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Messages - Mutineer

#46
Bugs / Siege and caravan bugs and problems
April 13, 2017, 06:48:07 AM
There some bugs i notice and some big inconveniences.

Bugs:
After siege, if you straight away do not order deconstruct/claim on siege objects, like mortars/sandbags after some time this objects losing tags with let claim /deconstruct them. They become only have option to prohibit them.

I do not know is it by design, but my caravan was taking a day to move try 1 tie. Why doing that, after about 12 hours it will be attacked by pirates or manhunters. After i beat up attackes and reform caravan it teleport back to middle of the tie, again needed 1 day to move to next tie. After 12 hours it was attacked again, and teleported back again. That was repeated 4 times until it was destroyed. Basically caravan got stuck.

Inconvenience and suggestion. I have a case when my caravan was forming in extremely strange position, from which it was  a longest way to load caravan and very inconvenient to defend it in case of attack. May be add some spot, like for parties or marriages you can designate for caravan to form? And may be same way to tell incoming caravans/visitors where to stay?


#47
In previous version there wa son side tree of items you have, but in 16 now i start playing instead of tree it is just a list, which i can not look down below some, so I can not see what items i have. How to get tree back?
#48
General Discussion / Re: Infestations
December 24, 2016, 04:30:38 AM
Well, that is reason why i always have bedrooms outside mountains. I do use mountain room for storage, batteries, freezers and even workshops, but that all are big rooms with multiply entrances, so in case of any problems i can react.
#49
General Discussion / Re: Infestations
December 20, 2016, 02:19:27 AM
why not just put fire poper in hospital? Mach better. To be true i never let raiders shot at my base, I use fire to keep sieges bizy when  I killing them. Boomaloos tend to be a good delivery mechanism, but there is others.
#50
On start if I have rich soil near by it get rice, if not first crop will be potatoes.
#51
General Discussion / Re: Colonists don't like floors
December 16, 2016, 05:41:56 AM
But I want to point out something. Actually true, building floors can cause beauty to go sharply down. Reason is cleaning. Dirt floor is just dirt floor and can not become dirtier, except if splash some blood. Dirt on good floor looks really bad. So, it tend to be a bad idea to build floors before your have spear work force to do clearing.
#52
General Discussion / Re: Dealing with unhappiness
November 30, 2016, 08:08:11 PM
Well, there always a hard drugs or joy-wire?
#53
General Discussion / Re: Asexuality
November 12, 2016, 03:15:32 AM
Hey, one of my ladies has an affair when been married.
#54
General Discussion / Re: I really need help...
November 04, 2016, 01:17:03 AM
There less drastic solution. Bugs do not go to far away from nests. So, position your colonists reasonable far away and use longest range to catch there attention. Then retreat until bugs stop follow. Now you know distance, you can put your colonists around there and use one with longest range to bring them into range of everyone. This way you can gradually kill them and use death for feed. as you kill more and more nests they will spam more slowly. You can do it.
#55
Cassandra does escalate with how many people you have and how rich colony is. If you have a huge amount or raw resources, you will be very rich. I would not be surprised if you colony have a lots of resources you planing to use but never had chance to, and they just collecting dust and make Cassandra mad at you.
#56
General Discussion / Re: Live Stock
October 31, 2016, 12:24:18 PM
Well with meat/hide producing animals you should follow historical procedures. Grow them in summer, when food in abundant and kill them for meat in autumn.
#57
General Discussion / Re: Raid scaling feedback loop
October 27, 2016, 09:35:00 PM
Wealth weight is not that big. Casandra supposes to give you challenge.
#58
I was realizing my prisoners after raid, when traps were not reset yet.
#59
Quote from: Alenerel on October 19, 2016, 07:46:59 AM
How can I make colonists not to eat pemmican?

Select stack and click on prohibit to interact with it.

Please note, making simple meals more efficient time wize. So it is good idea to feed colonist with simple meals and store excess as pemmican.
#60
Just to give you numbers, colonist eat about 2 meals a day. So, if you have no pets, then each colonist will need 15*2 = 30 meals per season.
To make a meal you need 10 units of food. so you need 20 units of food per day , 300 units of food per season (original food, there little different do you feed colonists with meals or pemmican). In usual growing period is about 2 seasons, so at the end of growing period you need to save 3 seasons of food, about 900 units of food per colonist. Usual stack = 75 units, so you need 12 stack of food / colonists. IN reality you probably need a bit less because of food drops, trade and animals you can hunt in non growing seasons. But about 1/2-3/4 of this is necessary.

If you making pemmican you need to prohibit colonist from using it.