Quote from: Lightzy on August 19, 2016, 03:56:17 AMI encourage you to test this. Get blazing drunk, then go sleep in a blizzard. Go on; prove me wrong.
Alcohol does not freeze.
Blood with lots of alcohol running through it has more protection from freezing
It's simple dude.
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#76
Ideas / Re: Alcohol should boost low temp. resistance.
August 19, 2016, 04:12:29 AM #77
Ideas / Re: Vehicles, boats, riding animals (assuming larger maps, water maps)
August 19, 2016, 04:11:36 AMQuote from: Lightzy on August 19, 2016, 03:57:43 AMWhy does everyone have to suffer cuz you're too lazy to work and buy a new comp?I work full time. I have other financial obligations because I am an adult. I really don't need to justify myself to some idiot child.
If the game is designed to take full advantage of the available hardware at a given map size, you can't just increase the area four times over and have it work well no matter what kind of hardware you started with. There is a reason that the "ludonicrous" map size has a warning attached that it won't play well.
#78
Ideas / Re: Alcohol should boost low temp. resistance.
August 19, 2016, 03:49:02 AMQuote from: Lightzy on August 19, 2016, 03:03:40 AMIt does work.No, it doesn't. Chaotix14 is correct in the physiological impact of alcohol consumption. Alcohol increases bloodflow to the extremeties at the expense of core body temperature. It makes you feel warm, while also making you more likely to freeze to death.
Quote from: Lightzy on August 19, 2016, 03:03:40 AMThere's a story about the chef from the Titanic who survived in the water for a long time, and he told his rescuers he was full of gin or something like that.This is bullshit.
#79
Ideas / Re: [Request] Raiding nerby villages/towns
August 19, 2016, 03:44:41 AMQuote from: Lightzy on August 19, 2016, 03:28:21 AMThe game would run like crap controlling two maps. It could possibly work if it just saves the map state when you move over to the attack map, and loads back up when the attack sequence is completed. Switching back and forth wouldn't be fast, and keeping both maps running at the same time would make the game crawl.
There's no reason why you couldn't move from map to map and control both though.
#80
Ideas / Re: Vehicles, boats, riding animals (assuming larger maps, water maps)
August 19, 2016, 03:38:51 AM
Doubling the map size means four times the area. I like having my CPU not catch fire.
#81
Ideas / Melee skill should make you harder to hit in melee
August 19, 2016, 03:36:26 AM
Title says it. Currently, melee is suicidal, and the payoff for training melee is really minimal. The greatest swordsman in the world with an adjusted hit chance around 99% loses to two amateurs with their hit chances of ~70%.
I would overhaul the system as follows:
Remove the post-process curve. Chance to hit starts at a flat 50%. Each point of the attacker's melee skill increases chance to hit by 10% (additive). Each point of the defender's melee skill decreases chance to hit by 10% (additive). Increase damage of melee weapons to account for the lower hit rate.
In practice, this would mean that any melee fighter with an advantage of 5 or more Melee skill would be undefeatable by lesser opponents. While this is a pretty big deal, there is no shortage of enemy pawns with high melee skills to challenge even the best swordsman, and if I can't reliably cut down less skilled pawns in melee then I'll just sit back in my wall-and-sandbag bunkers and reliably cut them down with gunfire like I'm doing now.
I would overhaul the system as follows:
Remove the post-process curve. Chance to hit starts at a flat 50%. Each point of the attacker's melee skill increases chance to hit by 10% (additive). Each point of the defender's melee skill decreases chance to hit by 10% (additive). Increase damage of melee weapons to account for the lower hit rate.
In practice, this would mean that any melee fighter with an advantage of 5 or more Melee skill would be undefeatable by lesser opponents. While this is a pretty big deal, there is no shortage of enemy pawns with high melee skills to challenge even the best swordsman, and if I can't reliably cut down less skilled pawns in melee then I'll just sit back in my wall-and-sandbag bunkers and reliably cut them down with gunfire like I'm doing now.
