I've also had it land on my farm, freeze-destroying 100% of my crops.
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#31
General Discussion / Re: do mechs/evil ships kinda ruin the game for anyone else???
June 17, 2015, 09:49:42 PM #32
General Discussion / Re: Exploit for Warg Manhunter Packs
June 17, 2015, 09:47:45 PM
Food is a HUGE issue on ice maps — which is what I am playing. It does help that most pod drops are meat or leather, but it's never enough. Warg waves make up 80%+ of my meat and leather intake.
It's an exploit as in exploiting the rules of the game to get an outcome you might not have thought of.
It's an exploit as in exploiting the rules of the game to get an outcome you might not have thought of.
#33
General Discussion / Re: Exploit for Warg Manhunter Packs
June 17, 2015, 04:36:57 AM
Ah well I limit my kill boxes to just four guns, otherwise game play is boring. Four guns are completely overwhelmed by a warg wave. So I had to get creative.
#34
General Discussion / Re: How Do We Deal with Sappers?
June 17, 2015, 04:35:03 AM
I'm still experimenting with counter-sapper strategies.
1. Counter raid. Send out some sharpshooters with sniper rifles and target the SAPPER. As fas as I have seen only 1-2 raiders will be sappers. The sappers are the ones with the frag grenades or molotov cocktails. I haven't seen any other raiders digging; if you kill the sapper it might turn into a regular raid.
2. Quick defenses. When I know where they will be sapping I can often throw up 2-3 quick sentry guns or IEDs right where they will break through and/or in the nearby halls. The sapper is usually the first raider into the breach... and boom.
3. Distract. Send out hit and run raids while they are sapping; this will cause them to stop sapping to defend. Pull back to base. When they return to sapping, hit and run again. Wait for timer to run out.
4. Prepare traps. I'm not entirely sure about this one yet. Sappers seem to go for the shortest path into your base. I've started preparing 1-tile-wide tunnels that are blocked at the end by walls. I pre-load these tunnels with rockfalls and IEDs. My thought is that the sappers will aim for one of these spurs as a short path in and get chewed up by the traps. Want to add sentry guns too? Put the whole spur on a power switch so it doesn't drain power.
1. Counter raid. Send out some sharpshooters with sniper rifles and target the SAPPER. As fas as I have seen only 1-2 raiders will be sappers. The sappers are the ones with the frag grenades or molotov cocktails. I haven't seen any other raiders digging; if you kill the sapper it might turn into a regular raid.
2. Quick defenses. When I know where they will be sapping I can often throw up 2-3 quick sentry guns or IEDs right where they will break through and/or in the nearby halls. The sapper is usually the first raider into the breach... and boom.
3. Distract. Send out hit and run raids while they are sapping; this will cause them to stop sapping to defend. Pull back to base. When they return to sapping, hit and run again. Wait for timer to run out.
4. Prepare traps. I'm not entirely sure about this one yet. Sappers seem to go for the shortest path into your base. I've started preparing 1-tile-wide tunnels that are blocked at the end by walls. I pre-load these tunnels with rockfalls and IEDs. My thought is that the sappers will aim for one of these spurs as a short path in and get chewed up by the traps. Want to add sentry guns too? Put the whole spur on a power switch so it doesn't drain power.
#35
General Discussion / Re: do mechs/evil ships kinda ruin the game for anyone else???
June 17, 2015, 04:13:05 AM
Evil ships are pretty easy to kill. Build six sentry guns around it, each at a distance of 1 or 2 tiles. After the last one is built have them all target the ship. When the mechs spawn, they attack the guns, which blow up and destroy the ship.
The trick is to have just enough guns to blow up the ship but not so many they also blow up the very valuable AI core.
Next experiment: surrounding ships with IEDs instead of sentry guns.
Way to stop this exploit: update the game so there's a 5-tile no build zone around ships. =)
The trick is to have just enough guns to blow up the ship but not so many they also blow up the very valuable AI core.
Next experiment: surrounding ships with IEDs instead of sentry guns.
Way to stop this exploit: update the game so there's a 5-tile no build zone around ships. =)
#36
General Discussion / Exploit for Warg Manhunter Packs
June 17, 2015, 04:07:27 AM
This trick turns any Warg pack into a massive amount of meat and leather.
1. Use the Zone system to keep your colonists in the base.
2. Build 4-5 sentry guns by reaching through the crack formed by two blocks on a diagonal. That is, if you base is square, you can take the blocks off corners and build sentry guns in their place. CAREFULL. Wargs can claw and bite through the crack too.
