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Messages - mrm

#1
So I am playing with custom scenario with permanent volcanic winter and permanent cold snap, on pretty the coldest spot on the coldest planet setting, B18. Temperatures are varying from -115C in winter up to -60C in summer.

In the first two years raiders were dying like stupid due to extreme temperatures, but they have adapted with time and now most of them have proper parkas and can make to my base and do their raider stuff before getting downed from hypothermia. It has to be the middle of the winter and a "prepare" or "siege" type of riders to take damage from the temperature, so I think they are doing great in terms of adapting to the extreme conditions.

Can't say the same about traders and visitors. They are always clothed really bad, like they can withstand from -30C to -50C at best, rarely to -100C for a small % of them. No adaptation at all trough the 8 years i play on the map. They are always fleeing or freezing to death, so its really hard to trade or make use from visitors (Hospitality mod, but regular visitors are not an exception).

If raiders can adapt, why traders and visitors can not? Is this intentional or its an oversight?
#2
Releases / Re: [B18/A17/A16] Stack XXL
February 21, 2018, 03:38:16 PM
Guys, is it possible to stack apparel with this mod? I don't think so, but it wont hurt to ask.
#3
Hey, I have a problem/bug with "no enough guest beds" -7 debuff. Until now it was working fine, but it broke after I moved my prisoner to the other room and set prison beds as guest beds because i needed more guest beds for incoming guests. I was using prison beds as guest beds before, and also few of the medical beds if needed - all was working good, as soon as I set the beds, my incoming guests instantly changed their "beds" mood detecting the beds from far away. But now my guest are sleeping in the cornfield and have a bunch of mood debuff, they left with "they had enough of my hospitality" popup. I thought it will fix itself when new guest will come, but no. I also tried reloading the game without any success.

/edit

Sorry my bad! I forgot I removed the prison from their area of accommodation so they wont recruit MY prisoner to THEIR faction. Speaking of bugs, i got one here. If my guest recruit my prisoner, i get a popup about a new recruit, but its their recruit, not mine. So why we don't change something here?
#4
Yeah, she can eat fine meals, but she is still choosing raw human meat instead if its available. Also, raw cannibalism doesn't stack (it just extends the effect), when raw food stacks.

20 mood boost is so great i really shouldn't complain, even with double raw food debuff, its still the good mood, right? Sooo maybe its not a bug, but still, its weird.
#5
One of my colonists like to eat raw human meat, but she is still getting the raw food debuff. Why? She like it raw so why she hate it raw at the same time? I don't think it should be like this.

[attachment deleted by admin: too old]
#6
Haha they are sleeping on the floor and eating raw potatos in the light of the torch, but the golden dining table is a must.
#7
General Discussion / Re: Closed vs. Open Colonies
December 31, 2017, 12:55:32 PM
Quote from: Shurp on December 31, 2017, 11:03:31 AM
So tribals with great bows can plink your turrets to death?  Ditto for scythers.
Tribals won't attack me, i have goodwill with them. Pirates with long range weapons are not a problem since i activate my turrets when they are close. For those a bit far away i send two snipers from the other side. And on top of that i have a bunch of chickens walking around my base so pirate's snipers somehow chose to target them instead.

Scythers are always a bit problematic, they attack disabled turrets, but again, two snipers for distraction, EMP mortar, and i deal with them with no serious injuries. Even if EMP hits my turrets I am still able to fight them with regular weapons.

Quote from: Bozobub on December 31, 2017, 11:26:19 AM
If you put granite blocks between those turrets, there will be MUCH less "fratricide" if/when they blow.

I had that earlier. It greatly blocks turrets gunfire coverage. Plasteel turrets are durable so they wont blow in a chain reaction. Firefoam popper helps with fires, i already dealt with inferno cannon centipedes, they have destroyed only one of my turrets. But they brought plasteel, so no problem with rebuilding those :)
#8
Yeah that's why i decided i'll burn the whole perimeter, but game doesn't allow me. Few trees are ok, so they can regrow. I had sappers raid today, and it went really smooth, even with two snipers on their side. There was a single tree behind which 6 raiders found cover, and they all died in no time from concentrated firepower. No single injury on my side. Meat for my huskies and new colonist with 15 shooting skill. I think the most important thing to do is to remove all the rocks and stone chunks.
#9
General Discussion / Re: Closed vs. Open Colonies
December 31, 2017, 06:36:02 AM
Quote from: TheMeInTeam on December 13, 2017, 10:27:39 AM
Quote from: cyberian on December 12, 2017, 04:34:50 AM
I like a castle design:

with the extensions being filled with weapons and turrets and such and having overlapping fire.
I know its way less efficient than a big wall with only one direction where attackers come from but I like it this way and it fits with Medieval Times mod I am using I got many Ballista and Catapults in the towers :)

Even without mods, that design is useful because the corner squares allow you cross-fire on sappers + door peek/shooting them.  Normal raids will also split between sides, allowing you to concentrate fire on fewer enemies while still having cover.  You can also initiate melee on the split-up raiders without return fire even on extreme difficulty for > 1 year, assuming you don't have an enemy siege (try to club snipers specifically so you can defend those too, a couple snipers working around to avoid siege raid's snipers are one of the few ways to break a siege at low tech).

