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Messages - Yoshida Keiji

#136
From day 158th, another full season summary:


A Flashstorm lit many spots close to the Northern most wall, best to finish closing in the whole wall so the fire doesn't spread inside.




Volcanic Winter finally wears off, I was starting to worry about food plantations.




A few days later somebody decides to throw a Party... however it is cancelled soon after... and I don't know why. What happened? Not even myself can tell. So far I read no reports of auto-cancel bugs of this nature.




Another few days later, Penoxycyline finally does its magic, Chef, Yakov and Sleep dodge the Plague, this was a great relief.




On the same day, "Black" reaches 44 years old Birthday and "gains" Bad Back. It felt really early in comparison with other games when these type of health conditions trigger at much elder ages... His performance so far was really great. I will miss his "high" days.




Next day, a Wanderer joins, name is "Snake" and has a very nice character sheet. Very versatile and can be placed in four different areas, incapable of nothing, very close to a Jack of all Trades.




I have this habit of checking the surroundings of my base when there's really nothing going on. An early practice I gained within my very first games after losing a few pawns to Predator Attacks. Ever since, I started to look around as any other daily task which benefit me greatly in the long run and never again lost a character to wild animals. I will never understand how so many noobs fail at this. And while I was at it today, I noticed a pet I sold to a trader was still roaming my map...BUG!




Two days later, Plague hits on my Bulls and Cows, I just decide to butcher them as I have way too many animals in my farm, except for two females who happen to be pregnant. I gamble if they give birth before they die. Surprisingly, one of the two gains immunity. It really wasn't worth it to give them all medical treatment as I didn't want to lose manpower over an excessive farm.




At night, Lercha and Rat become lovers, this is particularly great as both characters are within the first five starter pawns, and the colonist with which I begin any game always get the most love as they took on the hardest of all times and were the Pilars of my base.




Next day an Escape Pod crashes, lets see who fell to our land.



Not bad, let's rescue him.


I don't know what other players experiences with v1.0u are getting but so far all...and I really mean ALL my Caravan Request events were really overwhelmingly ranging to impossible levels... I aint gonna travel 10 days! Plus other 10 on the way back...




Okay... trouble knocks the front door. A Poison Ship is about to land on top of my plantations, this one will have to be dealt real fast...




I am quite scared since the last mechanoid experience so I decide to try a more careful approach than usual by setting 4 lines of defenses.

* My typical "Firing Wall"
* Turrets as second line, next to "Gore". Two more power lines were built by the walls were both "Black" and "Chef" are standing but because I get Solar Flare I end up cancelling their construction, but ideally I was gonna set 3 turrets.
* Placed 4 Explosive IEDs to get a head start after the guardians spawn so as to soften their surprise, and while at it, I craft some EMP shells which so far I didn't had any. I billed for 3 but ended up using only 2 out of time pressure.
* And lastly my guys with ranged weapons. Assault Rifles, Bolt action Rifles and Sniper. Ideally, one should be facing mechanoids with more powerful weapons such as the Shotgun and Frag Grenades. But I preferred to go the most defensive and careful as possible.




Funny enough the mechanoids spawn divided by the wall. Six of them inside and four outside. The inner ones are 3 Scythers, 2 Lancers and a Charge Blaster. Outsiders are 2 Scythers, 1 Inferno Cannon and another Charge Blaster.




The IED traps work as I intended by causing a "Chain reaction" in which as long as one triggers all others explode too for massive impact. All inner mechanoids get paralyzed with STUN, so instead of letting my pawns pick random targets of their automatic choice, I aim their fire on the Scythers first so as to eliminate their melee units. Then the Inferno Cannon as I don't want fire inside my base. I would have done different if it were far from my colony. And lastly the Lancers.



Both Scythers and Lancers have weak bodies and get destroyed faster than the Centipedes, so I suggest to any reader to go for their weaker ones first to reduce their numbers.


The remaining 4 that spawned outside all went in different directions and picking them off one by one was easy enough. Calling it a day.

