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Messages - cpoug

#1
General Discussion / Re: Deep drills worthless?
June 12, 2017, 10:41:51 AM
I find that with the world mechanic the deep drill isn't very useful. I just use drop pods to send miners and supplies to distant tiles and mine the minerals there. The resources used on all the pods + fuel + establishing an outpost are easily made back with how much fresh resources can be mined, especially if you're putting some of it aside into making legendary items. Once you've sufficiently depleted an outpost, just deconstruct everything, send it back, and repeat.

This could probably be alleviated if drop pods were made a little more risky. A small chance to break before it reaches its destination, or being shot down over enemy territory or whatever would make leapfrogging across the map much less of a superior strategy to using deep drills.

It doesn't help that additional colonies seem to severely cut down to raid occurrences.

#2
Excellent update. I'm enjoying the refinements added, such as making the different food sources more distinct.

Is the story pool intentionally different each update? I can't help but read all the pawn backgrounds, and they seem to always be different each update. For example, "coma child" seems exceedingly common when rolling starting colonists despite there being a large, diverse multitude of other childhoods that never seem to appear. The same goes for backstories like "starship janitor" and "mercenary boss". Is this just chance, or a result of some backstories being locked to specific named characters, meaning those that can appear for anyone are more common?
#3
When obtaining ambrosia, pawns frequently consume it. Teetotaler pawns do so as well, despite it being an addictive substance. Manually attempting to have a teetotaler pawn consume ambrosia isn't possible, as the game correctly doesn't allow it.
#4
Help / Re: Noob Question-Fire at key
July 06, 2016, 06:27:29 AM
Have you tried clicking the weapon icon your colonist is using and manually selecting what to attack? I think it's bound to 'b'.
#5
I'm trying to create a mod where a specific sound plays whenever the colonists use the new threat reaction mode, but i can't find the sound event for it on the wiki's list. If the list is outdated, where in the game files can i look myself?

I suspect that it doesn't have one at all, since a sound doesn't play in-game when a colonist does an auto reaction. If it doesn't have any sound event, how would i create my own?

I'm painfully new to this, so any help would be appreciated.
#6
Ideas / Re: Suicide
July 05, 2016, 08:49:41 PM
Quote from: Lady Chaomii on June 29, 2016, 11:22:57 PM
I also think the subject of suicide should be left out of video-games, regardless of how edgy they're meant to be.

That seems pretty ridiculous. It's not like it would be dramatic, either- with vanilla hit chances, your depressed colonist would probably be sitting in a corner, shooting at his head and missing for six hours.
#7
Ideas / Re: Human Kids Should be smaller after born
April 10, 2016, 09:04:02 PM
He might be referring to spawning in kids using the dev tools- if you make a human have a child, it'll randomly make one and even link them as mother/son.
#8
General Discussion / Re: Boomrats
April 10, 2016, 08:59:06 PM
Anyone else notice the boomrat hide is still red, despite the model being updated?