01:48:37 PM
If all you are thinking about is a cosmetic name change, then explain how a player would do these things:

i) Hold fire if they are in manual-targeting mode?

ii) Switch from manual-targeting to auto-targeting?

i) Turn off allow firing, undraft, draft.

ii) Turn on allow firing, undraft, draft.

My answer is subject to correction, as I'm trying to do it from memory without the game.