The "chunk chunk chunk" sound reminds me of the ancient days of the original Sim City...
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#47
General Discussion / Re: Sky-high expectations
July 25, 2019, 05:38:58 PM
Note that you can combine your rec room and your dining room, which makes increasing its impressiveness easier (just one room to take care of). Make sure it stays clean!
#48
General Discussion / Re: Sad tidings
July 16, 2019, 09:45:09 PM
Yeah, I tend to save scum on bionic installation... certain extreme events I'm not willing to leave up to a roll of crazy dice. But I'll tolerate the random colonist getting killed or raid burning down half my solar cells. Everyone has their own comfort level with how much chaos they're willing to live with.
#49
General Discussion / Re: Raiders took one of my pawns
July 14, 2019, 04:19:25 PM
But keep in mind that traps magically go *poof* now when activated. You can lose a lot of steel that way. I recommend stone instead.
I find it hilarious that the "auto re-arm" option is still there on traps.
I find it hilarious that the "auto re-arm" option is still there on traps.
#50
General Discussion / Re: How can you carry wounded by conscious colonists?
July 13, 2019, 02:11:13 PM
Added note: if you're going up against a ship part, and you're building the usual firing positions, it's helpful to bring some medicine along with you to patch everyone up with afterwards.
(I'm too lazy to build entire med rooms/prisons on site, I just treat my colonists on sleeping spots on the ground. They rarely get infections and they're easy to treat anyway when they do)
(I'm too lazy to build entire med rooms/prisons on site, I just treat my colonists on sleeping spots on the ground. They rarely get infections and they're easy to treat anyway when they do)
#51
General Discussion / Re: Scenario: Blasphemous Outcast
July 12, 2019, 06:32:12 PM
I was thinking more in terms of acquiring food and clothing. A charge rifle makes it relatively easy to shoot up some boars and turn them into sausages and Flintstone duds. I wouldn't want to try that with a short bow. Even caribou seem have a high propensity to stampede pawns.
#52
General Discussion / Re: Sad tidings
July 12, 2019, 07:30:35 AMQuote from: Pangaea on July 12, 2019, 04:00:39 AM
Guess they don't get all that much joy out of viewing art...
They're probably not that good at playing horseshoes either.
"Ow! That hurt! Aim at the pin, not the back of my head!"
No wonder everyone hates him!
#53
General Discussion / Re: Sad tidings
July 11, 2019, 08:27:31 PM
Weren't we just talking about how to fix pawns with ressurector serum?
Looks like we have our first euthanasia-ressurector candidate...
Looks like we have our first euthanasia-ressurector candidate...
#54
General Discussion / Re: Scenario: Blasphemous Outcast
July 10, 2019, 07:02:49 PM
Maybe you could turn this into an easier version of "Naked Brutality" by using this plotline:
"You snuck into an ancient tomb and discovered an ancient rod of death. The village elders banished you for your crime."
Starting Gear: Charge Rifle
Does that sound *too* easy? Keep in mind you're still alone, naked, hungry, and low-tech. (Strip away the electricity research too, that makes things too easy, right?)
"You snuck into an ancient tomb and discovered an ancient rod of death. The village elders banished you for your crime."
Starting Gear: Charge Rifle
Does that sound *too* easy? Keep in mind you're still alone, naked, hungry, and low-tech. (Strip away the electricity research too, that makes things too easy, right?)
#55
General Discussion / Re: Sad tidings
July 09, 2019, 11:55:37 PM
Yes, the issue is more the AI than the killboxes. We already know that sappers do a good job of avoiding killboxes. It would help if every raid type made some effort to find a weak point in your defenses and break through there rather than just charge right into your guns.
But not every raid should be as good as the sappers are, otherwise turrets and traps would become completely useless, and what fun would that be?
Is it possible to reconfigure the pathfinding impact of various defenses? So if you build a long windy maze, regular raids will try to just break through the walls? (ie: reduce the pathfinding penalty for walls and increase it for turrets/traps/etc. so that regular raids are more sapper-like)
But not every raid should be as good as the sappers are, otherwise turrets and traps would become completely useless, and what fun would that be?
Is it possible to reconfigure the pathfinding impact of various defenses? So if you build a long windy maze, regular raids will try to just break through the walls? (ie: reduce the pathfinding penalty for walls and increase it for turrets/traps/etc. so that regular raids are more sapper-like)
#56
General Discussion / Re: Sad tidings
July 09, 2019, 07:33:17 AM
Wow, that's weird that the resurrector serum grows all the bits back (I guess it executes a "replace torso" command). So if you have a pawn that is mangled really badly (missing limbs / eyes / organs / etc.) it might be worthwhile to kill them and resurrect them rather than try to fix everything separately?
Or can you apply it to someone who is still alive?
Or can you apply it to someone who is still alive?
#57
General Discussion / Re: Sad tidings
July 08, 2019, 06:21:23 PM
Pangaea, is Sparkles any sort of body purist? If not, reviving her and then attaching lots of prosthetic limbs could work. What would be most interesting to see is if the marriage bonus returns. She'd be a serious bonus for the colony (especially for Red!)
You certainly have to use prepared defenses of *some* sort. But it doesn't have to be a literal box. I like to surround my base with two perimeters, the outer with a few holes to funnel attackers, and the inner with lots of holes with my colonists behind to shoot them from. So it's more of a kill donut than a kill box.
If the range mechanic wasn't so stupid I wouldn't even need an outer perimeter. The fixed range limit is what drives killbox behavior. If you could use a pistol at range 50 (albeit with awful accuracy) you wouldn't need that outer wall at all.
Quote from: Pangaea on July 08, 2019, 12:49:36 PM
Honestly not sure how people survive deep into the game, when you start getting big mech attacks, without killboxes or some other somewhat cheesy tactic.
You certainly have to use prepared defenses of *some* sort. But it doesn't have to be a literal box. I like to surround my base with two perimeters, the outer with a few holes to funnel attackers, and the inner with lots of holes with my colonists behind to shoot them from. So it's more of a kill donut than a kill box.
If the range mechanic wasn't so stupid I wouldn't even need an outer perimeter. The fixed range limit is what drives killbox behavior. If you could use a pistol at range 50 (albeit with awful accuracy) you wouldn't need that outer wall at all.
#58
General Discussion / Re: Challenge ideas for a triple-solo run
July 05, 2019, 11:53:20 PM
Could you be clearer about what you're trying to achieve with triple-solo?
If the goal is to just have a harder start, you could just modify the crashlanded scenario to be a single colonist with 1/3rd the stuff. I don't see how there's any added entertainment value to the micromanagement headache of running three of these games simultaneously, especially since you seem to want them to be independent.
To me, what sounds more interesting would be intentionally *not* running them independently -- taking on the added difficulty of running three single colonies initially for the long term benefit of having three sprawling settlements supporting each other. Why are you eschewing this?
If the goal is to just have a harder start, you could just modify the crashlanded scenario to be a single colonist with 1/3rd the stuff. I don't see how there's any added entertainment value to the micromanagement headache of running three of these games simultaneously, especially since you seem to want them to be independent.
To me, what sounds more interesting would be intentionally *not* running them independently -- taking on the added difficulty of running three single colonies initially for the long term benefit of having three sprawling settlements supporting each other. Why are you eschewing this?
#59
General Discussion / Re: Playing with sound: hunting rats
July 05, 2019, 10:56:11 PM
How effective are mortars when the "animal migration" event occurs?
#60
General Discussion / Re: Heat wave B18
July 03, 2019, 11:31:38 PM
But how do you deal with endless bug raids?