Quote from: coldcell on January 08, 2017, 02:23:25 AMIt's just a corridor in a compact shape. The doors mostly exist to reset the traps. The exception is when you get attacked by centipedes, they bang on the doors and then you can send guys in there, EMP them and focus fire them down. Otherwise just let the enemies walk through the corridor.
Thanks for all the suggestions guys. I'm curious about this layout. So when the enemy enters through the opening, my guys are positioned behind the doors? Like ~5 guys? When the doors are opened and pawns shooting, can't the enemy simply walk inside?
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#31
General Discussion / Re: Cost effective defense?
January 08, 2017, 06:06:50 AM #32
Bugs / [A16] Downed pawn & rescuer disappear when carried offscreen during ambush
January 07, 2017, 04:49:41 PM
Couldn't find this bug reported elsewhere. I had three colonists in a manhunter caravan ambush event. One pawn is downed.
I try to carry the downed pawn offscreen. ("Carry [pawn] and leave the area.") The rescuer carries out the order, but upon reaching the edge of the screen, both he and the downed pawn simply disappear. They seem to be erased from the game. Clearly this shouldn't happen, either the pawns should escape, or the order to carry offscreen shouldn't exist.
I was able to recreate this bug in dev move. Save file attached.
[attachment deleted by admin due to age]
I try to carry the downed pawn offscreen. ("Carry [pawn] and leave the area.") The rescuer carries out the order, but upon reaching the edge of the screen, both he and the downed pawn simply disappear. They seem to be erased from the game. Clearly this shouldn't happen, either the pawns should escape, or the order to carry offscreen shouldn't exist.
I was able to recreate this bug in dev move. Save file attached.
[attachment deleted by admin due to age]
#33
General Discussion / Re: Cost effective defense?
January 06, 2017, 06:37:04 PM
Heironymous has the right idea, you don't need a lot of static defense in the early to mid game. Just build a lot of doors to your buildings and play peek-a-boo. Make sure every room has a door to every adjacent room, so you can retreat and reposition internally. You really can't have enough doors.
Later on transition to Limdood's method when you have enough stone. I like to make my trap corridors like pic related, it really slows down centipedes as they bang on doors and bunch up. You can EMP and focus-fire them with little risk.
[attachment deleted by admin due to age]
Later on transition to Limdood's method when you have enough stone. I like to make my trap corridors like pic related, it really slows down centipedes as they bang on doors and bunch up. You can EMP and focus-fire them with little risk.
[attachment deleted by admin due to age]
#34
General Discussion / Re: Late-Game Woes
January 06, 2017, 06:17:23 PM
My favourite raids are the ones that drop right inside your base. Even sappers can be handled in the "usual" way (snipers, bubble shield decoys, mortars etc) but the drop-ins always force a scramble and some unconventional close-quarters tactics. They've never proven to be that difficult, due to the relatively few raiders that drop, but they are the most exciting and provide an "oh shit" moment. Especially when they bring molotovs to your most valuable resource stores.
#35
General Discussion / Re: Advice for a nomadic game I'm planning please!
January 05, 2017, 05:45:49 PM
https://ludeon.com/forums/index.php?topic=29046.0
I fount this to be a pretty compelling story using this playstyle.
My advice would be, invest in passive coolers!
I fount this to be a pretty compelling story using this playstyle.
My advice would be, invest in passive coolers!
#36
General Discussion / Re: Large population Colonies
January 05, 2017, 05:32:48 PM
Current run is my biggest so far, 73 plus 10 prisoners.
Yes, lag.
Yes, lag.
#37
General Discussion / Lucifer's Mad Muffalo Sale
January 05, 2017, 05:11:49 PM
Step 1: Get muffalo hooked on Luciferium
Step 2: Sell muffalo to faction
Step 3: Wait for same muffalo to show up in a caravan
Step 4: Let the caravan dispatch it when it goes mad
Step 5: Profit
[attachment deleted by admin due to age]
Step 2: Sell muffalo to faction
Step 3: Wait for same muffalo to show up in a caravan
Step 4: Let the caravan dispatch it when it goes mad
Step 5: Profit
[attachment deleted by admin due to age]
#38
Bugs / [A16] Gunfire echoes are heard in distant settlements
January 03, 2017, 09:53:06 PM
Circumstances: Two or more active settlements, any distance apart. Pawns are hunting, or otherwise firing guns, in one settlement (A). Game's camera is focused on another settlement (B).
What happened: Echoes of the gunfire on map A are heard on map B, where no gunfire is occurring.
