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Messages - Too-DAMN-Much

#136
Quote from: TLHeart on September 08, 2015, 03:41:24 PM
Quote from: Vault101 on September 08, 2015, 03:33:11 PM
Miniguns are garbage that takes forever to aim, misses most of the shots and those that hit are about as damaging as a fist bruise. Only redeemable thing about them is high selling price.

miniguns will never hit the target they are aiming at, but they are great against a packed group, as each hit resets the enemies aiming and shooting time. Have a chock point, force target the minigun on the end of the wall, will damage every enemy around.

yeah, this is why i stopped cheating for a minigun with prepare carefully mod, it's actually quite devastating in the right situations if you have other colonists with charge and assault rifles backing up the minigunner, these days i give myself 1 survival rifle, 1 charge rifle and 1 assault rifle, seems balanced, to be honest for the most part.
#137
General Discussion / Re: House Rules
September 08, 2015, 05:25:41 PM
Quote from: TheGentlmen on September 07, 2015, 11:22:06 PM
Get the hardest of hard mods. Always go in the coldest/hottest place on the map with mountains... Don't make kill boxes..

Try note to cheat and use godmode :)

I'm tellin ya... the developer tools need to be locked behind walls and walls of work and effort to get too... so I end up cheating less...

not a serious suggestion (could be though...) but what if you had to strip mine a tunnel to the border of the map before they were enabled? :)
#138
Mods / Re: Kinda gory idea ...
September 08, 2015, 05:23:39 PM
Quote from: Feirfec on September 08, 2015, 09:36:04 AM
Quote from: Too-DAMN-Much on September 07, 2015, 05:53:54 PM
Quote from: Feirfec on September 07, 2015, 12:18:58 PM
Head on a pole - object.
...[edit]not only that, but for the colonists who are the ones building it, no matter how grim it is a defensive structure, so maybe for them seeing the defenses of the colony should be re-assuring instead. [/edit]

could set object to give colonist the happy thought buff, though no idea how much work/code you'd need to make it not effect friendly visitors negatively.


Colonist : "see that head on that there pole?"
Prisoner : "...yeah?"
Colonist : "that was our last tribemen prisoner, now i'll only ask you this once, you want to join?"

i swear there was a mood thing for being well defended or feeling protected too, maybe not.
#139
General Discussion / Re: How do you play?
September 08, 2015, 05:21:54 PM
Quote from: Lady Wolf on September 08, 2015, 05:07:46 PM
Normally I play with Cassandra or Phoebe on "Challenge,"

I like to use EDP's "prepare carefully" mod so set up my initial four colonists (I prefer four over three since it lets me specialize them a bit more for specific tasks) and give them some starter gear better suited to the terrain they're landing in. (no more parkas when landing in the desert.)

Once they're dirt side I let things happen as they will mostly without cheating, but do plenty of micro managing since they seem incapable of properly prioritizing tasks on their own even with the work list set. (A raid is gearing up to attack, but instead of finishing up the turrets they'd rather build a shiny new kitchen and bedroom set?)

The only cheating I do is re-queue the "wanderer joins" event until I get a colonist I consider "acceptable." (No room in my colonies for crippled prostophobes with cataracts, lazy neurotic slowpokes, or dilettantes that refuse to haul or clean.) Those that are unacceptable I just hit with the dev mode destroy button before re-queuing the event.


i really need to stop being lazy and experiment, but does adding the fourth or even a fifth colonist to your initial party prolong how long you can skate before you have to toss the obligatory "you don't have five colonist" joins?
#140
Mods / Re: [mod request] speed sale and buy from trader
September 07, 2015, 06:01:38 PM
maybe we need a third stockpile type "quicksale goods" and just have a 1 button shortcut to sell it all in bulk provided you have a beacon setup and all that.

kinda like how some rpgs have a "sell vendor trash" function, but we'd need a way to mark things as trash, hence why adding a new stockpile.
#141
Mods / Re: Kinda gory idea ...
September 07, 2015, 05:53:54 PM
Quote from: Feirfec on September 07, 2015, 12:18:58 PM
Head on a pole - object.
requires humanoid body and wood/steel to create.
once made object causes a colonist debuff on sight called "horrible act".
negative happiness and possible break is attacking colony.

just make sure to ignore these structures if created by friendly colonists, don't need to start an infinite stun-lock on the person building it.

