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Messages - Sola

#91
Previously, I've relied almost exclusively on shooting, between sniper rifles, assault rifles, and charge rifles to get the job done.  However, there are those that endlessly tout the benefits of a sword's DPS.  I figure I'll give it a shot (pun totally intended).

-Apparel options:   Button down shirt, pants, duster, hat?  How does that stack with armor/helmets/personal shields/smokepops?
-What's the best clothing material option?  Devilstrand, thrumbofur, leathers, or something else?
-Weapons:  Swords?  Clubs?  Knives?  In the shooting world, the hunting rifle is good because it's accurate and cheap, with sniper/assault rifle filling late game, eventually giving way to charge rifles as your go-to combat weapon.  Is there a similar progression for melee weapons?  (Start with steel swords, move to uranium or something like that?)
-Injury:  Melee guys are probably gonna get hurt a lot.  How do you keep on top of healing them?  "Don't send them in without armored vest"?  "Abuse the AI using a trick that everyone should know"?

Anything else I didn't mention that I should know?
#92
Quote from: Canute on June 10, 2017, 10:20:12 AM
Btw. did you ever made it off the planet with permadeath on ?

Twice.  Once on the sea ice extreme challenge, and another run where I had four pawns incapable of hauling in a colony of ten.  Those non-haulers mined out thousands of blocks looking for uranium and gold.
#93
Quote from: cultist on June 10, 2017, 08:43:55 AM
Quote from: Sola on June 09, 2017, 08:34:49 PM
Same pawn, doing it again later, despite the fact her workbench is next to both the table and the freezer.

I definitely see a problem with that one. You have one big stockpile for food, with meals dumped randomly all over.
As my freezers are often larger than 8x8 (Large enough to store a week's worth of meals, plus some raw resources, but that's a subject for another time), that would make sense.  If the people cooking are running in and out anyways, dropping the meals off in front would make it a shorter walk and (hopefully) solve the issue.

Quote from: Shurp on June 10, 2017, 09:19:27 AM
I can't see any reason why 32 squares shouldn't be the default instead of 16.  It's not *that* far of a walk, they're hardly going to starve to death in that amount of time.
This is something I can get behind.
#94
Quote from: Shurp on June 10, 2017, 09:20:16 AM
Devmode
Replace head

It's not cheating if it's fun.

I'm a masochist or something.  I only play permadeath, because when I reload saves, I lose interest in the game.  I assume devmode would have the same effect.  "If I can't lose, what's the point of playing?"
#95
First year, nothing was going right.  My constructor has a burning passion, but only a 3 to start.  This is a lot of poor/shoddy/awful furniture that isn't helping my volatile miner much.

First raid, 99% difficulty to recruit.  Fine, I'll execute him.
"A refugee asks for help!", incapable of violence.
Escape pod, chemical fascination and incapable of violence.
Second raid, 93% difficulty to recruit, incapable of violence.
Third raid, bullet to the brain.  Sometimes, you just get the feeling you're not going to have a good time.
#96
No need for the aggression, friend.  Making a post laden with cyanide sarcasm and glib non-advice is not only not helpful, but prompts others to respond in kind.

I'm in no hurry to provide another save file where others are unable to reproduce the problem I've been encountering, either due to lack of due diligence, luck, or simple lying, especially to someone so overtly hostile.

Eventually, we'll discover what everyone seems to be doing wrong or we won't.  In either case, I'll keep checking threads with titles similar to this one in hopes a solution appears.
#97
Quote from: erdrik on June 09, 2017, 05:22:19 PM
Quote from: Sola on June 08, 2017, 10:56:38 PM...
In this picture, you'll see that this prisoner has a table and chairs in her room, but simply refused to eat at it. 
Thats a bug for prisoner interactions not tables.

And why is prisons even being brought up as the end all conclusion that tables are bugged?
That was not part of the OP's topic, and they wouldn't indicate a bug with tables to begin with.

Same scenario, not a prison cell.


Same pawn, doing it again later, despite the fact her workbench is next to both the table and the freezer.  Priscilla is incapable of dumb labor, so she spends nearly every waking hour at the art bench, generating pretty/silver for the colony.
#98
Quote from: cultist on June 08, 2017, 08:59:19 PM
Quote from: Sola on June 08, 2017, 08:03:28 PM
No idea why people are defending an obvious bug, citing "It's ONLY a -3 penalty" as a justifiable excise.

It's not a bug in most cases. Pawns will only look for tables in a limited range (16 cells?).

In this picture, you'll see that this prisoner has a table and chairs in her room, but simply refused to eat at it.  Similar other scenarios later in the thread I linked in my first post.  Call it what you want, I'm calling it a bug.
#99
No idea why people are defending an obvious bug, citing "It's ONLY a -3 penalty" as a justifiable excise.

