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Messages - zandadoum

#331
about cobras (and possibly other reptilians): after getting a few males and many females i started to get eggsplosions...

but it stopped at one point...

i was wondering what was going on.

then it hit me: when the eggsplosions stopped i changed something: i did put a roof on top of my cobra backyard
i removed that roof and a few minutes later i started getting eggsplosions again.

maybe just coincidence, but it's possible that they don't breed indoors, even if it's on soiled floor
#332
Quote from: NoImageAvailable on September 07, 2015, 04:20:25 AM
Quote from: skullywag on September 07, 2015, 04:13:36 AM
Go see combat realisms mods last posts to see why this happens. The gif especially.

For clarity, this is the post referred to. In vanilla projectiles roll random numbers on launch and if RNG decided it hit you it will hit you no matter what. The raider taking aim without LOS however is not intended vanilla behaviour.

that's a nice mod. would be cool if implemented into vanilla.
but meanwhile, i think AI pawns should at least stop shooting/aiming when they lose LOS and not kill all your colonists shooting through a mountain just because they spotted you for a split second before you moved into cover.
#333
12.914

Scenario: raider invasion.

I go meet them out of my base. a ranged fight starts. i notice a raider with triple rocket launcher coming closer. as my snipers don't manage to take him out quick enough (even tho lvl20 shooting and masterwork sniper rifles) i quickly move the whole squad behind a huge natural cover (a 16x8 rock)

to my surprise the raider STILL is aiming. and to my second surprise he actually fires off his rocket launcher and kills ALL my squad.

i can't even take aim if i have no line of sight, why does the raider?

either fix raider AI (and as we are at it maybe, just MAYBE nerf the triple rocket launcher aiming speed and range?) or give the player the same ability to fire it through cover.

thank you.
#334
Quote from: Rahjital on September 06, 2015, 01:26:35 PM
To give an example: B0rsuk's superior power armour has 84% sharp armor rating. A pawn wearing this armour gets shot in the torso. The armour reduces damage by 50% and also gives 34% chance for no damage.
ok, easy to understand
Quote
If he were to instead give the pawn a superior hyperweave shirt (31.2% sharp armor) and a superior hyperweave duster (52% sharp armour), the pawn only takes 50% * 68.8% = 34.4% damage from the shot, but also has only 2% chance to avoid the hit entirely. If you add a normal armour vest in, the shot would deal 50% * 50% * 68.8% = 17.2% damage with additional 12% chance to resist entirely.
you lost me here, where do this numbers come from? the shirt & duster example, where does the 68,8% come from?
can you break down those numbers for a theorycraft noob like me?
#335
General Discussion / Re: Combat slow down (again!)
September 06, 2015, 11:41:41 AM
Quote from: TLHeart on September 06, 2015, 11:36:38 AM
Tynan has stated before, he will not implement toggle options, to much program work, for very little gain to the game. It is not just implementing the switch, but all the balance tweeks that come from implementing all those toggles. It is a design choice he has made to not implement toggle options.
and how about add it as option to the dev console at least? can't be THAT hard, everything needed is already done, except the button
#336
Ideas / Re: Let's talk about Zlevels
September 06, 2015, 08:25:28 AM
i didn't read the comments, but i wanted to say that before zlevels are implemented, please implement a sprinkler fire extinguisher... otherwise it will be impossible to fight fire undergound with 1500 degree rooms

also: maybe oxygen should/could be a factor (even for fire extinguishing undergound: turn off oxygen supply, fire dies)
#337
Quote from: Louisthebadassrimworlder on September 06, 2015, 08:03:47 AM
Thanks, Zandadoum! This has actually made me want to tame some cobras now!
once i tested my cannon fodder zones properly, i might get rid of all my cobras and do the same with boars. boars are easier to train, so you can train them into combat, they also breed good enough (not as well as anything with eggs tho) and you can use the meat and leather when they die more than that from a cobra.
#338
General Discussion / Re: Keep Our Animals Safe!
September 06, 2015, 07:08:49 AM
the "release" command is purely combat. and only works if the animal has a master assigned and the master is combat drafted.

if all the above is true and the animal has "release 2/2" trained, then the master will have a new button to "release"...

in normal circumstance, trained animals will surround their assigned master in combat and act as a shield and attack any enemy that comes too close.
if you activate "release" the animals will rush to ranged opponents and attack them.

both combat methods will likely get many of your animals killed, because how the AI works: all enemies will focus on your animals.

this is OK if you have many animals and don't care about them, as it protects your colonists while enemies are distracted by the animals...
but will all the work and it costs to train and breed animals, i think it's stupid to do that.