[edit]not only that, but for the colonists who are the ones building it, no matter how grim it is a defensive structure, so maybe for them seeing the defenses of the colony should be re-assuring instead. [/edit]
#142
General Discussion / Re: Base design
September 07, 2015, 05:27:28 PM
Quote from: Stone_enderman on September 07, 2015, 03:07:03 PM
I don't do 7x7 rooms as they take up to much space in my opinion

to be quite honest the more i think about it my rooms should be 8x8 to account for the extra space double beds would use after the colony's lived a few years :)
#143
General Discussion / Re: Base design
September 07, 2015, 01:48:03 PM
i think i play this game a bit too much like i do prison architect, personally, each new colony is an iteration of the same design i always make, fresh with insights from the failures of the last.

typically i always do 7x7 colonist rooms horizontally somewhere there's a good amount of cover from mountains nearby and a choke point, then i'll expand a large "living room" downwards which holds most work stations that don't get their own area, i always try to plan out a fridge (for raw) and a freezer (finished products and herbal meds) next to the cooking stuff and finally where i can fit one in my battery storage room (no space left for colonists to walk).

i'm one of those people who usually always builds in odd numbers too, it annoys me to have a door off-center a lot.
#144
General Discussion / Re: Ideas for late game enemies!
September 07, 2015, 01:29:50 PM
Quote from: Z0MBIE2 on September 07, 2015, 12:25:01 PM
Basically, just big, powerful enemies that are double, triple or even quadruple the threat a normal one is. A mechanoid is a good example, but something raiders can come with, so there may be instead of 40 raiders, 10 raiders and 3 war gorilla's decked out in giant set of power armour and plasteel fists.

maybe a large mech of some sort that a lot of raiders could ride into battle, when the mech dies the raiders jump off and second stage of the attack begins, just a thought. :)


[edit] tempted to make this a separate post, but what about raiders taking over parts of your base, as well? nothing says "better clear out those evil guys" like being shot from a sniper in your own kitchen. [/edit]
#145
Mods / Re: Kinda gory idea ...
September 06, 2015, 12:07:03 PM
Quote from: Oxidus on September 05, 2015, 04:22:55 PM
Add a feature that spiked head will look same as victims.as i wrote at the start of a topic it would be cool to do things like butchering ears off and then make necklaces out of them and stuff like that.Kinda like cannibals in The Forest.

awesome idea, but what will you use this currency for? just fear? maybe trade it for standing change as well?
#146
the reason i asked was the cold event is survivable but the heat one no possible way. :)

spoiler: 20x20 freezers and separate fridge, i'll just make my living room that way as well.
#147
General Discussion / Re: What makes spacious bedroom
September 01, 2015, 08:35:32 PM
Quote from: milon on September 01, 2015, 08:12:07 AM
^ I have 2 reasons for double beds: better rest and more beauty (every little bit helps!)

yeah true, i just don't want to wait for 5 8x8 bedrooms is all :)

i always account for the first colonist, if things go well hopefully two extras so i try to build in a space that has a large amount of horizontal room but also a choke point.
#148
Mods / Re: Suggestion: Breast Implants
September 01, 2015, 08:32:12 PM
Quote from: CB elite on September 01, 2015, 02:57:06 PM
Quote from: Too-DAMN-Much on September 01, 2015, 04:39:18 AM
Quote from: Feirfec on September 01, 2015, 03:47:19 AM
Quote from: passi965 on August 27, 2015, 02:19:17 AM
Haha, Nice idea... i wanna see my female colonists run around naked with these ;)
(if you know what i mean^^)


oh baby shake those triangles.

maybe they should have tassles for you lol. :)

Next thing you know, people are going to be asking for visual body hair on their nude colonists ._.

was just teasing  :P
#149
General Discussion / Re: Your most evil deed ingame?
September 01, 2015, 08:29:31 PM
Quote from: b0rsuk on September 01, 2015, 02:40:05 PM
After a raid, what do you do to raiders in shock ? When animals attack, what do you do to downed animals you don't want ?

Do you finish them, or leave them writhing on the ground, so that their meat is fresh for longer ?

dinner, i have an infinite butcher job with all meats, especially human.

actually thinking about it, my last world i took left lung right kidney first.
#150
Quote from: b0rsuk on September 01, 2015, 06:05:49 PM
We need some actual tests. Those would be simple in concept - how many shots does it take to down a colonist on average ? How many with all bionic limbs ? How many with all natural ? I'd start with an extreme case first, sniper rifle. But Triple Rocket Launcher might be interesting too.

Maybe it's time I should finally learn how to use the dev tools.

prepare carefully mod should let you cheat anything to test you like if you disable the points, probably easier?