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Messages - GarettZriwin

#46
General Discussion / Re: Plague unbeatable early game?
January 20, 2017, 03:30:52 PM
Year and half is indeed a lot of time, usually I had base already set up and colonists with good+ M16, power armor and power helmet on every of them...
#47
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 03:26:41 PM
Quote from: Losttruppen on January 20, 2017, 03:22:00 PM
I'm not advocating that you group pawns for concentrated fire, I'm saying you need to group your melee and ranged together if you don't want friendly fire incidents.

And you seriously don't have a problem with a 0 skill in shooting getting massive bonuses to hit chance because of adjacency? If as you say its a 1% chance to hit at max range, that means with 8 other tiles, he has a 12.38% chance to hit the melee guy in front, and the guys shooting the melee have a 12.28% chance to hit your ranged character behind(not sure how to factor in cover but I'm assuming you did with the 1%). This is a massive bump in hit chance, for doing something the mechanics encourage you to do unless you don't want a melee buffer for their hordes, or go pure melee.
Well if they stand in impossible-to-miss group -- in which they will never do -- then why they should not get hurt?
#48
Ideas / Re: Repair and reprogram mechanoids
January 20, 2017, 03:20:42 PM
Quote from: b0rsuk on January 20, 2017, 03:05:07 PM
Hey, it's mechanoids, it's super-soldiers. It can have a downside. I wonder what kind of defenses people would invent in case of a solar flare.
Store them in a walled-in room which also happens to be a mortar shell stockpile linked to an IED trap ?
In my Open-city(Well, except wall around inner streets ;P) mechanoids ALWAYS gone after my mortar bunker, maybe all you would need to do was to store them next to some or next to few turrets...   

Exotic traders could have some modifications for mechanoids, one of them could be temporary shut-down in case of such event.
#49
So far beer in animal diet been only annoyance for colony animals and exploit against powerful big animals.
#50
Ideas / Re: Avoid friendly fire
January 20, 2017, 12:34:04 PM
Quote from: Lightzy on January 20, 2017, 12:07:45 PM
Quote from: MikeLemmer on January 20, 2017, 06:16:58 AM
I suppose you could also do some rudimentary checks to make sure no pawns are blocking LoS; it wouldn't be 100% foolproof, but it would be better than nothing.

I'm not certain how it works, but I imagine that if shots can hit friendly pawns, then there's already some mechanism for ascertaining that these friendly pawns may be hit.
So an "avoid friendly fire" button would simply disallow your pawns to shoot if there's more than 0% chance of hitting a friendly pawn.
Pawns simply aim closest enemy they see, they care about nothing else.
#51
Ideas / Re: Repair and reprogram mechanoids
January 20, 2017, 10:21:32 AM
Quote from: b0rsuk on January 20, 2017, 10:14:55 AM
I mean, what could possibly go wrong ??
Famous last words. 8)

Jokes aside +1, if Tynan want players not to killbox and most of them do not run good quality power armor colony commando then someone needs to take hits.

Friendly/Controllable mechanoids seem good candidates for that.
#52
General Discussion / Re: Drop Pod Use Unassigning Beds
January 20, 2017, 04:55:11 AM
Well you asked why you have to reassign beds when game mechanics unassign them, so I explained why it happens... That colony is kinda whole world for these beds, anything past it does not exist for them.  ;)
#53
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 03:43:19 AM
Quote from: Trylobyte on January 20, 2017, 03:20:32 AM
I just had a two-man tribal raid in the early game.  One of my colonists with a very high melee skill and a longsword moved to engage one tribesman and his awful club...  only to suddenly need rescue.  What do I see?  He had his leg cut off in a single pila shot by the other tribal, who had 0 shooting skill and was at near-maximum range.  I'm beginning to subscribe to this belief.
Bad luck or said 11.1%
Even centipedes with 0% miniguns will hit you if you move. :P
#54
General Discussion / Re: Tribal Ranged Weapon Accuracy
January 20, 2017, 03:14:55 AM
Missed hits sometimes hit ground pawn stand on, so its more like ~11.1%.
#55
General Discussion / Re: Any plans for bigger maps?
January 20, 2017, 03:09:56 AM
Do you use custom map size or its too small for you?
#56
Ideas / Re: Events only possible since A16 (caravans)
January 20, 2017, 02:47:10 AM
Skirmish between 2 factions, choose if ypu want some extra loot and/relations boost.
#57
+1
#58
General Discussion / Re: Drop Pod Use Unassigning Beds
January 20, 2017, 02:14:26 AM
Quote from: Losttruppen on January 20, 2017, 12:09:09 AM
I am dropping them onto the map they were launched from.

Quote from: GarettZriwin on January 19, 2017, 03:40:24 PM
Quote from: DeathWeasel on January 19, 2017, 11:50:56 AM
Are you dropping in from one colony to the same colony or to a secondary colony? If to the same, it does seem strange they would unassign their beds..
Why? Being launched in drop pod technically means they leave colony and enter map for at least 1 tick, this is enough time for bed to unassign. :P

Not sure why I should have to reassign ownership just because they fly strait up for half a minute, and no they are still on the same X, Y grid they were on when they left so technically they are still on the same map, only Z axis changes take place. Astronauts do not need to file claims to their houses and property when they come home from orbit.
1. Drop pods launch, colonists leave colony, appear on map as drop pods cargo.
2. At least 1 tick passes, beds with no owners unassign. Drop pods target colony.
3. At least 1 more tick passes, colonists re-enter colony.
#59
General Discussion / Re: Drop Pod Use Unassigning Beds
January 19, 2017, 03:40:24 PM
Quote from: DeathWeasel on January 19, 2017, 11:50:56 AM
Are you dropping in from one colony to the same colony or to a secondary colony? If to the same, it does seem strange they would unassign their beds..
Why? Being launched in drop pod technically means they leave colony and enter map for at least 1 tick, this is enough time for bed to unassign. :P
#60
General Discussion / Re: Plague unbeatable early game?
January 19, 2017, 03:38:55 PM
If you hate colonists getting sick then flee to icesheet or tundra, pretty safe there. :P