Do you have enough reputation to call friendlies? they would help at least to weaken the bugs, and could bring good weapons
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#272
General Discussion / Re: Sea Ice Community Challenge
June 30, 2017, 11:15:01 AM
First try on the "bitter" seed. Was lucky when i accepted a chased refugee, had a raid before the chasers appeared on the map, then they fought each other and i finished the wounded. Anyway, died day 26, mental state at -100°C...
But i had like 5 resource pods whereas in previous run had one in 1 year. That's a lot of RNG variability for something vital on sea ice.
But i had like 5 resource pods whereas in previous run had one in 1 year. That's a lot of RNG variability for something vital on sea ice.
#273
General Discussion / Re: Sea Ice Community Challenge
June 29, 2017, 04:51:06 AM
The colder, the easier i would say. Whereas you can manage temperature, raiders will freeze to death.
With pods allowed and an ice sheet tile at 4 days, I included another condition then: don't leave the original map for your main colony, and the ship has to be built on the original map. A strong incentive is to generate the starting map at the size you like best (i did default 250*250), and then set the default map size at something small, 125*125, making it possible to settle new tiles, but harder to defend on the long term.
save based on your scenario: https://drive.google.com/open?id=0B6dSLBKi2lncX1JpTVMzaWctYTQ
With pods allowed and an ice sheet tile at 4 days, I included another condition then: don't leave the original map for your main colony, and the ship has to be built on the original map. A strong incentive is to generate the starting map at the size you like best (i did default 250*250), and then set the default map size at something small, 125*125, making it possible to settle new tiles, but harder to defend on the long term.
save based on your scenario: https://drive.google.com/open?id=0B6dSLBKi2lncX1JpTVMzaWctYTQ
#274
General Discussion / Re: Sea Ice Community Challenge
June 28, 2017, 11:54:04 AM
Here:
https://drive.google.com/open?id=0B6dSLBKi2lncbW43OG1vMko2cFk
Starting at the pole, in winter, permanent cold snap and volcanic winter. Starting colonist as same traits as Engie, can shoot, build, research.
Standard size map.
https://drive.google.com/open?id=0B6dSLBKi2lncbW43OG1vMko2cFk
Starting at the pole, in winter, permanent cold snap and volcanic winter. Starting colonist as same traits as Engie, can shoot, build, research.
Standard size map.
#275
General Discussion / Re: Sea Ice Community Challenge
June 28, 2017, 02:55:05 AM
I'm going to give it a try and may post a save here.
Edit: tried a run on an equatorial sea ice, had 1 cargo over the first year, ship chunks x10 (4 at start, then 3*2), 1 siege which is a decent amount of steel + steel slag chunks and weapons from raiders. so it seems doable, the main difficulty will still be surviving raids
Edit: tried a run on an equatorial sea ice, had 1 cargo over the first year, ship chunks x10 (4 at start, then 3*2), 1 siege which is a decent amount of steel + steel slag chunks and weapons from raiders. so it seems doable, the main difficulty will still be surviving raids
#276
Ideas / Re: Your Cheapest Ideas
June 19, 2017, 05:07:55 AM
Create a tale out of successful quests, destroyed bases/outposts
#277
General Discussion / Re: What happened to uranium?
June 16, 2017, 06:21:12 AM
Quests offer uranium.
It's rarely proposed from traders as raw material but you can look for anything made out of uranium, weapons or furniture are a great sources of uranium once deconstructed/smelted
It's rarely proposed from traders as raw material but you can look for anything made out of uranium, weapons or furniture are a great sources of uranium once deconstructed/smelted
#278
General Discussion / Re: Light level by latitude -- approximately realistic, or wildly innacurate?
June 15, 2017, 03:29:09 AM
You can find the light level per latitude in the debug menu, here for 30°, 60° and 90° of latitude:
Code Select
Sun visibility percents for latitude 30, for each hour of each day of the year
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Day/hr0h 2h 4h 6h 8h 10h 12h 14h 16h 18h 20h 22h
0 0.000 0.000 0.000 0.532 1.000 1.000 1.000 1.000 1.000 0.532 0.000 0.000
5 0.000 0.000 0.000 0.549 1.000 1.000 1.000 1.000 1.000 0.549 0.000 0.000
10 0.000 0.000 0.000 0.596 1.000 1.000 1.000 1.000 1.000 0.596 0.000 0.000
15 0.000 0.000 0.046 0.660 1.000 1.000 1.000 1.000 1.000 0.660 0.046 0.000
20 0.000 0.000 0.127 0.722 1.000 1.000 1.000 1.000 1.000 0.722 0.127 0.000
25 0.000 0.000 0.188 0.765 1.000 1.000 1.000 1.000 1.000 0.765 0.188 0.000
30 0.000 0.000 0.210 0.781 1.000 1.000 1.000 1.000 1.000 0.781 0.210 0.000
35 0.000 0.000 0.188 0.765 1.000 1.000 1.000 1.000 1.000 0.765 0.188 0.000
40 0.000 0.000 0.127 0.722 1.000 1.000 1.000 1.000 1.000 0.722 0.127 0.000
45 0.000 0.000 0.046 0.660 1.000 1.000 1.000 1.000 1.000 0.660 0.046 0.000
50 0.000 0.000 0.000 0.596 1.000 1.000 1.000 1.000 1.000 0.596 0.000 0.000
55 0.000 0.000 0.000 0.549 1.000 1.000 1.000 1.000 1.000 0.549 0.000 0.000
Code Select
Sun visibility percents for latitude 60, for each hour of each day of the year
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Day/hr0h 2h 4h 6h 8h 10h 12h 14h 16h 18h 20h 22h
0 0.000 0.000 0.000 0.229 0.565 0.794 0.873 0.794 0.565 0.229 0.000 0.000
