Not to mention its hard to PUNCH eye...
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#167
Ideas / Re: Psyonic ships are defitively over powered
May 04, 2016, 04:43:39 PMQuote from: wbonxx on May 04, 2016, 04:24:26 PM
They are hard as hell.... even at early stages, during the first year.
The second year I had strong warriors, but no power armors. And believe me a good fortress.
They just feel over powered comprared to the rest that is quite easy, riders are ridiculous at difficulty extreme, in the second year.
Yes I tried with mortars but I had too few shells left.
Welp, in this case anger bots and hope something good happens such as raiders being good distraction, you can also try to snipe ship around 50% but not below and trigger them when you are under attack from other faction, this way you have some meat to take the damage.
#168
Ideas / Re: Bring Back "Phoebe Friendly"
May 04, 2016, 03:32:50 PM
Isn't Chillax on easiest difficulty Phoebe Friendly?
#169
Ideas / Re: Psyonic ships are defitively over powered
May 04, 2016, 03:02:22 PMQuote from: wbonxx on May 04, 2016, 02:34:01 PM- Josh, move your lazy ass, wake mechs up with your sniper rifle.
Ok I play at level extreme.
But I manage for 2 years everything in an extremely smooth way. Raids are easy and so on.
But when it comes to psyonic ships, they present an overwhelming challenge.
I just lost a game, I had 4 good soldiers, 12 colonist, 7 turrets in front plus defences plus think walls.
They went easily through the turrets. Then set everything on fire. I had managed to kill one skinny before damaging enough the ship to trigger their "rage attack".
The centipedes have too many hp. They had vulcan (sort of fire granade launcers). One shot you get on fire you are dead.
The skinny robots can one shot and have a giant range.
Melee they all kill you with 2-3 hit.
My feeling is just that the P.ships are overpowered compared to all the rest that is rather easy.
Tacticts to make it doable are crazy boring, like going with one two snipers and do cover and shot cover and shot for 1h of real time.
- Okay boss!
*Boink* *AI gets Mad*
- Boys, wreck bastards with mortars!
I don't think this solution will take long if you order mortars to fire at Ship, even if you won't destroy most of mechanoids they will be badly damaged and easy to destroy even with crappy survival rifles in field. If you really have at least one "good soldier" then I guess power armors and shields should not be a problem for you after 2 years(I get them at extreme randy in 1st year for everyone
).
#170
General Discussion / Re: How to deal with centipedes?
May 04, 2016, 11:28:01 AM
Sniping is actually very easy and risk free as long as you shoot directly from north/west/east/south. This will give you best shooting range vs aggro range.
#172
General Discussion / Re: Animal hauling range?
May 04, 2016, 06:03:41 AMQuote from: firescythe on May 04, 2016, 02:40:15 AMI mean trained animals that do haul but do not want to haul if stuff is far away from my base.
You mean untrained animals which hauls without being tained (and therefore tamed) for it? Must be not vanilla
By not trained animals I meant those that are restricted to my rec room so my handler can train them to 8/8 instead of chasing them around colony drinking beer and eating good stuff.
#173
General Discussion / Re: Visitors wait location
May 03, 2016, 05:25:59 PMQuote from: Dartonian on May 03, 2016, 05:23:15 PMHospitality mod I think, only guest beds I ever had were the colonist-marked ones used to heal rescued Spacers or downed Visitors.
Guest bed? Is that in vanilla or a mod?
#174
General Discussion / Re: Animal hauling range?
May 03, 2016, 05:20:46 PMQuote from: b0rsuk on May 03, 2016, 05:12:07 PM
Like colonists, sometimes they don't get around to hauling distant items because nearby items are so exciting! If they haul rice(3) or steel(35), it's a job done for them. Try forbidding close items, and pay attention to your farms.
Once again, i know how hauling work, there was only that left for them to haul for 2 days.

Quote from: ArguedPiano on May 03, 2016, 05:15:13 PMHauling animals are not restricted, only those that were to train and Terriers were restricted to rec room.
Also pay attention to their restricted zones. Both animals and Colonists will not move outside any zones you set for them.
#175
General Discussion / Re: Animal hauling range?
May 03, 2016, 05:08:47 PMQuote from: b0rsuk on May 03, 2016, 05:07:06 PMI know they don't haul 24/7.
It's not based on range. Animals happily haul on huge maps. They just aren't full-time haulers. They haul every now and then, with short delays between trips.
It's the opposite to what you're saying, animals are excellent on biggest maps. Labradors, pigs, even wild boars.
I have set my colonists not to haul and animals (12) did not even lift a hoe or paw to get these few components and steel from ship chunks, they would gladly haul anything that would be like 50-75 squares closer to my base(dropped some stuff to test this, not that they were busy hauling this and thus did not haul components ;P).
#176
General Discussion / Animal hauling range?
May 03, 2016, 04:51:05 PM
How big is range of animals to haul stuff? I tamed and trained bunch of Wild Boars and while they hauled just fine with my Labrador but then I saw they won't haul anything that isn't basically next to my base.
So, how big is range for hauling? 350x350 map seems too big for animals making them pretty useless now.
So, how big is range for hauling? 350x350 map seems too big for animals making them pretty useless now.
#177
General Discussion / Re: How to prioritize making components?
May 01, 2016, 07:26:08 PMQuote from: Shurp on May 01, 2016, 06:15:02 PMHauling.
I have no idea what trap setting falls under. Flicking?
#178
General Discussion / Re: Cassie is worse than Randy.
April 30, 2016, 12:14:57 PMQuote from: Shurp on April 30, 2016, 08:01:36 AMPlague can be kinda lethal if healed 100% with herbs...
Reminder: healroot is all you need against disease. I hope you guys aren't wasting medkits on disease/injury; you only need them for surgeries.
#179
General Discussion / Re: Share your tips for Alpha 13
April 29, 2016, 02:48:40 PM
Psychic ship can cause nearby animals to go manhunter, if you attack ship to release mechanoids earlier they may get wrecked by animals and friendly fire.
#180
General Discussion / Re: I want to hear about exploit strategies!
April 29, 2016, 11:29:30 AMQuote from: b0rsuk on April 29, 2016, 10:22:57 AMThey do not support roof, if you deconstruct walls near them then roof will actually fall, they only block way so roof can be constructed.
For many intents and purposes unconstructed walls count as full walls. They support roof, they block movement, they seem to have just as much HP, they have more beauty (0) than a rock wall (-2). I wonder if I could get away with hauling materials to construction zone and just leaving them there ! That's what the forbid button is for, isn't it ?
