Quote from: dd0029 on January 28, 2014, 02:23:48 PM
I have almost starved a couple of times, but it is fairly difficult if you don't get your hydroponic farms rolling quickly. Though a blight will ruin your day if you are running just enough. But again, the hydroponic farms produce fast enough with some emergency random harvesting to get you through. I did have someone go crazy during my most recent game with a combination blight/raider attack. But that was because I had him rescue someone and then forgot to de-recruit him in the heat of the fight and the post cleanup.
Fires can get out of hand as well if you don't aggressively set your home area. I did appreciate "Lucky"'s commitment to taking a nap in the burning bed next to the burning wall. On that topic, I liked the tutor tip that the home area is a trigger for firefighting.
New patch comments:
I mostly really like the new dumping area mechanics. I was really interested to see how raiders were using my dumping areas against me after I had cleared out all of the gun range cover. But then I got to thinking that I could do the same thing with intelligent dumping area placement and get ghetto sand bags out of the deal. Bonus.
One other thing on dumping grounds, the seem to have higher priority even at normal priority for corpses than graves do. I was confused for a while when raiders kept getting piled in there instead of my fresh mass graveyard.
Trading, however, I'm not so happy about. It seems excessively gamey at the moment. First, the currency as an item seems odd. I get the general idea behind having to have items on the landing pad, but I don't see what it's adding as a mechanic. As it is, you just make that a priority storage space and have several so you have access to everything for trading. I found it particularly annoying when it was time to sell off my haul of pistols. I had to clear out a landing pad first, then destroy the equipment racks I had been storing them in to get them moved. It got to be so tedious, I just gave up on trading anything other than slaves.
Then there's the trade interface itself. The drag left and right thing was not intuitive. I could kind of understand if the mechanic was used somewhere else, but it's unique at the moment. For me, it's also not terribly precise. The center zero tauntingly suggests you can enter something. Could we just get some text boxes? For that matter, could we get a bit more detailed accounting of the trades, x units + y unit cost = z total cost. Also some way to work multipart trades, ie buy my slaves with tasty potatoes or a stack of pistols.
i don't know why you were destroying the equipment racks, you can just forbid certain weapons from being in the racks or make the racks low priority (and have somebody hauling) also you don't need to clear out launch pads you can build more (it took me a while to try that) or you could have multiple small custom stock piles on top of the launch pad not just one over the whole thing.
I don't mind the trading interface, although just typing on a specific number would be good, but the thing i don't like about it now is the noise, it used to sound fun but now its annoying

