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Messages - NeverPire

#586
Quote from: Gorzong on January 19, 2017, 03:31:20 PM
For trading the traders I grow a metric ton of devilstrand and I have a level 20 crafter make clothes. You get a lot of money from superior and higher clothes.
Gorzong.
For trading clothes, the best material is alpaca wool, alpacaes can be tamed by level 0 colonist so you can have a lot of them easily and a shoddy aplaca wool t-shirt is sold 400.
#587
Ideas / Re: Your Cheapest Ideas
January 19, 2017, 01:23:01 PM
Quote from: OFWG on January 19, 2017, 12:51:23 PM
Automatically reschedule surgeries that a doctor fails if the required materials are still at hand.

When your doctor sucks, having to manually reschedule peg leg installation over and over and over and over and ... is just tedium that adds nothing to the game.
I would like just to remind that each time a surgery fail, the patient is injured, so if you continue to operate without waiting, you have a higher risk to permanently injured or outright kill it.
I'm just a forum user, but in my opinion this modification would be a bad idea.
#588
Ideas / Re: Your Cheapest Ideas
January 19, 2017, 11:17:26 AM
Quote from: swizard on January 19, 2017, 08:51:09 AM
A creature that steals and moves items to their lair.
Why not a lair situated outside of the colony map on a near tile of the world map ?
#589
Bugs / Strange path to store items in a storage.
January 19, 2017, 08:22:49 AM
I don't know exactly if it'a a bug or just a lack in the code.

Problem:
Each time one of my colonist has more than 75 items to store, for example after coming back from a caravan, or butchering a thrumbo, he goes to one free tile of storage, then to the farthest one, then to an other one...
With the result than rather than store all items he brings to the nearest tiles, he turns around the storage to store items in very distant tiles.
If I draw his path, it's almost a lot of concentric circles arouns the center of the storage.

Reproduction:
This strangeness can be reproduced by loading a pawn with a lot of silver, and asking him to store it in a big storage.

Expected result :
Pawns always store items to the first free tiles they reach.

No mods, A14,A15,A16 and all others.
#590
Ideas / Re: Your Cheapest Ideas
January 19, 2017, 08:10:50 AM
Let some other animals than only muffaloes and dromedaries carry stuff in caravans.
I think overall about elephants and bulls, cows.
#591
Quote from: Pushover on January 19, 2017, 05:27:24 AM
Quote from: b0rsuk on January 19, 2017, 05:04:48 AM
I must be dense but how do I load cargo onto animals like mufallo ? I can only attach something like 30 kg. I have no mufallos, but I do have trained elephants.
Right now the only animals that can carry stuff in caravans are muffalo and dromedarys (camels).
You are right b0rsuk, elephants should be capable of carry stuff in caravans.
#592
General Discussion / Re: Mortars: Useful or not?
January 19, 2017, 08:07:45 AM
Quote from: Cimm0 on January 19, 2017, 07:40:52 AM
Quote from: guruclef on January 18, 2017, 01:07:58 PM
Quote from: OverlordMark on January 16, 2017, 10:52:11 AM
Perhaps keep the mortars as they are but have a pretty strong negative mood for them exploding nearby.
"-20 : Under mortar fire"
[...]
This would then give mortars a purpose, to demoralise/scare the enemy

I agree with this one. Remember the strong psychological effects people got from being under artillery fire in WW1...

I also agree on this.

Also, as difficult as it may sound, I'd like to see smaller area with blast damage that outright kills enemies and a large area where it *may* be possible to get hit by shrapnel. Modeling each piece of flying shrapnel would be hard so I guess there could be a code-based instant secondary explosion with 10-50 % chance to get hit by sharpnel, depending on the distance of the first explosion.
Something like that is already implemented for the doomsday rocket launcher so it's seems easy to add but I'm not sure if it is a good idea.
#593
Quote from: b0rsuk on January 19, 2017, 05:25:18 AM
Think of the poor fellas that play Flat Tundra ! How are they supposed to make chemfuel from trees ?
Or Ice Sheet, Desert, Extreme Desert and not only the flat one, all of them.
#594
General Discussion / Re: [Question] Two Colonies
January 19, 2017, 04:54:49 AM
Quote from: lighthoof on January 19, 2017, 01:07:19 AM
Quote from: dv on January 18, 2017, 03:45:37 PM
Quote from: kardofaces on January 18, 2017, 03:17:43 PM
If you have two colonies is their wealth tied together?--so raids at the same strength occur to both. Also, can you be raided at the same time at both colonies?

Raid strength is colony-specific. I think I've seen simultaneous raids, but they weren't attacking at the exact same time, so it was easy enough to deal with. Probably just the RNG Gods.

Don't know about raids on different colonies , but I had a mech raid and an ambush on my caravan simultaneously
I have had Thrumbos, crashed psychic ship in one colony and simultaneously a raid in the other one.
Oh, and I have the impression raids never occur when one of your colonist is loaded in a  transport pod.
#595
Quote from: Zhentar on January 18, 2017, 09:17:30 PM
The size scales assigned to creatures make a lot more sense on an exponential scale. Squirrels have a size of 0.15; 80kg * 0.15 = 12kg, so ridiculously large squirrels, while 80kg0.15 = 1.93kg, which is much closer to a reasonable value. The other direction doesn't work out quite as well (size 4 elephants should only be around 5,000kg rather than 40 million kilograms) - but in the real world Elephants weigh about twice as much as Rhinoceroses, which are size 3, so it's clearly not a linear scale.

But for huskies and labradors specifically, that's irrelevant. They're exactly the same size as adult humans, so whether the scale is linear, exponential, logarithmic, or whatever is irrelevant. Other animals with a size of 1.0 include Alpacas (real world average weight: 60-85kg) and Wargs. Clearly, substantially larger creatures than your average wolf.
Once, don't mix mass and volume.
Second, most of animals have different volumic mass so there is really no sense to look for a global relation.
#596
Quote from: CptEgo on January 18, 2017, 01:03:41 PM
My problem is Uranium. I have been almost ready to leave the planet for months now. I just can't get hold of that Uranium to build the last part of my ship. I've had 5 exotic traders come by, none of them had Uranium.
To find easily Uranium, look for a revealed mining area of two, three tiles, no more.
Only Uranium has so small mining area so it's easy to find it.

2-3 tiles => Uranium

8-10 tiles => gold, jade, silver

12-20 tiles => chemfuel

more => steel, plasteel
#597
Quote from: Lightzy on January 19, 2017, 04:25:13 AM
Also a non-argument, because you can spare plasteel for traps you're probably not in a big problem to defend against raids anymore.

Though personally I think stuff like caterpillars should simply smash traps apart rather than get injured
Rock traps work too, but you need twice more traps, it's all.
#598
Quote from: Barazen on January 18, 2017, 10:07:30 PM
I have the worst idea yet. Add in alien races that have instant star travel, so they are always there, judging you. (Nevermind that whole -no true aliens- in the design doc of tynans, thats just a phase )
You should read the book "Martians, Go Home" by Fredric Brown, it's exactly what you are saying.
#599
Quote from: Houkime on January 18, 2017, 05:23:49 PM
Oh, and a bad idea, of course.

Other factions should have population number.
Once they reach zero they no longer can throw people at you so it is possible to outlive everybody.
With almost 50 colonies per faction in world map size 100% planet coverage, if we imagine they have relatively developped colonies, this number should turn around 500 pawns per faction.
#600
Ideas / Re: Your Cheapest Ideas
January 18, 2017, 06:32:37 PM
Can you change the name of the tab during the caravan creation from "configuration" to "direction" please. In my opinion, it seems more clear.