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Messages - N0xiety

#46
General Discussion / Re: How do you handle siege ?
December 27, 2015, 03:22:55 PM
Having a doomsday rocket launcher stashed for the siege event is great. 1 of these bad boys can obliterate the enemy with little to no risk :)
#47
General Discussion / Re: Fu** You phoebe chillax
December 27, 2015, 03:18:00 PM
Don't forget to use 2 thick walls and doors for your greenhouse. This is usefull for both keeping heat in or out whichever you are trying to do.
#48
Now i have my best soldier Cassie with all bionic parts and 20 level shooting skill with carefull shooter trait.
On the other hand i have my cook - surgeon Ryan with all bionic parts and bad back with 4 level of shooting skill.

Now you would assume that Ryan would be a really avarage shot and my best soldier Cassie would be a beast that never misses a shot right?

This is where i facepalm... Yes it is true that Cassie never misses a shot but so does Ryan it seems... I noticed it in a raid when i saw Ryan putting down enemies with dead accuracy. Then i checked their shooting accuracy in the information pannel and much to my suprise Ryan the bad back cook has 99.18% accuracy even with his 4 level of shooting because of the bionic parts while Cassie the perfect soldier has 99.60% with her 20 level shooting skill, carefull shooter and all bionic parts but she fires %25 slower because of the CAREFULL SHOOTER!!!

So what was the carefull shooter and shooting skills purpose if they are going to have the same accuracy??? Why did i even nurtured the perfect sharpshooter if she is not going to be better than a frikin cook with bad back who has 4 levels of shooting skill??? Only difference is my perfect sharpshooter fires %25 slower because of her skill... Seriously!!!

I would atleast be ok with it if the accuracy goes over %100 so that my perfect soldier can use even the worst of guns with dead accuracy while my cook would only be good with excellent guns for example but that is not the case here... My perfect soldier is worse than my cook because of the %25 aim time penalty...
#49
I am currently playing on an ice sheet with -95c coldest. But i have seen it go down to -124c when volcanic winter hit while it was allready winter :) Here is what i can tell you. Grow rice since it is the fastest growing food and plentifull. Don't use hypdrophonics, energy is everything in ice sheets or tundra since winter means less or no energy at all. Use wind turbines where ever you can they are cheap and produce lots of power even if they are upredictable. Build your solar panels between turbines to save space. When your colony grows and you have money, spend it on plasteel and build ship reactors for more steady power even if it might cost alot. Save lots of energy for the winter in batteries. Make indoor heated farms. Build your base on several geysers and direct the heat inside + this will give you some steady energy. In your garden building always include 1 or 2 geysers and make it seperated from your main building by 2 thick walls and doors so no heat will escape. Your colonists can live with wool parkas when the solar flare hits but your crops can't. If its still too cold when the solar flares hits quickly craft campfires inside your garden. For insulation always use double walls with double doors for outer walls of your base!!!(This includes your freezer too you don't want that cold to get inside your base.) You don't need space between double doors it will actually be better if you place them one after another with no space. Buy wood from traders they are cheap and have atleast 1000 wood for emergencies.

My current Ice sheet run includes 14 ship reactors with about 70 solar panels with 30 wind turbines and it just became stable really. It is not an easy feat to heat and provide electricity to my huge 14 sunlamp indoor farm on top of that heating the base itself for the mood. I still can't keep my turrets online even with all this power and only activate them when something comes close while using battery power. Winters were really hard with no proper clothing and base heating, temps droping down under -100c winter at start but i prevailed. I didn't even need to care about enemie attacks maybe %80 the time since anything but mechs die to hypothermia at winter which is half the year really and even if natives reach me they are so fked up from hypothermia they break so easily when shot at. Now i am experimenting on a freezer trap with 30 coolers. It actually seems to work great and works even on mechs with the room temp droping down to -220c. Tho it doesn't kill the mechs but only makes them sleep. I have to stop the trap and manually go shutdown the incapacitated mechs. Other than that it decimates anything else really. Humans go in and after about moving 25 tiles with chunks to slow them down they get downed and die in seconds from hypothermia. I feed them to my wargs :) Oh speaking of wargs they are great for these maps. Wargs and Thrumbos can live even when winter comes at -100c without any kind of heating and are free to go outside. Thrumbos still get a bit of hypothermia but wargs get it so slow its not even noticable if you don't leave them out like for a whole day or 2. Forget huskys tho since there are no pet clothing they die quick at winter and can't go outside.
#50
Now i know there are mods that can replace the brain with another or fix it outright or even use an AI as a substitute but i would say they are not balanced or very realistic in terms of how they fix the issue. So here is my suggestion for a mod.

Brain damage as a concept is lacking so here is my suggestion. Brain damage will effect a persons memories and personality depending on the severity of the damage. This means a person with brain damage will have their character skill levels reduced and passions randomised depending on the severity of the brain damage that happened. For example if the 2/10 of the brain is damaged then all the skills will be reduced by %20 of their value and there is %20 chance of their passions getting randomised. If the 5/10 (half) of the brain damaged all the skills will be reduced by %50 and there is %50 chance of their passions getting randomised and so on. (I know this is not too realistic either but it is all we can do without creating every brain section there is and applying ability reduction according to damage done to the part which would be a huge chore to mod in. Be my guest if you want to do it tho. Would be awesome)

Now lets talk about fixing the brain damage.

We will need to buy something called Nanogoo from traders for this. It will be quite expensive and require a doctor with 15+ level medicine to operate since surgeon needs to know where to apply the goo. If he applies it to the wrong location of the brain this might cause bigger problems so someone really experienced needed for this.
After applied, Nanogoo cells will replace and adapt itself to the brains destroyed parts but the brain will still be damaged since brain itself isn't fixed its just that there is another matter in place of the destroyed parts as a substitute working together with the intact part of the brain. It will give back the abilities of seeing, hearing and consciousness immediatelly and completely since they are basic abilities. On the other hand while fixing the parts of brain which are needed for talking, movement and manipulation it won't give back the abilities outright. When Nanogoo is applied the colonist will be able to gain back these abilities completely but this will need time and effort. For talking he will need to do social activities while for manipulation he will need to do tasks(cleaning, building, cooking, mining and so on... Basicly anything that effects manupilation.) and for movement, he only needs to walk around. Every action will give some kind of xp towards gaining back his abilities slowly. So for example, walking every 1000 tiles will give %1 of his moving ability back or doing 100 social activity will give %1 of his talking ability back and so on. (These are just numbers off my head and can be further balanced so don't take them seriously.)

What are your toughts on this? I am really annoyed how we can't do anything for our brain damaged colonists but to harvest their organs and euthanize them. There are mods that harvests a brain from another person or uses an AI core to replace the damaged brain but that would mean our colonist allready died and someone or something else is using their body as a vessel so i say no to that.(Especially using someone elses brain.. Doesn't even makes sense.) Using Nanogoo means we didn't loose our colonist outright atleast. Some part of him is still in there. (Or i would like to believe that)