#137
Quote from: Greep on July 17, 2018, 02:04:29 AM
Yeah if we're talking irl reasoning, you get like 90% back from metal recycling I think.  It was just done for balancing late game.  Maybe crashed mech ship parts could give more plasteel to compensate?  That's a flat amount of plasteel for the early game that doesn't scale badly like when you start getting a dozen centipedes.

Balancing late game? I barely entered mid-game. The lack of raw resources is heavy, specially after removing rare materials from world encounters. I'm still far from Deep Drilling. A game should not depend on traders to get Plasteel.

And not to mention that Flak armor requiring components is ridiculous since its not even an electrical item...
#138
Hey Tynan I must complain about Disassembling Centipedes, I only get 10 Plasteel after shooting them like 1000 times? All their armor resistance came out of 10 Plasteel? Plate Armor requires 170 materials, a full set of Flak (vest/pants/jacket) requires 60+60+70= 190 materials, Power Armor requires 135 and 18 components...

Can you please increase the amount of Plasteel out of salvaging Centipedes? I understand that disassembling means we can only salvage a small amount... but only 10 units it's way too miserable...
#139
Quote from: 5thHorseman on July 16, 2018, 09:00:21 PM
Quote from: Yoshida Keiji on July 16, 2018, 08:40:10 PM
This is something that has always happened and it's not exclusive to v1.0. I hate it when my colony decides to throw a party right after we finished battling a crashed ship part and my base needs to repair the City Walls and many other defenses...but no...let's just have fun and leave the entire colony defenseless... This is so stupid and nonsensical...

Players need a way to control when there's gonna be a Party...or at least "Cancel" it if inappropriate timing. But technically speaking, it shouldn't trigger right after a combat when all my pawns just got patched up and need to recover.

Amusingly I love it when they throw a party right after a big battle. It's exactly what I'd do and it makes me think of the ends of episodes of TV shows or something where everybody's patched up sitting around BSing and then someone explains a bit too plainly what the gist of the episode was.


You will change your mind once you switch to Randy Extreme and you get 5 raids one after the other while your colonists are still recovering.
#140
Quicky:

Just started my dual colony life. As of now, we get all notification letters and warnings grouped together which makes it difficult to distinguish which message belongs to which colony. Ideally, we should get the corresponding notifications in the related colony, but if "game mechanics" are too hard to split, can we at least separate the notifications in two lists of different background color? Basically, each corresponding table will have a different background color and group the notifications to colony1 and colony2 respectively.
#141
This is something that has always happened and it's not exclusive to v1.0. I hate it when my colony decides to throw a party right after we finished battling a crashed ship part and my base needs to repair the City Walls and many other defenses...but no...let's just have fun and leave the entire colony defenseless... This is so stupid and nonsensical...

Players need a way to control when there's gonna be a Party...or at least "Cancel" it if inappropriate timing. But technically speaking, it shouldn't trigger right after a combat when all my pawns just got patched up and need to recover.
#142
I don't have a solid answer as to tell you there is only "one" way, mostly because it's all circumstantial. A lot depends on what colonists you have and where the CSP lands. One of my melee guys was manning a mortar already aimed at the ship and on "Hold Fire", but I didn't need it.

If in your game, you have more than one mortar, I would choose to do "Volley", which means: Preemptively load and shoot EMPs simultaneously so that they are already "mid-air" before you pop the mechanoids, so that once they spawn they get instantly hit by the mortar shells. This method is of frequent use to me, specially when around 35% or more of my colonists are melee.

The advantage of the EMP grenades is that they are "unlimited". In this particular scenario, you cant see all my pawns as they are outside the frame, but they were all "long-ranged" and less powerful. Contrary to wielding shotguns and frag grenades. But with this set up, I managed to take down 3 scythers and was already hitting at the others, so my impression is that even if those 5 scythers were to have spawned in the inside of my base, I still would have had time to finish them off, or at least slow them down enough to the point that you can kite them. So long as you build some walls to obstruct Lancers LoS, you should be fine.

To be honest mines were the least I used to use myself, but I think v1.0 made them more relevant now, probably Tynan just getting lucky than WAD.

