I have a mod that adds Mobile AI units that are part of my colony so I will experiment with the emp grendes and clothing to see if it makes a difference or if it even stuns the ai
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#182
General Discussion / Re: Does electric armor have any use?
September 09, 2015, 12:10:18 AM
Well the emp grenades and other items like so where probably added to help raids be more balanced and give raiders a chance to pass turrets.
#183
General Discussion / Re: Base design
September 09, 2015, 12:05:47 AM
The fan would just help circulate air and would make things just a little cooler... They would probably be cheap though since they add only a little cooler air and they could probably research fans with the ability to cool the room down like an ac unit
#184
General Discussion / Re: House Rules
September 08, 2015, 10:45:25 PM
If I cheat I cheat... It's about the story so sometimes I like to cheat in stuff and I do it because I want to and my wealth raises so it makes things harder. Fair trade in my mind. I also make sure that there is at least several months food can't be grown
#185
Ideas / Re: Your Cheapest Ideas
September 08, 2015, 10:04:36 PM
I agree we should have targets to shoot at and bee hives for food as well as fish. Also fans for temp controll underground would be cool
#186
Stories / Re: Sad Stories
September 08, 2015, 09:57:59 PM
I have never had that happen to me and I'm glad that I never have had to
#187
General Discussion / Re: Base design
September 08, 2015, 09:55:52 PM
Air control is probably one of the biggest thing people have to over come with underground bases especially but pretty much any base. I wish there were things like fans that don't require an area to vent heat to another room or outside
#188
Off-Topic / The little squares by my name
September 08, 2015, 08:01:03 PM
I have noticed different people have different titles such as muffalo, drifter, colonist, etc, and I'm not sure what exactly it means
Also if this is in the wrong area I'm sorry because I was not sure where to put it
Also if this is in the wrong area I'm sorry because I was not sure where to put it
#189
General Discussion / Re: Ideas for late game enemies!
September 08, 2015, 07:55:57 PM
Agreed. I don't want to save my game and not know about a raid that has just reached my base and my colonist are out in the open and ready to be killed. They could have reinforcements that are made know but not with the envolpe thing. Only when you have finished fighting off the raid will it tell you it's over so you still have to watch out for reinforcements but players aren't clueless
#190
General Discussion / Re: Recruit difficulty usually 90+ ??
September 08, 2015, 07:53:28 PMQuote from: Cimanyd on September 08, 2015, 07:08:17 PMThat helps explain what I said,
I think some of those annoying 99-difficulty tribals are just the ones that don't understand your colony's language. They couldn't really be a colonist, whether they want to or not, if they can't communicate with the others.
If you keep them in your prison for months, eventually your warden will teach them enough of the language to join the colony if they want (they may eventually succeed the 1%).
Quote from: Stone_enderman on September 08, 2015, 01:39:50 PMThe difficulty makes it realistic like the game is meant to be
If you think about other people with high recruitment difficulty, look at it through there shoes. You wouldn't know what exactly was going to happen to you and you don't now these people. All you would know about the colony that is trying to recruit you is that your colony doesn't get along with them, and that means they could be bad people.
#191
General Discussion / Re: Recruit difficulty usually 90+ ??
September 08, 2015, 06:39:18 PM
To be honest that's always how I though of it and I assumed most other did as well
#192
General Discussion / Re: Base design
September 08, 2015, 05:44:03 PM
I came up with an idea and this is what it is
Top Left: storage (not made for the com dish but that's for space reasoning
Bottom Left: Barracks, Hospital, and dinning room.
Top Right: Rec room and growing area
Bottom Right: Production room, freezer, and prison cells
Far Right: Bed rooms
I designed this so that all the base that is right of when it stops curving is to be underground.
I will be testing it soon and will tell you guys how it went for colonist mood. if the colonist aren't very happy then i will consider this a flop and i am open to suggestions.
[attachment deleted due to age]
Top Left: storage (not made for the com dish but that's for space reasoning
Bottom Left: Barracks, Hospital, and dinning room.
Top Right: Rec room and growing area
Bottom Right: Production room, freezer, and prison cells
Far Right: Bed rooms
I designed this so that all the base that is right of when it stops curving is to be underground.
I will be testing it soon and will tell you guys how it went for colonist mood. if the colonist aren't very happy then i will consider this a flop and i am open to suggestions.
[attachment deleted due to age]
#193
General Discussion / Re: Base design
September 08, 2015, 04:56:52 PM
I will but I don't really have many ideas at the moment. If anything it would probably be the standard compact base but with a little more room for colonist (all one room though) and a rec room
#194
General Discussion / Re: Base design
September 08, 2015, 04:38:28 PM
Thank you... I was considering trying a compact and colonist friendly base (odd combo as the two usually don't work together) and I will try planning it
#195
General Discussion / Re: Base design
September 08, 2015, 04:26:47 PM
It looks simple and very effective... What program are you using to design this as well as for any temp control problems you can always move walls apart and make a central hallway for hot air to go out through