It's much stronger than normal sandbag perimeter stuff and actually has a few advantages over killboxes.
I am using something similar on corners. 3 turrets can fire along the wall at the same time, and 3 turrets from the other side, its fully sapper-proof. All turrets can fire at the same time if enemy is coming from north-west (for this particular defense point). It can fit 10 colonists, unfortunately they can not fire along the wall and have limited gunfire coverage, but they are well protected and this is important. Firefoam popper for incendiary launchers, they really can save your ass. Double doors and turrets switch behind them, this is good for dealing with manhunting animals. If enemy comes from north, then i split my people into two defense points north-west and north-east so enemy splits also and can be covered by more turrets. Before i enable the turrets i wait till they come closer (they ignore disabled turrets). Having entrances at corners helps to send snipers or brawlers and attack the enemy from other side.

Any tips to make it better?



And this is how it looks from a side. I used the "plan tool" to mark the range of my turrets. Line on the left is the 45 tile distance for snipers - mine or enemy's. All rocks in that region removed, or mined, no place to hide except few trees and bushes which gives only 20-25% of cover.

#10
Quote from: Listy on December 30, 2017, 11:27:40 AM
Quote from: mrm on December 30, 2017, 10:07:10 AM
Quote from: Shurp on December 30, 2017, 09:35:38 AM

A perimeter wall is my preferred solution.  Lay out all your defenses, then put another wall 20-25 squares out with openings for them to enter through.

I also considered this option. But i have to gather much more stone material to even think about it.

Its ridiculously easy to do this solution. And if you don't, while open colonies are doable (so I've been told) you will need to leave the planet, lest the huge wave attacks kill you.
But my base is closed with 5-6 thick walls + 4 defense outposts that cover all the walls. The idea is to build SECOND wall around the whole thing, its just a very big killbox, not that efficient like a real one, but sappers proof.

Quote from: Snafu_RW on December 30, 2017, 12:41:37 PM
The way I keep my killboxes clear of trees is to designate them as grow zones; allowing sowing is optional. That way grow pawns will clearcut the areas (plus borders) automatically, & can keep producing food/drugs/textiles as an optional bonu.This method works for windmill areas too..
It will work for the classic killboxes, yes, but not for that huge piece of land. My pawns will be spending there whole days not doing they real jobs.
#11
Quote from: Shurp on December 30, 2017, 09:35:38 AM

A perimeter wall is my preferred solution.  Lay out all your defenses, then put another wall 20-25 squares out with openings for them to enter through.

I also considered this option. But i have to gather much more stone material to even think about it.
#12
Quote from: Listy on December 30, 2017, 05:49:21 AM

It is actually a good idea to leave the attackers with a bit of cover. Stuff like tree's and bushes dosen't actually give much protection (especially if you're hiding behind walls). It prevents the AI from just bumrushing you.
Also if you want to be really evil, stick some landmines/deadfall traps behind the attackers cover.
Its ok, I use turrets and traps so they can rush. What I want to avoid are enemies hiding out of reach of my turrets with guns with better range. AR's, bolt-action rifles, greatbows, snipers.

But its good idea to give them some "cover" like 15 tiles away from my defenses to lure them closer. Stone stools (so they wont burn) with deadfall traps behind should be good :)
#13
I made some calculations on this:

45 wide perimeter for 75x75 base.
One side is 75x45=3375 tiles.
1 corner is 45x45=2025, but let round it a bit so lets say 1500.
4875 tiles for one side + corner.
19500 for 4 sides with 4 corners.
Times 3 resources for each tile = 58500 of wood.
40 wood from one tree (average from poplar and oak)

1462 trees to cut and 19500 tiles to lay.

NOPE.

I'll try to burn it in smaller pieces. One shot at a time.
#14
I am trying to burn down the whole area around my base, at least for 40 tiles around. Ya know, so my enemies won't have a single bush as a cover - only flat open field. Each time i take incendiary launcher and set those damn trees on fire, two-four hours later it starts to rain. Each damn time. I understand that storyteller can help and extinguish the fire from time to time, but come on! Now i start to think that shes too smart, she knows what i'm doing, and shes doing it on purpose. And where are alphabeaveres when i need them?
#15
General Discussion / Re: AI Core Quest
December 29, 2017, 05:34:17 PM
Right now i have two AI persona core stash quests... so... yes, it can happen more than once :)

Oh and i didn't know, as of B18 those cores cannot be obtained from mechanoid ships, only buy or get from quest.