The only cons of the grenades is that you need to keep track of the throwers, once their target is stunned, you need to cancel their "firing" or else the mechanoids will get adapted and if their first grenade misses and you blocked their firing, you will need to unblock them so that they throw another grenade, losing a few seconds of fight that could prove crucial to stun them, but I had all my colony except the cook as back ups with Assault Rifles, Bolt action rifles and 1 sniper. And a gladius melee in case the EMP IEDS failed, which they didn't so its a happy ending.

Having said all this, I would use the stuns to handle the fragile ones, Scythers and Lancers due to their low armor, and leave the Centipedes to last. The bigs ones shouldn't be of much trouble without their shock troops.
#143
Quote from: Ser Kitteh on July 16, 2018, 07:27:51 AM
You know, it only occurred to me, that after trying to fend off a psychic ship with 11 scythers/lancers + 4 centipedes do I now comprehend how difficult mechanoids have truly become.

Wealth is 189k.
348 days in (so nearly 6 years).
Cassandra Rough. Swamp.

I have 5 dedicated melee fighters in a colony of 16, the rest being shooters (all with ARs). However, I find out considering that 4 of the shooters have decent melee skill, I equipped them with steel spears and old charge belts so the number of attackers for the ship are 9 melee fighters and 5 shooters, and 2 emp grenadiers.

It was a lot easier than just standing back to shoot. Charging with spearmen seems the superior way with shooters as backup. I think a big part of the problem is that, despite having 3 additional EMP weapons, only 1 is viable: the grenades.

You can't build too closely a ship because it spawns the mechanoids. So EMP IEDs are useless. You can't use EMP mortars because mortars are very inaccurate. So what's the reason of giving us two additional EMP weapons but only one works? I guess I could rely on those fancy autocannons ... if they were close enough to the base.

Idk how long the spear meta will be because it's extremely powerful, it's gonna get nerfed at some points. But until that day comes they get the nerf, I fear for the colonists of the Rim.


Solution: Chained IEDs






Do note that I got "Solar Flare" just as I was about to engage but had built three mini-turrets of plasteel as expendables, first line of defense. More to come in my Story: https://ludeon.com/forums/index.php?topic=41782.0 But basically, STUN mechanoids fast, take down their Scythers and then Inferno Cannons. This is my first ever Crashed Ship Part that smashes my walls. Two more Scythers spawned on the outer side together with a Charge Blaster and an Inferno Cannon. Their split, my advantage.

First build Explosive IEDs, their explosion shall trigger any other IED, preferably EMP IEDs to catch any fast moving Scyther.
#144
I just had a "Zzztt..." event on a power line under stone walls, there was a standard Standing Lamp next to it, so it caught fire. Im fine with that. But then when the standing lamp started to burn the room temperature rose +5C within a 6x7 bedroom. I know you want overheating when theres an internal fire...but that was crazy. The fire got put off right away thanks to my carefully managed work tab and proximity of my colonists but the rise of temperature was awkward.
#145
This is a minuscule detail but..."Unhappy Nudity" when a pawn is changing clothes is unnecessary. It's a few seconds notification, but better if you give it some delay so it doesn't clog the envelope column at the right.
#146
From days 126 to 157th (two seasons summary):


This two seasons "session" is a bit awkward because of "Build Updates" in between my game, which consisted on Tech-tree modifications that caused me to "re-learn" subjects already learnt. Structures Hit-Points were changed too, walls are more resistance but doors are weaker, so after I loaded the game with the new changes all my wood walls "needed" repairs and my builders spent like three days just repairing everything. Work benches need to be deconstructed and rebuilt or you will see raw materials being taken to the production benches but they disappear once the total needed amount is gathered. One thing I noticed first was that the Exotic Chef, "Zhang" who was disabled in Cooking got this "Background" story changed, now she is an Inventor, so reassigning the work tab for that character.




At this point keeping track of days doesn't matter to me anymore but the pictures have their date visible, I made sure to not block them in case you want to check the timeline.


I get a Zzztt.. and a fire spawns three tiles away from the point of origin... I guess one could say that the spark flew that far...possible IRL I think.




A manhunter pack of 17 muffalos appear from the West, this means my colony now has to spend even more time inside, and we have been "not" going anywhere for many days, mostly due to diseases. Since there is not world event quest, it doesn't hurt me to remain inside.




