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Messages - Thraxon

#1
Bugs / Re: Elephant dying at 45% bloodloss
August 17, 2017, 01:58:41 PM
Are you sure about what you are saying? I beleved you can't die from conscisness because it simply never happend.

It seems to only happend when brain permanent damage (i lost a 2nd elephant today, brain damage too)
And it's not logic, if you fall deeply uncounscious Irl, you are in a coma, but not dead.

Brain damage is stupid is a stupid feature anyway, happend too often, and way too criplling.
#2
Bugs / Elephant dying at 45% bloodloss
August 16, 2017, 12:32:57 PM
Elephant 5 is dying at 45% bloodloss instead of 100%.

I have no idea why or how to reproduce, but i have a save 15 sec before
https://drive.google.com/open?id=0B3DnJrcBQUCDTTN1cXY4RnZXblU
#3
General Discussion / Re: Mortars: any good?
August 05, 2017, 03:19:54 PM
I realise mortars can be really overpower vs large tribals assaults

I have got 10 mortars, in a 3 years cassandra extrem game.

I easy destroy the tribals with it. If they don't attack immediately i destroy them so hard they retreat before reaching the base.
It's less efficient if they don't wait, but still helpfull.


It's not because of the mortar op on itself, but large tribes are packed when numerous. A good aim shell can hit 10 or 20 ennemies ...

They should spread a bit when many to rebalance the thing.
#4
General Discussion / Re: How to deal with Scythers?
August 05, 2017, 03:05:52 PM
Long reload, high damage. So use shield bait to absorb the shoot and if you can't destroy them until next shot, position your pawns in short range or melee it.

If you don't have shield, use your best armored pawn, elephant or pet you don't care to loose to tank the first shoot.

If you have of course, use emp grenades or mortars.
3 explosives grenades can also be a good strat.
#5
General Discussion / Re: Saving before hunting
July 28, 2017, 10:11:09 AM
The problem come also from the speed of the cervid speed. They are more dangerous than elephants because you can't pause and outrun
#6
General Discussion / Re: Mortars: any good?
July 05, 2017, 04:13:47 PM
Quote from: Tynan on July 05, 2017, 05:54:32 AM
I am also interested in what people have to say about this.

We're also considering redesigning mortars so there's just one mortar building but different munitions for it. Just an idea right now.

Before i never use them, i logically through i was working like your describe. It could be a lovely improvement. Actually, when designing my mortar room, its a bit difficult. It need to be nearby in the middle ( cause min range) , very big to fit differents type of mortar. So a polyvalent mortars is welcome.

Incendary are usefull in the idea, as burning ennemies will arrive late and it can be usefull in battle cause it reduce their power.
But the random accuracy and long reload make it very poor.


My ideas to improve more:

- Make mortar a auto hauler job beetween battle so AI can prepare them to be ready for fire ( reach the 0 cooldown )

- The loading shell action should be after the cooldown and just before the aiming  and can only be done when attacking ( who let an armed mortar during a year of peace ) This also will prevent waste of amo if you want to change the type of shell.

-Make travel time of shell almost instant and less acurate.
Curently of you fire the 1st ennemy of a mooving band, because of the time it take to reach the target, it make it land behind the last one. This is the main problem of mortar i beleve.

-I beleve mortar should have a primary aera of effect with main damage (smaller than now), and a secondary larger one that cause minor fragment damage but to many people (very low damage=

-Incendary shell: Work the same as normal shell, but make a bonus burning effect. But it will cost more ressources to build ( more chemfuel ) 

- Make mortars cost more, be polyvalent, shell travel a lot faster, increase fire rate, decrease precision, deal less damage but can critical if hit close to the pawn.  Normal shell should cost less, incendary and emp should be expensive version ( same cost as now)
#7
The actual system is really boring when filling nutrientpaste dispenser hoppers :

Transporters will take 5/75 corn on the ground to go fill the hopper each time someone take a paste meal.
They should take the full stack of the ground (75 pieces) fill the hopper with 5 and try to put the 70 other on the next stockpile or hopper.
#8
Bugs / Chain-Berserk
July 02, 2017, 03:13:15 PM
It is probably not a bug, but more a thing that surely need to be fix.
I encountered this small problem many times, i am surprised nobody mentioned it.