3. Wargs will rush a firing sentry gun. When it explodes it usually kills most of the Wargs.
4. Repeat.
I've process the last five Warg waves this way, only suffering 5-10 bites and scratches each wave. Great source of meat on ice maps.
1. Use the Zone system to keep your colonists in the base.
2. Build 4-5 sentry guns by reaching through the crack formed by two blocks on a diagonal. That is, if you base is square, you can take the blocks off corners and build sentry guns in their place. CAREFULL. Wargs can claw and bite through the crack too.
3. Wargs will rush a firing sentry gun. When it explodes it usually kills most of the Wargs.
4. Repeat.
I've process the last five Warg waves this way, only suffering 5-10 bites and scratches each wave. Great source of meat on ice maps.
#37
Bugs / Re: [0.11.834] Sun lamp light radius attenuated by objects
June 16, 2015, 01:45:35 PM
Or look at it from a game impact point of view.
With shadows, each one-light hydro farm can have max 16 hydro basins.
Without shadows, each farm can have 26 hydro basins, making indoor farming far more efficient, which makes gameplay easier.
With shadows, each one-light hydro farm can have max 16 hydro basins.
Without shadows, each farm can have 26 hydro basins, making indoor farming far more efficient, which makes gameplay easier.
#38
Ideas / Re: Your Cheapest Ideas
June 16, 2015, 01:37:55 PM
Have raiders attack any external power source (thermal generators, solar panels, wind farms) before attacking the base.
Heck. It would be faster still if they just found the power lines and cut them.
Heck. It would be faster still if they just found the power lines and cut them.
#39
Ideas / Re: Your Cheapest Ideas
June 16, 2015, 01:36:36 PM
Add a toggle to restricted zones: default is work restriction only (current behavior). Toggles sets to travel restriction as well ("Strict restricted zone").
#40
Bugs / Re: Colonists wander from restricted zones
June 15, 2015, 06:58:11 PM
Technically this seems to be working as designed. It's not a *movement* restriction zone, it's only a *work task* restriction zone.
#41
Bugs / Re: [0.11.834] Sun Lamps light diameter is incorrect
June 15, 2015, 02:00:32 PM
Ooh so it is a bug! Yay me!
It's not just hydroponics. I have one hydro farm I built in the spiral design. Three arms show 100% light on all hydro basin tiles. One arm has a power switch located inside the light circle. That arm shows 60% light on two tiles. The light switch too is casting a shadow.
It's not just hydroponics. I have one hydro farm I built in the spiral design. Three arms show 100% light on all hydro basin tiles. One arm has a power switch located inside the light circle. That arm shows 60% light on two tiles. The light switch too is casting a shadow.
#42
Bugs / Re: [0.11.834] Sun Lamps light diameter is incorrect
June 13, 2015, 02:10:01 AM
Update: it appears to have functioned the same way in prior betas. I just hadn't noticed before. It might be working as designed.
#43
Bugs / Re: [0.11.834] Colonists can path outside of allowed areas
June 13, 2015, 01:55:56 AM
Even if you have one allowed area, units will still cross a disallowed area if it's the shortest path to a new destination in the same allowed area. In other words if the allowed area is shaped like a "L" units will happily move diagonally from one tip to the other rather than follow the shape of the "L."
When I set the restricted area I expected units to be restricted to that area, not restricted unless they found a shortcut. I was quite surprised to see units exit the restrict area and enter a pack of wargs.
When I set the restricted area I expected units to be restricted to that area, not restricted unless they found a shortcut. I was quite surprised to see units exit the restrict area and enter a pack of wargs.
#44
Bugs / Re: [0.11.834] Sun Lamps light diameter is incorrect
June 13, 2015, 01:45:23 AM
Top basin has 100% only on the tile directly north of the Sun Lamp.
Bottom basin has 100% light on all tiles.
Bottom basin has 100% light on all tiles.
#45
Bugs / Re: [0.11.834] Sun Lamps light diameter is incorrect
June 13, 2015, 01:34:34 AM
After a bit more testing I found it only happens when I max out the lit area with Hydroponics Basins. It's almost like basins are casting shadows or otherwise blocking light.
The basins on the edge aren't getting full light. If I remove a few basins, then the outer edge can get full light again.
I don't have the previous alpha on this Mac, but I don't recall having a lighting issue in a Sun Lamp room with wall-to-wall basins before.
I'm going to see if I can be more specific about the pattern.
The basins on the edge aren't getting full light. If I remove a few basins, then the outer edge can get full light again.
I don't have the previous alpha on this Mac, but I don't recall having a lighting issue in a Sun Lamp room with wall-to-wall basins before.
I'm going to see if I can be more specific about the pattern.