On the day 133rd, you can see that 7 of my pawns are with Flu, but luckily this disease aint so bad. Here I'm dealing with an Infestation of 3 Hives. I dislike when they spawn within an Ancient Shrine as I don't want to lose the Cryptosleep Caskets... I mean... if you are an outlander nation and for "X" reason you need to leave your crew members in stasis...why place them under a mountain where you know Insectoids could wipe your people while they are in life suspension? Isn't that way too risky?




A few days later, I have made a trade with an incoming caravan and was surprised that now we get "Relationship Bonuses", I think this is okay.




Now I get a Pirate merchants ship... I was waiting for this type to show up so I can sell my prisoners. Though I must admit it feels kinda odd... Selling your "Pirate" prisoners to other or same Pirates??? ??? ??? Well... I do get my pay so... ... ... I guess I'm fine... The trade ships have no affiliations...right?




Later on I finally recruit "Gore", this guy has real good stats and been holding on him for quite long, its the only prisoner I did not wanted to give away.



The new "Gourmand" trait kept me thinking...are pawns now going to change their body sizes? It would be fun for sure.


Now I get Volcanic Winter. I do certainly need to increase my crops as Im playing with a equally measured amount that produces nor excess nor lacks supplying. However, since this is Tropical Forest... this event feels kinda neutralized, plant growth is high so I don't experience any negative impact as it balances itself out.




Finally some fun...I can get some action now! A Psychic Ship crashes in a very inconvenient location to me, my base is close to the lower right corner of the map, and the ship part falls in between my base and the map borders, compared to the other previous two which landed far away. This side of my base is all "wooden" so things could turn very wrong here... this amuses me! Remembering that Mechanoids are now more dangerous I take some extra care. Look at the "positioning" of both characters "Rat" and "Orange".



I chopped down wood in the proximities to reduce work load in case and Inferno Cannon pops out so that my fighters don't have to put fire out in the middle of a combat.


Let's pop them out! I get 2 Landers and a Charge Blaster. No single Scyther on sight, I take a breath! Compared to previous versions, now I took 2 EMP grenadiers, I always do but now I got 2 gladius melee of which one has a shield. If I ever took melee guys, they usually were left further behind to put fire outs, but now they are right next to the "Firing Wall" in case Scythes come out.




One of the Lancers goes out, so I send my melee guys back home... nothing for them to do here. The other Lander gets stunned.




My colonist "Orange" had no LoS, so she closes in to participate in the fight.




The other Lancer is also destroyed and the Centipede is not stunned.




I don't need the EMP grenadiers anymore so I sent them away and reposition the ranged to finish off the last mechanoid.




...and let's get over with this...




Prosthetics research completed!




More fun! Now it's a mechanoids Drop Pods attack that will land "Inside" my base! No time to choose a sweet spot, I draft all my fighters to find some cover with whatever they have near.




I notice that the event notification arrow, points towards one of the pods instead of their landing location...but no worries, I just have to see their incoming trajectory and then search for their shadows.




Only 3?!?!?!?!?!?!?!?!?!?!?




All three of them are all Lancers. Easy. One of them fell inside my main Storage room. I'm glad that one wasn't an Inferno Cannon or I would be at risk of losing a lot of goods. My fighters approach with haste.



One of my Labradors is still slowly reacting to a "zone change" and works as decoy... better than losing a colonist!


Look at "Huntsman"... you get to realize that a Mechanoid raid of Drop Pods inside your base... is the lamest attack of all... it's like they just fell into a mega killbox... (and you know my opinion about Cheesy gameplay)




Meh....that was a Flawless Victory...FATALITY! With zero hits on me...




Transport Pods research completed! It's time to prepare the long awaited expedition to a better biome for those with weak health and the start of my Dual Colony life.