When a pawn stops his madness he is most of time, laying down on the ground, starving, sleeping.

At this stage, if you don't manually draft to wake him to get his food and finish his night at his room, he will stand on the ground until his sleep bar is full. Ok, that's normal until he wake up by himself:
When wake up half a day later, he try to get his food but he will often get beresek before reach it.

Why?:
-Cartharsis : +40
-Slept outside: -4
-Slept on the ground: -4
-Not happy:-10
-Unconfortable: -3
-Malnutrition: -22(trivial, if you are lucky) or -29(minor, most of the time) or-36 (moderate, happening to me right now)

Balance=-3 or -10 or -17

This is not happening systematically but when you have in addition a heavy mood reason to go mad like pychic drone or butcher human this is happening almost every time before he can reach food.

Of course to prevent this you could micro and draft them before strave, comfort and happy goes to 0 to avoid this, but i sometime i miss the end of berserk message and they are too far to my screen so i just forget them. 

https://steamuserimages-a.akamaihd.net/ugc/865104646919069290/7E753460D75E71A7FD452030B6972C64D2319650/
#9
-Generally i if i have wood on the map, i try to get good stock of superior longbow as defaults weapons.
-A few heavy LMG for trigger happy (or great pilla if good skilled )
-I kept good+ sniper rifle for good shot skilled pawns but don't craft any
-Assault rifle medium+ for low skilled

And i craft tons of charge rifles for everyone. Careful shooter don't get the best, they don't miss shot with normal one.

I try to keep in stock some genades, emp and basooka for specific situations.
#10
General Discussion / Re: Game balance issue
June 30, 2017, 11:26:47 PM
You could just equip all your dude with long bows.

Snipe the boring guys and run back to your base when they charge to get back your assault rifle
#11
I only play on extreme.
As i said, the key is to retreat and back in time. Don't let yourself be overhelm.  For example don't wait shotguns and melee to be in position to start running, have a wise man hold the stone door open before you moove. Of course you need pause and micro to do this.
Then ennemies will start separating, one attacking door, 3 attacking your solar pannel and 3 other going otherway. You can regroup and kill them in small group, assault with your melee from a direct door while they are busy.
You may loose fews structures, but it is nothing compare to your 15 traps plans. 
Also long bow are really strong early, don't underestimate them.

And for manhunters, in A17 early game , they are easy, its not a real deal, but more a free food party. You can use same tactic to kill them unless it is super fast deers.
#12
General Discussion / Re: Animal farming viable?
June 27, 2017, 05:32:17 PM
Last tips, If you don't make use of human corpse, you can hold a small a pig farm with it ( pig, huskies, or whatever eat corpses ) in a freezer. It will also eat any rotten corpse. Enclose em in a small freezen.
But be sure to have a safe supply of food in case of no raid and don't be too greedy.
#13
Don't waste so much ressources and time to traps.
Perimeter walls are also not that good.

You could simply builds differents squares with multiples doors on each side.

Have some pillars and sandbags to make some defensives positions. But have multiples smalls of this everywhere in and around you base.
Don't pack all your forces in 10m². Defend in multiples positions and force ennemy to split.
Back and retreat when you can't handle it. Send some melee comandos when ennemies are in range. Use your base and your doors wisely.
You can also add few distants turrets, this will force raiders to attack it, and it does a lot of damage to melee when it explode.

In early game like your, if you want to have efficient traps, place few wodden pillar in front of your defenses so raider hide and shoot behind it, and put the pillard behind this columns.
#14
As said,
-The packaged meal stockpile room should be forbidden to all pawns but one cooker (using "Allowed area" in the "Restric tab" )
-The cooking "bill" is setup to "drop in the best stockpile", not on the ground .The ability level "slider" of the bill have to be setup to match with the cooker allowed

+ forbids the stacks to prevent your cooker from eating it. Or have a stockpile with lavish meals closer from the packaged meal stockpile.   
#15
Guys do you beleve  that missions asking for 2900 agave fruit, 16 bullet proof vest or 21 pump shootgun is a good thing for the game?

Thoses are just incredebly hard to produce for a medium colony in the given time and doesn't even worth the effort to produce it .

I am pointing the stupidity of the amount of rares ressources of some requests.


Good thing is that everybody seem to agree that partail delevery should be a improovement.