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Messages - mrm

#16
Yep, my mistake. But I already wasted tons of materials for base and defenses modifications. I have like over 40 traps, each 70 material. I really don't want to move them again.

The roof trap idea is good. It will insta-kill. I can weak the wood to make it collapse faster. They WILL use it for a cover because there is no single cover around for a sniper range.

My response for doomsday missile is: insanity lance. Can't wait for that rockets guy to come :)
#17
General Discussion / Re: The best Caravan request ever
December 29, 2017, 02:38:57 PM
The funny thing is, I was receiving clothes requests - when I wasn't able to make them (lost tribe scenario). Now, when half of my warehouse is littered with used up and "D" clothes, I can't receive any such request. But one thing I'm sure. When I sell all this rubbish to the ship trader, the seconds after i'll get some parka's request...
#18
Quote from: Limdood on December 29, 2017, 11:49:29 AMlike pawns, turrets can "lean" out to shoot around an adjacent wall
Uhm what? How? They are just shooting at 45 degree or something like that if blocked by a wall. I'm using vanilla. Shooting along the wall is a part of an anti-mining-sapper attack, i have all walls covered with this feature.

Quote from: SpaceDorf on December 29, 2017, 01:29:06 PM
Move the whole defense line forward.
Then i have to deconstruct 7 traps with 25% material lose, not mentioning other stuff like granite blocks, which is very rare on my map.

Or, what if i put two (from north and west) obstacles behind this rock, which gives very small cover, and doesn't allow to stand on them? After some research i found that the animal bed can do that with only 15% of cover. I think this is way worse cover than the collapsed rocks thing, for which cover effectiveness is not even displayed, but i assume its the same as for the wall.

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#19
The problem is, this new pillar would have the same function as the current one - a good cover for raiders. I want to remove it completely. I thought if I mine it a few times it will stop collapsing at some point, because there shouldn't be infinite amount of rocks above, but it seems like there's a LOT of them.
#20
If i mine them out, new fall down with the "roof collapsed" notification. I tried many times. Its a weak point right in front of my defenses.

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#21
General Discussion / Re: The best Caravan request ever
December 28, 2017, 08:34:09 PM
Yes i know the uranium double bed is a very good deal, i don't say its bad. Its just hilarious :) Just for comparison, the other request for destroying pirates outpost offers hospital bed. So... its pretty random.

It should net me 525 uranium after disassembly, worth of 3150$, and over 5200$ if i would like to buy it from traders. With that much uranium i can make... uranium hats!
#22
General Discussion / Re: The best Caravan request ever
December 28, 2017, 02:43:46 PM
I got a request to destroy pirate outpost for... uranium double bed (shoddy). Like the f? Who uses uranium beds? Definitely they have too much wealth, maybe i should attack them instead?
#23
General Discussion / Re: B18 - Crafting Medicine sucks
December 25, 2017, 05:02:31 AM
Yep this is totally wrong. I have a pawn with free time and skills to craft medicine so i try to send him to the drugs table. It said "will never produce drugs at drug lab". I check his traits for some kind of teetotaler trait, but there's nothing like this. And now it turns out the reason is incapability of intellectual. The f?
#24
Forgot about i wrote yesterday. Right after sending the post i got raided 2 times in a row from the new spot near my base. But for the whole two years all the raids spawned on that road.

My base is in the corner because... mountains :)
#25
I switched from default "some challenge" to "rough" because it was so boring. Still nothing, no raids, just boring building. but when it hits, it hits with two events one after another so they are overlapping. After that, silence and calmness for long time. A17 was different, i played my first colony on "some challenge" and there was a lot more events and it was harder, raid after raid, i reloaded my game many times. On B18 i reloaded only 2 times, only in case when the whole colony died. Its kind of boring, but i'm afraid to increase the difficulty and get erased from the planet. No huge disasters (like instant blight in A17), my surgeons have 12-14lvl and never failed any operation.
#26
I have my base in bottom left corner of the map, there's also a road which ends on my map which runs from top to the middle. All the raids spawns on top on that road and moves down to my base. None of them spawned around my base or even in other parts of the map. Maybe pirates chose to travel on the road because its faster, so they spawn on the road? And if the road ends on my map, they spawn in the same spot? Maybe this can be used as an exploit? Or i was just very lucky?
#27
So i was a year in with the Lost Tribe scenario. I got the poison ship event so i went to deal with it, it was already a hard fight because i only had greatbows and no armor. Then a pack of about 20-25 manhunting foxes spawns behind my back and murders all my people in no time. Well not murder but all my people are down and wait for their end. Then they go for mechanoids and kill them as well (i believe one of them must had to shoot on of the foxes so they got angry). Is this normal on rough difficulty? I had no chances of winning.

Reloaded the save before the fight with mechanoids and instead of manhunting foxes got a siege (had no mortars at this point) which i was able to handle and win with 1 lost leg, and then went back to finish mechanoids. Luckily they wasn't chasing me but stay around their ship.
#28
Quote from: sniddy on February 11, 2017, 03:05:41 PMAlso one oh my colonists passed out after trying to laod a massive caravan and the same thing happened
I had a few collapsed caravan pawns, after this animals also collapsed, but at some point they all were rested and continued they caravan. So no problem, i was always able to cancel this caravan by clicking on the pawn. If a pawn or animal had a malnutrition, then caravan was automatically cancelled and i was able to make a new one. To cancel animal-only caravan, we need to sell or kill one of the animals, because animals don't have "cancel caravan" option on them.
#29
I found that bug in the bug section, but i found a temporary solution if someone gets it.

If you create a caravan right before or while marriage or party, and if caravan pawns go to that party, then they forget about caravan, and pack animals used in this caravan becomes unusable. Animals are waiting for load, they don't eat and don't sleep. Then we get a lot of "collapsed" notifications, and even "miscarried". If we try to make a new caravan we find that those animals are not on the caravan animals list, like they are not available. We can lost a bunch of dromedaries or muffalos due to this bug. I found that selling one of the animals cancels this "caravan" because "one of the animals were lost" or something. Then we can buy back this animal or not.
#30
General Discussion / Re: Post a cool tip you know about!
February 11, 2017, 07:32:47 AM
Come on, vitals monitor costs only 180 steel (and no components), just make few of them and make a normal looking hospital room instead of pile of beds :)