Last picture of my base you will see for a while, the slow paced rhythm of Version 1.0 bores me too much to the point that I lose attention through gameplay... But for some insight, I built a Geothermal Power which I didn't even connect to my power grid yet, I don't want unnecessary power circuit incidents. I'm closing in the center of my map as base extension. I don't think I will need that much space, specially if I'm splitting my crew. Thrumbos are no fun anymore... got two of them downed like nothing... They are weaker than in other Alphas and you can half their total health before they turn into revenge... and all this is on Randy Extreme... Tynan...what are you doing? QQ

#147
I am disliking the "Door closing delay" now, because of the placing between my kitchen and the freezer. The kitchen needs to be at 10C or else the Fueled Stove suffer a penalty due to Bad Temperature. At the same time the Freezer needs to be kept at low temperature or it defeats it purpose. I also have my Butchering table within the kitchen in this game at least, sometimes I have it elsewhere. But this means that now, the kitchen door spends more time "opened" than before the new update and my meal production suffers a "strange" penalty.

I guess the change you made is aimed towards "Urban Combat" instead...but is negatively affecting my cooks production in which two natural adjacent rooms of opposing temperatures cannot coexist with each other. And this scenario is in Tropical Forest with Permanent Summer. My kitchen is a makeshift old room of steel, so the low insulation should still keep my kitchen warm... but in every door opening... my kitchen temperature drops too low.

I personally classify meal production into 4 stages.

* Initial stage:

If you don't have a dedicated cooker because you don't randomize to super-cheesy levels to get a perfect starting team of pawns to a Dream Team level, anyone assigned to cooking may not have any Passions, so at the start of the game, whoever is sent to do the cooking will probably spend full day in the kitchen.

* Second stage:

The cooker should be able to provide a meal for the entire crew before lunch, and shall continue in the kitchen for the next batch which is dinner. I am fine in seeing the cooker still spending full days in the kitchen while the cook does NOT fail to provide 2 meals per days for each pawn, unlike the first stage in which some pawns may be forced to eat raw food as the cooker improves his/her cooking skills.

* Third stage:

The cooker with just one single Fueled Stove, should be able to finish the 2 meals per pawn production and have at least one quarter of the day to perform a secondary task, I don't care which but that is pawn dependent based on the character skill set which is random, but I mean... do something else.

* Fourth stage:

My Cook, should be able to prepare 3 meals per pawn, the daily 2 plus one for next day. If I have 5 pawns at that time, I expect 15 meals and the Cook, doing a secondary task of player choice within a same day.


Additional Fueled Stoves or Electric Stoves can be built to increase production, and better if your cooks have either Interested Passion or Burning Passion... ... ...

But as of now in my current game I'm in day 147 with 11 pawns and my cook just cant make 22 meals yet. I have a total of 4 colonists in rotation:

* Two pawns have priority level 1, both have Interested Passion and are at level 7 and 8 in cooking.
* Two other pawns have priority level 2, one is Interested Passion skill level 10. The other has no Passion and is skill level 5, aimed for butchering.

It just can't be that my meal production is so low when my entire colony is already at stage level 4 where meal production should almost take a bit more than half a day but not 2/3rds of a day but instead...none of my cooks can make 2 meals a day per pawn yet.

I usually increase a secondary cooking stove after my tenth colonist, and since I'm at 11, I should... it's just for a variety of reasons that my base building plans are delayed, typically fair to the game as Randy keeps showering me with diseases in tropical forest... but I notice a large delay in meal production that never happened to me in B18 and previous Alphas.


Anybody else seen meal production delay...to be...too slow...?
#148
Somebody else said it before me in this 160 pages thread, that I don't feel to roll through all of them to find out who was it but...

I just finished research of "Prosthetics", cochlear implant...interesting...but so far...hearing impairment was a never an issue in game....is it now? But like somebody else said it...: Can we get "Hand implant" instead of full arm implant ONLY?
#149
Mods / [Mod request] Arrows and Bullets.
July 11, 2018, 05:25:45 PM
I would like a Mod in which ammunition is a requirement for firearms.
#150
Upgrade the trade window with an additional list identical to the Animal tab that has the following columns:

* Bond
* Slaughter
* Medical care

By including a 4th category: "Marked for sale", so that the ones ticked in green appear in trade windows...

I usually play in harsh biomes so my livestock is usually small...but playing in Tropical Forest... my animals are mass breeding and this is very chaotic...