5 0.000 0.000 0.000 0.260 0.596 0.823 0.902 0.823 0.596 0.260 0.000 0.000
10 0.000 0.000 0.000 0.347 0.679 0.902 0.980 0.902 0.679 0.347 0.000 0.000
15 0.000 0.000 0.113 0.465 0.788 1.000 1.000 1.000 0.788 0.465 0.113 0.000
20 0.000 0.000 0.239 0.580 0.891 1.000 1.000 1.000 0.891 0.580 0.239 0.000
25 0.000 0.070 0.330 0.660 0.960 1.000 1.000 1.000 0.960 0.660 0.330 0.070
30 0.008 0.106 0.362 0.688 0.984 1.000 1.000 1.000 0.984 0.688 0.362 0.106
35 0.000 0.070 0.330 0.660 0.960 1.000 1.000 1.000 0.960 0.660 0.330 0.070
40 0.000 0.000 0.239 0.580 0.891 1.000 1.000 1.000 0.891 0.580 0.239 0.000
45 0.000 0.000 0.113 0.465 0.788 1.000 1.000 1.000 0.788 0.465 0.113 0.000
50 0.000 0.000 0.000 0.347 0.679 0.902 0.980 0.902 0.679 0.347 0.000 0.000
55 0.000 0.000 0.000 0.260 0.596 0.823 0.902 0.823 0.596 0.260 0.000 0.000
Code Select
Sun visibility percents for latitude 90, for each hour of each day of the year
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Day/hr0h 2h 4h 6h 8h 10h 12h 14h 16h 18h 20h 22h
0 0.191 0.191 0.191 0.191 0.191 0.191 0.191 0.191 0.191 0.191 0.191 0.191
5 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228
10 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328
15 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465
20 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597
25 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689
30 0.721 0.721 0.721 0.721 0.721 0.721 0.721 0.721 0.721 0.721 0.721 0.721
35 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689 0.689
40 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597 0.597
45 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465 0.465
50 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328 0.328
55 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228 0.228
#279
Bugs / Re: Raider raid with a prisonner of mine
June 14, 2017, 11:07:36 AM
I've seen something similar in A16. It was a prisoner i abandoned while i was on the road, i found her in restraint in the next base: http://imgur.com/a/8Nkk1
#280
General Discussion / Re: Slapping the Sappers
June 14, 2017, 07:22:27 AM
Try to attack the sappers while they are attacking your walls. Raids with sappers are generally easier if you're used to directly attack raiders in general. Raiders are more passive when they hang around their sappers, you can shoot at them and they'll take more time to take cover and shoot back.
#281
Ideas / Re: Your Cheapest Ideas
June 14, 2017, 03:06:43 AM
Mood buff: family member buried in sarcophagus
Colonists get a mood penalty after a non colonist family member dies, maybe we could have an option for family members in a sarcophagus and get a mood buff out of it.
Colonists get a mood penalty after a non colonist family member dies, maybe we could have an option for family members in a sarcophagus and get a mood buff out of it.
#282
General Discussion / Re: Are killboxes mandatory now?
June 08, 2017, 11:59:23 AM
You can survive crashlanded or rich explorer scenarios without killboxes/ traps/ turrets. It requires more manpower and micro.
On my tribal colony deadfall traps helped surviving the first year, you can certainely do it without traps but then it's a festival of doordancing and heavy micro.
But traps are OP, so i usually set the limit to 1 or 2 traps per colonist. it also help to secure your colony while you send caravans on the road.
On my tribal colony deadfall traps helped surviving the first year, you can certainely do it without traps but then it's a festival of doordancing and heavy micro.
But traps are OP, so i usually set the limit to 1 or 2 traps per colonist. it also help to secure your colony while you send caravans on the road.
#283
General Discussion / Re: Deep drill is pretty annoying
June 05, 2017, 07:59:59 AM
If anything i'd like deep drill to drill chemfuel only.
#284
Bugs / Re: [0.171546] Medicine might not affect surgery failures at all
June 02, 2017, 03:50:25 AM
I thought it was intentional. Everyone complained surgery could be summed up to glitt meds in A16, and with glitt meds buffed to 200% in A17 could make it worse. Now it depends on your surgeon skills and room stats, so a healthy level 8-9 doctor in a sterile room should succeed.
What's confusing is the surgery requires medicine, it makes sense irl to decrease the infection chance, not to impact the surgery success chance.
What's confusing is the surgery requires medicine, it makes sense irl to decrease the infection chance, not to impact the surgery success chance.
#285
General Discussion / Re: A17, 2 things. Sedation of addicts to recovery and wooden floor incendiary traps
May 31, 2017, 01:01:24 PM
I don't think the wooden floor would do much. The temperature would not rise since they destroy doors/ walls on their way, and they already deal realtively easily with burning floors (like when they ignite your crops). You can certainely use them in a killzone, but i doubt they would be very efficient.
I've been using the incendiary traps for bugs. 300+ days in my A17 game, infestations have been among the most dangerous threats when i tried to kite them. So I decided i would deal with them asap, with fire: http://imgur.com/rOljSeP
I've been using the incendiary traps for bugs. 300+ days in my A17 game, infestations have been among the most dangerous threats when i tried to kite them. So I decided i would deal with them asap, with fire: http://imgur.com/rOljSeP