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Messages - sadpickle

I think it was established that sandbags don't give cover to turrets. Has that changed?

Putting traps in front of a turret or otherwise boxing it in some way with walls to prevent LOS from getting a bead on it (this also reduces turret LOS but can prevent snipers from plinking it down) can be effective.
Quote from: RawCode on September 09, 2018, 04:16:25 AM
setting price to 40 just to make sale (that will return price to original value) is shady marketing technique that likely to angry customers with IQ over 59.99.
39.99 is additional instance of that shady marketing, i feel treated like some kind idiot when see such price tags.
40 is 40, not 39.99 or 39.68.

if something works in local "walmart", does not means, that it will work everywhere just fine.

"I'll tell you what brilliance in advertising is: 99 cents. Somebody thought of that." -Roger Sterling
General Discussion / Re: Clothing economy is still broken
September 16, 2018, 04:24:36 AM
Eh, if you can afford the time to crank out clothes purely for sale it's not like wealth is a problem. I set outfits to minimum 60% damage, make new outfits regularly to train crafting and sell the excess/damaged stuff, pulls in plenty of cash.

The way I see it, the main benefit of stacks of leather (cotton is for carpets) is that it trains the all-important crafting skill. This makes it easier to reliably craft valuable armor and weapons and put devilstrand to good use. With the volume of meat I need to provide fine meals to 12 colonists, I have well over 1k leather at any time, sometimes several thousands.
General Discussion / Re: Most protective non-armor outfit?
September 14, 2018, 05:30:40 AM
Dusters cover legs and I haven't seen anything about regular Jacket that suggests they are superior in any way. If insulation is a problem, you're probably wearing a parka anyway.

However, clothes, even devilstrand clothes are a lot less reliable as armor since B18. I give everyone a flak vest, at the very least. Helms and flak pants go to anyone who's likely to take a shot. A flak jacket is probably superior to a duster as arm and torso protection.
Mods / Re: [Request]
September 11, 2018, 04:17:31 AM
Quote from: Grug on June 25, 2018, 07:20:36 PM
Is there a mod that lets me Crucify dead raiders?
Pfft, dead raiders. Who cares. Where's the mod that lets me crucify live prisoners?
Quote from: christhekiller on September 10, 2018, 01:49:26 AM
Was he running from something or was he recruited? My experience so far has been that they'll avoid traps if they can
He was already in the colony and had been for several days. There was no raid or anything going on at the time. I think he was trying to pick up the dead boar when it happened.
So apparently colonists can spring traps now... this is aggravating. Since trap damage has been buffed it is essentially a death sentence, which is what just happened to a colonist. One of just 4, the first I recruited since the game has been shoveling garbage pawns at me and I don't need sheriffs or medieval lords in my roster.

I've taken to playing Ironman as I think that is the correct way to play, but this bit of RNG has me seriously reconsidering. I think it's a trash mechanic.

edit: typo

[attachment deleted due to age]
Colonists should go to Nutrient Paste Dispenser when they desire a meal as long as it's within range. I don't think it matters if it's in a prison or not. They prefer this to raw food, even if you have berries afaik.
I like how they saw the naked guy with no food and said, "what he needs is an SMG."
See attached picture. This same pawn has Medical appropriately nulled out as he is incapable of Caring. However pawns incapable of Animal still get skill and passions they have no use for.

[attachment deleted due to age]
Quote from: giltirn on July 29, 2018, 08:23:29 PM
Quote from: Zombull on July 29, 2018, 07:59:58 PM
Traps weren't nerfed, they were buffed quite substantially. They're cheap now and do a ton of damage. And you can uninstall and move them if you need to. My only complaint about them is the auto rebuild won't use uninstalled traps from storage. It will always build new. Nonetheless, I use them heavily.

They are single-use, very resource heavy (you say they are cheap, but they are only 50% of the resource cost they were in B18), and have to be placed so far apart that they become next to useless for anything more than acting as a minefield for unlucky raiders. In my experience I lose so many to random wildlife and manhunting rodents that they become too resource-intensive to manage; and that's just with wood traps. No-one in their right mind would use steel or plasteel for traps now, and stone is far too precious to throw away until you get deep drilling. Used to be that you could place them strategically with careful wall placement to funnel the enemy, but now they are just a spray-and-pray largely mindless affair and a massive burden to keep operating. Not a fan at all.
They are quite useful. The spacing nerf was implemented because they are so deadly now. It encourages tactical placement. If you have a map with a lot of obstruction (mountain) it is easy to determine what paths raiders will take after observing a few raids. Corners and narrows are excellent places to trap. I have had enormous success with them. Animals do occasionally trip them, but it is not too bad. I generally have a lot of steel or stone, but wood traps are viable on any forest map.
Cheating is using dev mode.

Door peeking is exploiting the enemy AI.
That's dope, I like it. Randomized events with flavor like this make for compelling stories.
General Discussion / Tough trait, what does it do?
July 30, 2018, 05:00:49 PM
Self explanatory. I had a wild man with Tough make an attempt on some survival meals, I was having none of it so I stabbed him to death. He'd survived a trap but it only took two shivs to finish him. How does it work? Some sort of hidden armor or extra hitpoints? I couldn't find anything in info that was different from the colonists.
General Discussion / Re: Off World Traders
July 30, 2018, 10:27:18 AM
It should land outside the room with a beacon. AFAIK it looks for the closest unroofed tiles and drops them there. Rarely it will drop things through a roof.

In the experimental build it may be a bug, but sometimes it's just hard to find the location in a big base.