Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Agent00Soul

#31
Quote from: PotatoeTater on April 20, 2016, 01:44:48 PM
I would like to make a note that when a colonist dies, you can negate the penalty by burying them in a sarcophagus. They get a huge mood bonus for laying them to rest in an ornate place.

Did that, but thats +10..

For a married son/daughter you get about -45.. for 2 seasons..

The double stack seems to be wrong. It's almost impossible to offset that debuff..

-29 seems hard but fair.. -45 would probably have killed the colony no matter its size as I killed off each "friend" to try to end the chain of misery. Extra -15ish per friend on top of any family relation.

Surely someone else has run into this.
#32
Cassandra Challenge.. some basic combat mods but nothing too heavy.

Got it going nice n good to a good 5 man team.. Unfortunately they were all related and two were married..

When the husband went down the wife copped a -30+ modifier for losing a friend and husband.. they stack. Needless to say she didnt make it.

Her father then went nuts because he had now lost his daughter and two friends. He went into a soft daze and wandered off south to be set upon by a cougar.

LeBlanc set out to avenge the family and bury them all in the hopes of starting again solo.

Unfortunately Machette the huskie was bonded to the father and went rogue declaring himself manhunter.

RIP.

Edit; point isnt the story. point is theres something stacking that maybe shouldn't :)



[attachment deleted by admin - too old]
#33
Quote from: Profugo Barbatus on April 19, 2016, 09:22:38 PM
Quote from: DestroyX on April 19, 2016, 05:11:39 PM
damn, every post just fuels the hype :D

As am I, Once I played CR back in A12, I've found it painfully hard to play without it. I actually enjoy logistics and the handling/micromanagement that comes from it, so I am excited for the ammunition system. I'll probably spend the first few days of the release hammering the other weapon mods out there to be compatible though.

I agree.. Once you've played with it you can't go back..
#34
I almost can't play without this mod now.

It has ruined me.
#35
Quote from: Mathenaut on April 19, 2016, 07:25:18 PM
Saves labor, doesn't break down for much, and the debuff is kinda trivial, or doesn't exist if you have a nice dining room.

I'm not really sure what the appeal of cooking is anymore if it isn't fine meals during a psychic drone.

The point is seeing your people be happy living the life :)

It gives me satisfaction to see they are getting the best of everything..
#36
General Discussion / Re: Manhunters overpowered.
April 19, 2016, 01:23:33 AM
That's what mods are for..

Hardcore mod incorporates embrasures to make bunkers.

Manhunter packs are just free food.
#37
1 option for
6 against..

Poll leans to being a problem. And still the vote is for.

Seems to me a vocal minority don't like them. Maybe people who spam turrets?

Breakdown maybe be tweaked.. overwise.. great addition.
#38
General Discussion / Re: Nonsensical Sieges
April 16, 2016, 11:35:50 PM
Quote from: DarknessEyes on April 15, 2016, 12:37:05 PM
* Barbarians
They like to destroy stuctures.
Barbarians will try to destroy all your structures.

This is a good idea..

A group that targeted anything built every now and again would mix it up.. So you can't hole up behind walls and doors.

Often enemies punch a wall a few times then choose the next wall.. They should completely destroy it and choose the one next to it and reduce everything to rubble unless you go fight them..
#39
Wouldn't have thought power armour on everyone. The work penalties must be horrible..

But then I only play with combat realism, the snipers simply don't get shot at.
#40
Quote from: Boston on April 15, 2016, 07:56:12 PM
In that case, you have to plan ahead.
2) Relatedly, make friends. You can give a faction silver in return for goodwill and (sometimes) military aid when called. This both 1) leads to fewer raids, from fewer factions, and 2) decreases colony wealth, which further lowers the chance of raids. What is the faction-type who's sheer weight of numbers "makes turrets necessary" (/snerk)? Tribals. Who can you get to leave you alone by literally giving them money? Tribals (and outlanders, but outlanders tend to be much more managable). If your relations are high enough (and you are lucky), you can even get some of your friends to come help you fight! At the very least, it will distract the foe, and in some cases, they can even fight off the enemy for you

Are you sure about that? I've seen quite a few people saying that increasing the number of friendly factions doesn't reduce raids.. a raid is triggered by the storyteller at milestones or by events and the faction is randomly chosen from amoung the hostile rather than the other way, an even on a faction and if they are hostile its a raid..

Can someone clarify?
#41
General Discussion / Re: Rich Soil
April 15, 2016, 05:58:35 AM
If you're growing indoors its actually beneficial to have half half or thirds of different soil types.. spreads the reaping times out so you dont have too much to haul at exactly the same time. And some gets consumed before the second harvest.. so in theory you end up with more potential to store it all.

Getting past the OCD of having it all the same is hard though :)
#42
General Discussion / Re: Open Base Design
April 15, 2016, 05:06:12 AM
It is hard to be disciplined and not stockpile stuff isn't it.

Really should be 25% smaller with slightly smaller corridors up the middle. Had so many plans to refine it but alas A13 is here.

Meant to mention its on hardcore mod, not vanilla. Find vanilla to be too.. simple.
#43
General Discussion / Open Base Design
April 15, 2016, 02:19:50 AM
I see alot of comments about having to build into mountains to be safe. I played my first few games that way but didn't like being pigeon-holed so changed it up the last few times. So here it is in case anyones wandering how to get outta the dark :)

Basically it starts as 1/4 the size, a single quadrant, once thats secure add another next to it, then finally add 2 more to make the square.

Fight in the corridors for armed bandits, big tribal or mech raids you can fire your first rounds from the corridor doors then pull back to the courtyard to finish them off if they are too many.

Sappers are easily done with this. They blow the first wall, sometimes killing their own, position your guys n gals on the dividing wall so they can fire either side. Destroy them as they assault the second wall, if they get through that, there will only be a few, pick em off.

Have 6 colonists in heavy siege/hive/combat armour to soak up the damage. Everyone vital, crafters doctors have long range (assault to sniper)

Sieges. Have more artillery. Everything after the first is easy.

Its a fair bit of granite, nearly all of it was bought from traders from the silver gained in raids.. process bodies into biomatter and grow organs, clothes n guns. Have alot of haulers to maximise profit before deterioration.

Base is a little big.. Didn't quite get to finishing it out before the a13 announcement and now I'm not motivated :)

Enjoy

[attachment deleted by admin - too old]