imo, what works much better is keeping your animals safe, use them for milk, fur, hauling or whatever. don't even waste time into training "release" on them

and if you want some meat shields, get tons of chickens and make a zone for them close to your turrets (but don't send roosters or hens). enemies will focus on chickens while your turrets kill them.
later you can try the same with other egg-creatures like cobras.
i hear squirrels are good too for this. and megascarabs.
#339
General Discussion / are some animals too dumb to eat?
September 06, 2015, 07:01:58 AM
So... I finally got a Muffalo pregnant. hurray... not.

as there is no visual warning of animal malnutrition other than clicking individually on every single one of them, my muffalo had a miscarriage due malnutrition. in fact, it seems the other (a male) muffalo died and I didn't even notice...

as soon as i saw the miscarriage (spell?) message, i clicked on her... but she had no malnutrition and she was well fed in the needs tab... WTH?

anyways, so now, I am following around that one female muffalo for a while... and i notice she is dumb as hell...

1) she is in a zone that allows her to access all the map, except 2 closeby indoor growzones
2) as of writing this, she has "malnutrition trivial"
3) she doesn't have any illness
4) she is trained in obedience 1/1, but nothing else (and i don't intend to train her more)
5) there is a huuuuuge hayfield right outside my base (doors are open and allowed BTW) and every single animal goes there to eat... except this muffalo (and probably her dead partner) ... the base is not THAT big, in fact she wanders inside the base which is further away from her sleep spot than the hayfield (field which has both growing hay and already harvested hay lying around)

ofc i could just make a feeding spot for her, close to her sleeping place... but that would "treat the symptoms, not the illness" if you know what i mean...

so, any ideas why muffalos are too dumb to feed themselves off a percectly available hayfield, when all my other animals do it just fine with the same settings?


edit: so i allowed my muffalo into the fridge to see if it would help...

this was the result (which i noticed after seeing the muffalo vomit all over the place xDDD)

http://imgur.com/e3sodE7
#340
Quote from: Jorlem on September 06, 2015, 06:42:59 AM
I've just got the one, and selecting my doctor and right clicking the warg doesn't give me the "feed" option.  And because it is incapacitated, I don't have the option to train it (I assume that is why the right click menu for my trainers don't list it, anyway.)
just click on the warg and open the train menu and make sure there is something to train. i assume (not sure tho) that at some point, a tamer will go there and feed/train it automatically. also make sure the trainer has high priority on taming and that he can actually go there (no unallowed doors or zones)

other than that... prepare mentally to say goodbye to your warg :(
#341
Quote from: chaotix14 on September 06, 2015, 06:03:59 AM
If you don't want them in the freezer, just set the freezer to not take fertilized eggs, then make a small stockpile somewhere where you want your cobras(for simplicity sake) and only allow fertilized eggs there.
nah i prefer freezer to include fert. eggs because that way i can control eggsplosions better. if there's a batch of eggs i actually want, i just do my trick.

also: apparently, when you start unallowing eggs, new hatched eggs seem to be automatically unallowed too.

Quote
Also if you stack eggs they will all hatch at the same time when the first one hits the hatching time.(caused a chickensplosion in my save, suddenly I had 15 more chickens in the middle of winter)
yeah i know. seems like a bug tho, i guess that will be changed in a future patch. to avoid chickensplosions i have a separate zone for the rooster. when i have enough chickens i move him away. if some chickens die, i move him back to the hens for another batch of fert. eggs.
i usually keep 2 rooster, in case one dies, but right now in this save, both died (i don't even know how) and damn traders don't bring new ones xD
#342
General Discussion / Re: Keep Our Animals Safe!
September 06, 2015, 06:28:43 AM
no metaphors... just cruel truth: 12 recently born "baby cobras" just gave their lives to prevent my colony being overrun by savages :P
#343
well, i make a fortune selling human meat and leather... before i did that i usually made a lot of money with huge potato farms (simple, but easy) that's why i never cared for crafting: it was too easy to make money otherwise

now having furniture and cloth factoring more and more into colonists mood, i am starting to look at crafting closer. i have a couple of lvl20, so should be no problem.
#344
General Discussion / Re: Combat slow down (again!)
September 06, 2015, 05:59:03 AM
i would probably NOT use such a feature, but i don't see any reason why not to implement it as an option? if you like you use, if not you don't everyone happy?
#345
General Discussion / Re: Keep Our Animals Safe!
September 06, 2015, 05:57:59 AM
indeed, you need to set them all to "no master" if you want them to stay in their safe zone.

it doesn't affect taming as far as i know.

most my animals not for fighting, i don't even train "release" on them (time saved) so i don't need them to have a master either
a few animals, that are expendable (cobras) i don't train either, but i have a "cannon fodder" zone near my turrets and i send them there when i have a raid, so the invaders are distracted while i kill them.