HYPOTHETICAL SCENARIOS THAT DO NOT ACTUALLY EXIST BELOW!
Your pawn keeps putting on dead man's clothing for a penalty.  There's no way to make him stop wearing the dead man's clothing.  Is that acceptable because "It's ONLY a -3 penalty"?
Your pawn keeps opting to eat raw food instead of the prepared meals, then complains about the meal he ate.  Is that acceptable because "It's ONLY a -3 penalty"?
Your pawn decides he can't make it to bed and sleeps outside.  Is that acceptable because "It's ONLY a -3 penalty?"
END HYPOTHETICAL NON-EXISTENT SCENARIOS!

The issue is not that a -3 penalty is causing a game-ending mental break.  The issue is that the player has undergone measures to make life better for his colonists, and those measures are not bearing the intended results.

Some things are random.  Recruit chance, shooting accuracy, Zzzt! events, and surgery outcomes.
Some things can be done to improve favorable chances with these random things.  Better prison cells, better quality guns, inflammable buildings, and the use of glitterworld medicine, respectively.  Placing a table and chair next to the freezer should NOT be one of these.
Some things are NOT random.  "Awful bedroom" is countered by making a nice bedroom.  "Tattered apparel" is countered by making more/better clothing.  A table and chair next to the freezer should be one of these.
#100
+1 for this.

Even if it's on by default and you need to opt out (like the learning helper), this is a feature that would be a huge QOL improvement.
#101
General Discussion / Re: Chickens and eggs
June 07, 2017, 07:02:51 AM
You can use human meat + haygrass to make kibble.  Both of these are inedible by human standards.

That said, eat the male chickens, keep the female chickens.  Once you have enough female chickens, slaughter all the male chickens and use the eggs for fine meals.
#102
Three behind a wall with a one-space opening.  They'll funnel in one at a time.  Not so good vs multiple guns.
Deadfall traps in the path of the enemy, with plenty of doors to re-arm them.  Can't have your peons dying to your own shenanigans.  Making the traps out of stone is better than making them out of wood.  Bonus is that sappers look for turrets (major) and walls (minor) when avoiding your "defenses".  They don't seem to count traps at all.  Place a few turrets in areas to prevent sappers from pathing there, lure them to their death in a line of traps.

For combat, post the initial trapstorm:  wall-sandbag-wall-sandbag-wall-sandbag-wall.  They will walk onto the sandbag to initiate combat, and you can have two to one on a large scale when fighting them down.

personally, I'm not a huge fan of conventional "walk out a pathway into ten turrets gunning you down" killboxes.
#103
Quote from: Jarwy on June 06, 2017, 07:12:01 AM
You could also roleplay it, and not make superpawns, but only useful realistic ones. You have the power.

Not what I asked.

Quote from: Limdood on June 06, 2017, 11:18:52 AM
I don't see this being very plausible.  Obviously you'd need progressive costs per skill, with higher levels costing more.  Even then though, hyperspecialization or skill weighting and subjective value will throw any attempt at quantifying skill worth out the window.

{Disfigured, Abrasive, Prosthophobe Cook. - Doctor Sniper with zero in art and crafting}

I'm fully aware of this, and I know how it could be taken advantage of.  This wouldn't be "The Prepare Carefully mod for twinks";  It'd be for purposes of role playing or generating interesting pawns for scenarios.  If the formula I came up with worked and was well received, (And let's face it, it won't be, for subjective valuing of skills alone.), I'd be interested in posting a topic here to see what people came up with for their pawns.  People might even be interested in using these man-made pawns to create their own story.

Sneak peek, if you're interested.
-Skills have a small exponential cost increase as you go up in levels.
-Passions are weighted based on the level of the skill.  Lower skill level, lower cost.  In this way, you can choose between a pawn that starts with a high skill, or one that will grow into their skill faster for the same cost.
-Traits are going to be weighted based on their related skills.  Psychopath will cost more on units with high cooking.
-Traits will reduce in price for higher unrelated skills.  Jogger's cost will decrease as long-term  skills go up (Art, Intelligence), as well as having "Incapable of Hauling".  Industrious's cost will decrease as movement-related skills go up (Growing, Mining, Social), as well as "Incapable of Crafting".
-Incapable of (skill) will generate more points based on how likely it is to interfere with the pawn's ability to operate.  "Incapable of crafting" will generate very little on its own.  "Incapable of plant work" will generate more points on a unit with high construction, due to the possibility they may (slowly) chop down a tree that's in the way of their building.  "Incapable of firefighting/doctoring/hauling" will always generate more points, due to the fact that they're pervasive abilities.  Four people incapable of doctoring will be a problem if the wrong raid downs most of your colony.

I work overnights at a residential facility for special needs kids.  I have a lot of time to think about this. :p
#104
Things like "Extreme Ice Challenge" were fantastic, and I'd like to make sure others that don't traverse the forums get a chance to play it.

Unfortunately, if I were to create the scenario and put it on the workshop with the current scenario system, they'd get to start on the equator and make their own pawn for it.