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Messages - Sola

#16
Stories / Beware the doomsday rocket launcher.
November 24, 2017, 04:57:44 PM
"All right!  I'll send Aardvark ahead to tank the shot from the rocket launcher!  She's got serious drain bamage anyways, so it won't suck too bad if I lose her!"

"...Oh man, she's move really slo....OHMYGODISTHATTHEROCKETS?!"

I manage to fight off the pirates, then this happens.





AT LEAST AARDVARK SURVIVED! >:(
#17
I've encountered a handful of exotic goods traders, and killed a bunch of poison and psychic ships, but they don't seem to have them anymore.
#18
Ideas / Re: Give incapacitated refugee event more reward.
November 24, 2017, 12:25:16 PM
+1, at least at the idea of improving the reward, even if the refugee is terrible.  (Maybe there's a charge rifle nearby?  Maybe he shared his escape pod with a ton of gold?)

By the time you're in a position where you can go on that sort of adventure, you're more picky with your pawns.  Nothing more annoying than going through the motions for zero reward.
#19
Ideas / Re: Spacer Tier Starting Scenario
November 24, 2017, 08:16:20 AM
I'm on board with a spacer scenario, for the sake of completion.

Using "Too hard to research ship construction" as an excuse for that is garbage, though.  Even with only one dedicated researcher in a tribal colony, you'll have every tech researched in less than 5 years, and advanced components are more likely to be a limiting factor than research ever will be.
#20
Ideas / Re: Torso Infection
November 24, 2017, 08:13:37 AM
I think it's fine that torso infections exist.  A "torso infection = death sentence!" is exactly the same as "a pila to the head/brain/heart/liver".

-The odds of it happening are low.
-The odds of you ever losing a pawn to this are low, especially as you get more experienced with the game.

But the difference is that "A torso infection is treatable", whereas "a lucky shot  is just the hand of god."

I don't mind that it's a feature in the game.
#21
I'm actually playing a tribal game now.  I build a pathing wall, so the scythers and centipedes get separated, and then fire at the scythers from a roofed wall/sandbag/wall/sandbag line.  Once the scythers are downed, bring your animals to help you with the centipede(s) if necessary.

Do not be picky about starting colonists.  10 guys with bows is not to be underestimated.

One of your colonists should be on crafting nonstop.  Turning leathers into warveils/dusters/shirts/pants adds a surprising amount of survivability, especially if crafted well.  Unworn clothing can also turn into money for the colony.

Once you've researched devilstrand, you should dedicate an enormous chunk of land to the growth of those red mushrooms, then just wall it in to prevent wildlife from eating it.

Once your colonists are fully decked in devilstrand clothing, there shouldn't be a single thing in the game that will kill your pawns in a single shot.

#22
I've got 5 charge rifles, and 6 people with shooting of at least 10.
Everyone's wearing devilstrand hat/jacket/shirt/pants and an armor vest.
One frag grenade, three miniguns, an assortment of LMGs/Assault Rifles/Automatic weapons, no animal pulsers, no rocket launchers, six sniper rifles, though I imagine snipers would be useless once they enrage.

Is it even possible to crank out enough DPS to pop the elephants before they run me over?



Also, "TFW it takes too long for a bulk goods trader to show up"
#23
General Discussion / Re: WIP Ice-Sea layout
November 23, 2017, 08:46:07 AM
Solars are bad.  Wind generators are good.  Winter means no power for you.

Too many doors at your hydroponics basins.

Do not have your door to the greenhouse occupying a space that either the pawn or a drop could hold the door open from (diagonally touching the basin), else you might lose your things to cold.
#24
Ideas / Re: Hacked turret or haywire turret event.
November 23, 2017, 08:42:51 AM
I do not like this.

Zzzt!  is pretty annoying.  If you're away from the base, you could lose a lot to fire.

This is basically a more advanced (You're losing something), more annoying (bullets > fire), more specialized (What if you don't have turrets?) version of that.
#25
For tattered apparel, set the HP slider to "50%-100%".  Once their clothes fall under 50%, they'll drop the tattered clothes and replace them, if available.

#26
Ideas / Add "Allow dead man's apparel" check to outfits.
November 22, 2017, 09:06:16 PM
"I HATE THAT I'M WEARING A DEAD MAN'S ARMOR VEST!"

"then take it off."

"Okay."

*runs off to grab another dead man's armor vest*

"I HATE THAT I'M WEARING DEAD MAN'S CLOTHING!  GOD!"

--
So my options here are "disable armor vests entirely" or "micromanage and forbid/destroy the ones I see before people put 'em on".  I'd like for people to stop wearing clothing of the dead if it's just going to put them in a foul mood and burn my village down.
#27
Looking forward to it.  I actually started a desert game for this :p

Let's see if I win the sweepstakes!
#28
Warg: bonded to Steve.

Steve's animal handling is 2.  Steve cannot become Warg's master.  This is a permanent mood debuff for Steve, and frankly, annoying.
#29
General Discussion / Version 18 question
November 19, 2017, 04:56:32 PM
Judging from the "recent news" section, it looks like the game has officially updated to 18.

Do I still need to "opt in" to that, or can I set my status to "opt out of all betas"?
#30
https://drive.google.com/file/d/1jkCAbATszjnzeCSV7_KN3vldLhzNQYUy/view?ths=true

I don't know how to get the savefile to you.  If this doesn't work, suggest something for me.

This one's 5 seasons deep.
Colony's in the desert, sustaining on two rooms full of hydroponics and rice/hay/trees covering much of the nearby fertilized soil.
about 9 pawns, with the base encompassing an ancient danger place (make a video of the team busting in, maybe?)