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Messages - DuckBoy

#1
Derp...  Is 1.3 separate from Ideology?  Whooops. 
#2
I'm not sure if I'm doing it right, I see fences in my build menu and some other things I think are part of the Ideology dlc, but when I start a new colony, it pretty clearly tells me that ideology is not installed.  Is it compatible with Royalty? - Do I need to change some setting somewhere to enable the DLC? 



Running on a 2013 Macbook pro Mac OS X 10.15.6
#3
Uranium or Jade clubs work just fine, especially if you can support with psionic abilities for smoke or teleportation. 

Even 1-2 scythers are pretty garbage against 5 untrained dudes with jade clubs.  Grab up any emp grenades or smoke launchers whenever you see them in caravans.  You don't have to worry about yolo charging clusters until they start dropping the larger turrets, at which point you hopefully have mortars, high level psionics, armies of boars etc. 

The thing is, all the mechs have mad resistance to sharp - Bows, guns, etc.  If you close the distance and hit them with clubs, all their resistances disappear, and their charge lances turn into weak push attacks
#4
I ran a nomad tribal that bought shock lances, "raided" imperial bases with 1 go-juiced pawn and one shock lance.  Shocked the first solder I could find with full cataphract armor, scooped up their weapon and hauled them away. 

I had all my pawns outfitted in cataphract armor before I had researched electricity.  I was really happy to find that shock lances are actually good for something now. 

And I was extremely surprised to find that you can raid the same base over and over as long as they don't run away :D

Also, imperial slaves sell for like 1500-2000 because of all their bionic implants :O
#5
So... I've got a 3 star quest for two rounds of pirate sieges, and I've tried it twice now, and the ~37 pirates come with 5 triple rocket launchers and a doomsday rocket launcher, as well as 2 mortars shooting incendiary rounds. 

It appears I've brought a monosword to a rocket launcher fight.  Are there any options besides running away? 

(I have 10 colonists, several high level psychics, advanced melee weapons, and 2 miniguns, and unfortunately, zero allies)
#6
General Discussion / Re: Some psy's not good.
March 15, 2020, 12:42:33 AM
This just in, Chaos skip totally goes through walls.  Could theoretically be used to get out of danger or trap enemies with sufficiently designed tunnels...
#7
I just saw this in unmodded vanilla when one of my colonists had a taming inspired mood.  Wouldn't let me train a donkey.  Went away after the donkey went to sleep. 

I was pretty low on stored food, but I had a zillion corn lying out in the rain, so I suspect its just a bug that crept in. 
#8
General Discussion / Re: Some psy's not good.
March 14, 2020, 12:46:05 PM
I've never used manhunter pulse, even as an artifact.  I honestly wish it would be a good way to raid other colonies, but raiding hasn't ever been worthwhile in the past.  Mostly because instead of having all the items they are willing to trade, they have 15 hats or something equally useless.  (I need to try raiding some royals!!) 

I use pain block all the time as an illegal psion: My first line of defense is a masochist with a psychic silencer and she tends to go down constantly due to the extra 20% pain on her, pain block gets her the ability to walk home. 
Her husband is a hypersensitive wimp, and he goes down every time he tries to train a muffalo, so they just painblock each other, entropy link, and teleport around the map whenever bad things happen. 

Chaos skip is super dangerous, but I haven't seen it jump through walls yet, if it did, it could actually be super useful in the right kind of trap.  I use it frequently when cleaning up after mech clusters: right after the gigantic turret starts hissing and you gotta gtfo quick. 
#9
I'd be worried about uninstalling the joywire. 

In my experience certain surgeries tend to make the royals unhappy with your colony.  Including:
Downgrade psychic amplifier
Remove lung
Remove kidney
Remove heart
#10
Ahh, the good old days of listing out my best exploits and watching them disappear overnight :P

Step 1: Start a tribe with a half decent medicine and a masochist
Step 2: Capture the knight/praetor/count from the first mission and remove all their implants
Step 3: Create a masochistic psion
Step 4: Betray the royals (who cares) and get the psychic silencer for your psion
Step 5: Cast berserk on a pair of thrumbos and watch them kill each other
Step 6: Cast berserk pulse on an infestation and watch it kill itself
Step 7: Die to mechs :D
#11
General Discussion / My Mechanoid Friends
March 09, 2020, 10:38:13 PM
On the 4th day of Jugust my Mechanoids gave to meee,

A fog machine to halve ranged damage in my colony!
#12
I'm still not sure how I feel about mech clusters yet.  They're definitely new and different and exciting.  And some of the turrets that kill you from massive distances and explode when engaged in melee have definitely killed many of my favorite pawns. 

But it's overwhelming to the strategies that I know.  The strategies that used to work for me, not necessarily all the strategies that are possible.

There's a new metagame now and I'm just not sure that I've tried enough of the psychic powers to know whether or not the mechanoid drops are really overpowered... 

The berserk power is an instant kill on enemy units.  As is the Skip power if you have a small army of club wielders.  I've found my illegal psion was able to take down ~50 mechanoids over a few days, admittedly while pissing off the royals considerably. 

I might actually want to give it another few weeks to see if there are strategies that let me deal with these clusters effectively. 
#13
General Discussion / The Most Traditional Offer
March 02, 2020, 09:07:24 PM
Finally, some colonists who accept my tribe for who we are. 
;D
#14
General Discussion / Mechanoid Heavy Auto Turrets
February 29, 2020, 04:23:55 AM
Two of these things have landed in my farms now.  Any ideas on how to defeat these?  Even subdividing the map around my base into 11x11 cells I ended up with untraversable cells for a super long time.  I was pretty surprised to find out they had no minimum attack range, so two knights with shield batteries went down almost instantly on one of them. 

They seem to be pretty much immune to my standard plate armor plasteel longsword "CHAARRGGGEEEE!!!!!" plan, and they outrange every weapon I've seen (are sniper rifles longer than 46??) with enough long range accuracy to take out legs/torsos in 2-3 volleys.  Do I have to go up all the way to mortars to deal with these things as tribal? 

They're also immune to fire unfortunately.  I haven't tried a gigantic army of boars, but I suspect it wouldn't be particularly efficient.  I might have lucked out with a place I can toss frag grenades for one of them... but... damn.  Feels like I'm going to have to steal some mortars... or run away...  (Or New Game- CHARRRRRGGGGEEEE!!!!  ;D)
#15
Check the Sharp vs Blunt defense on various armors.  You'll find that Sharp goes above 120 on well made power armors, and blunt tends to stay well below half that.  So even though the warhammer penetration is lower, the armor value - penetration, which is what actually determines if you hit, and for half or full damage, is much better. 

No guarantees you'll beat a plasteel longsword with a uranium warhammer vs anything but the thickest armor, but if its steel daggers and steel clubs vs centipedes, I'd probably go for the clubs. 

Also, for prisoner taking, stick with blunt unless you like wasting all your medicine on treating raiders with infections.