#82
Ideas / Re: Cargo Pod Change
August 19, 2016, 02:58:01 AM
If cargo pods had a chance of releasing mechanoids or napalm, I would just not open cargo pods.
#83
Mods / Re: How to make quality rolls more consistent?
August 18, 2016, 04:57:28 AM
This is exactly the thing I wanted. Thanks.
#84
Off-Topic / Re: Rubber dildos, capable of inflating balloons when squeezed, used to fight fires
August 18, 2016, 04:24:41 AM
This isn't a compromised account, it's just a troll. They were acting like a crazy asshole from day one.
#85
Mods / How to make quality rolls more consistent?
August 17, 2016, 04:51:46 PM
I'd like to make it so that quality rolls have less variability. For example, I'd like to see results that are no more than one step above or below what the crafter's skills would get you on average. Where would I need to go to find the formula responsible for this?
#86
Stories / Re: Jailed a fire-starting colonist- then an even better solution came along.
August 17, 2016, 04:48:00 PM
With sufficient medical skills, you can harvest their organs and sell them separately for even more money. Just start by putting on a peg leg and then taking it off so they can't get up and go crazy when they figure out what you're doing. Great medical training, too.
#87
Off-Topic / Re: Mining Partnerships that raise funds through tax deductible lotteries.
August 17, 2016, 04:35:12 PM
Dumbest thing I've seen today.
#88
Ideas / Re: [A15] Friendly-Trap-Chance Feedback
August 17, 2016, 04:33:25 PM
I'm playing with a mod that disables friendly trap triggers entirely, but it would be good if there was a speed penalty associated with traveling over trapped squares to discourage long chokepoints full of traps.
#89
Ideas / Re: Fire not end your game
August 17, 2016, 04:30:57 PMQuote from: thisgameisdumbbutaddictin on August 17, 2016, 03:44:26 PMbut most of the time every time i encounter one of your events it ends the game..."Sixty percent of the time, it burns down your colony every time."
#90
General Discussion / Re: Issue with coolers not cooling during a heat wave
August 17, 2016, 04:23:37 PM
Temperature equalization within mountains is a known bug. I suspect that this is interacting with the heat wave event in weird ways that cause problems which otherwise don't show up just because it's hot.
The rest of you should be ashamed of yourselves. Read the freaking post, don't just skim it and jump to a conclusion reinforced by the posts of some other idiot who did the same thing before you.
Quote from: brcruchairman on August 17, 2016, 11:56:30 AMIf I got to the end of this thread's sadsack display of reading incomprehension without somebody actually reading and understanding the post, I was going to bash my face on my desk until I was claimed by the sweet release of unconsciousness. Thank you, sir or madam, for showing that it can be done.Quote from: Praeses on August 17, 2016, 06:23:27 AM
From my experience from real-life, ACs become less efficient at extreme outside temperatures. This is because for an AC to operate, it has to be cooled efficiently (fan blowing over radiator). If the heat-wave temperature isn't cold enough to cool down the radiator, the AC reaches a plateau and can't decrease the temperature further. Therefore my opinion is that the game's mechanics are pretty spot-on.
I believe what the OP is saying is that the heat wave event, not temperatures associated, seem to break the AC. For instance, if it's 40 *C on a hot summer day, the AC works fine. If it's 40 *C because of a heat wave in autumn, the AC craps out altogether. From a real world standpoint, the mechanisms of a cooler shouldn't distinguish between an unseasonably warm day (autumn heatwave) and an identical temperature which is normal for the season (hot summer day).
Thus, I agree with the OP that the behavior exhibited seems to be a bug. However, it's not a bug I've ever personally encountered; can anyone else confirm the presence of this bug?
The rest of you should be ashamed of yourselves. Read the freaking post, don't just skim it and jump to a conclusion reinforced by the posts of some other idiot who did the same thing before you.