What I expected: Gunfire happening in settlements beyond a certain distance away should not be audible. (Side note: the echoes are actually quite nice and atmospheric, if the settlements are close enough together to be believable.)
Steps to follow: Settle two hexes, any distance apart. Hunt some animals in one settlement using a gun, then switch to the other settlement and zoom out as far as possible. Listen for echoes of gunfire.
Compressed save file is too large to attach, but the bug is easy to replicate. If you really can't replicate it I can try to upload it somewhere.
What happened: Echoes of the gunfire on map A are heard on map B, where no gunfire is occurring.
What I expected: Gunfire happening in settlements beyond a certain distance away should not be audible. (Side note: the echoes are actually quite nice and atmospheric, if the settlements are close enough together to be believable.)
Steps to follow: Settle two hexes, any distance apart. Hunt some animals in one settlement using a gun, then switch to the other settlement and zoom out as far as possible. Listen for echoes of gunfire.
Compressed save file is too large to attach, but the bug is easy to replicate. If you really can't replicate it I can try to upload it somewhere.
#39
General Discussion / Re: My way of using the world travel feature of A16
January 01, 2017, 07:19:24 PMQuote from: Wanderer_joins on January 01, 2017, 05:26:20 AMThat hasn't been my experience at all, in my mining excursions I've been attacked by groups of 7 pirates, 15-ought tribals, and 3 scythers at a time. I have seen smaller groups too so I guess it's just Randy Random's rolls. I haven't had any problems drop podding in some heavies in under a minute though. I keep my outposts close enough to the main.
4 colonists in an outpost mean no more than 4 raiders...
#40
General Discussion / Re: I want to hear about exploit strategies!
January 01, 2017, 05:47:27 AM
- You can end a colonist's food or drug binge by setting his bedtime to the current hour. He will finish his smoke or whatever, go to bed, and the binge will end right away. Might not work if his rest bar is already full.
- You can trade resources in far corners of the map by making a zone around them.
- You can keep a colonist or prisoner unconscious for an indefinite period of time by beginning to euthanize him, then cancelling. I don't know if this is an exploit, because it seems like a reasonable thing to be able to do (put someone under with a command) but the way it's done is very "workaround" and doesn't require medicine.
- You can trade resources in far corners of the map by making a zone around them.
- You can keep a colonist or prisoner unconscious for an indefinite period of time by beginning to euthanize him, then cancelling. I don't know if this is an exploit, because it seems like a reasonable thing to be able to do (put someone under with a command) but the way it's done is very "workaround" and doesn't require medicine.
#41
General Discussion / Re: My way of using the world travel feature of A16
December 31, 2016, 06:34:43 PM
Transport pods are easily my favourite aspect of Wanderlust. End game for me means farming boomrats, and dropping them on top of pirate bases. And there's something gloriously liberating about reinforcing your 4-colonist outpost with heavily-armed shock troops from the HQ in the middle of a raid.
I haven't bothered trying to reach the ship yet. Why would I want to leave this paradise?
I haven't bothered trying to reach the ship yet. Why would I want to leave this paradise?
#42
General Discussion / Re: Scyther blade removal woes
December 31, 2016, 05:51:05 AM
Thanks for the replies. I must have been using a crafting doctor before, and attributed the success to the wrong stat.
#43
General Discussion / Scyther blade removal woes
December 31, 2016, 02:48:39 AM
I've been trying to remove scyther blades with my level 17 crafter, to no avail. She's failed 10 out of 10 blades so far. Anyone else having trouble? Was the relevant skill changed from crafting to something different in A16?
#44
Bugs / Re: [A16] Unable to claim or destroy AI built siege weapons or defenses.
December 27, 2016, 03:53:44 AM
Unmodded game, latest build. Un-deconstructable, unclaimable structures are in the south of the map.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#45
General Discussion / Re: Caoturing prisoners after attack
December 22, 2016, 02:53:23 AM
Considering the way pirates take hostages by hauling them off the map, it seems like an oversight that players cannot do the same.
Still, it's fairly easy to claim the abandoned outpost buildings and capture prisoners just long enough to patch up their injuries, then reform caravan. Incapacitated prisoners (and colonists) can leave right away, and can even carry their full weight's worth of loot. Which seems like another oversight, not that I'm complaining. On your feet, maggot!
Still, it's fairly easy to claim the abandoned outpost buildings and capture prisoners just long enough to patch up their injuries, then reform caravan. Incapacitated prisoners (and colonists) can leave right away, and can even carry their full weight's worth of loot. Which seems like another oversight, not that I'm complaining. On your feet, maggot!