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Messages - Shadou

#31
General Discussion / Re: Alpha 13
October 05, 2015, 05:43:54 AM
Translation: Yes, we know what's coming. No, we can't tell you. But we don't want you to go away, so we'll tell you there's something on the way so you'll keep checking back and giving us ad revenue for the next month until we actually release something.
#32
General Discussion / Re: Thrumbo manhunter
October 05, 2015, 05:39:02 AM
Quote from: Shinzy on October 03, 2015, 06:42:22 PM
it looks like theres only select few creatures that can hunt a man

  <IncidentDef>
    <defName>ManhunterPack</defName>
    <workerClass>IncidentWorker_ManhunterPack</workerClass>
    <chance>2.0</chance>
    <category>ThreatBig</category>
    <minRefireDays>15</minRefireDays>
    <pointsScaleable>true</pointsScaleable>
    <pawnKinds>
      <li>Warg</li>
      <li>Elephant</li>
      <li>Muffalo</li>
      <li>Boomalope</li>
      <li>Rhinoceros</li>
      <li>WildBoar</li>
    </pawnKinds>
  </IncidentDef>


That looks like it only refers to manhunter pack events. I've had enough manhunting squirrels and rabbits, among other things, to know the maddened animal manhunting event isn't limited to that list there.
#33
General Discussion / Re: Killboxes
October 01, 2015, 07:14:57 AM
Quote from: UnityIron on October 01, 2015, 07:04:10 AM
The entry point of the kill box will not be covered by turrets.
The turrets that can be targeted by the raiders must be far away from the entry point in order to draw them in.

Doesn't this just allow the raider to fire at the turret from the entry point? I've found that in general, raiders can fire from outside of the turret's range.
#34
Ideas / Re: If I can remove it, let me put it back
October 01, 2015, 07:05:21 AM
Quote from: Wex on October 01, 2015, 07:02:51 AM
The problem, is the total lack of realism. If I have to suture a lung, HOW IN THE F**KING WORLD, did I manage to sever a foot?
Someone needs to learn that the ankle is not a convenient pincushion for your scalpel. Or whatever sharp implement you're using.
#35
General Discussion / Killboxes
October 01, 2015, 06:48:29 AM
At this point, I think I need to reach out for some help. No killbox I have ever designed has ever been really effective. I've resigned myself to the fact that melee enemies are going to rush in and blow up at least one of my turrets, but they're going to get themselves killed in the explosion, and that usually still leaves me with the rest of my turrets still firing at the rest of the enemies. But if that doesn't scare off the rest of the enemies, then design flaws in my killboxes allow them to either pick off the remaining turrets from outside of the turrets' firing range or, if I use walls to obstruct line of sight and force the enemies to come close enough to the turrets that the turrets can fire back, those same walls provide cover to the enemies to fire at my turrets from. How do I build a killbox that isn't going to have these design flaws? Can anyone suggest a killbox design that would be effective at keeping enemies out without also being an obstacle to my colonists that need to enter and leave the base through it?\

Edit: Also, how do I deal with sappers? Last couple of times I've had sappers, it's ended my base because my (usually by then) four or five colonists, usually of which only one or two are combatants, can't deal with 5+ enemies that like to huck grenades around my base.
#37
General Discussion / Re: Story teller not sending raids
September 10, 2015, 07:29:05 AM
Odd; I've observed the opposite problem in the latest build. I was having trouble with tough cassandra, so reloaded an earlier save and switched to shipbuilder phoebe, and had my colony decimated by two pirate raids and a natives invasion on three successive days.