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Messages - Emulsion

#16
Quote from: zizard on July 26, 2018, 05:48:08 AM
Quote from: Emulsion on July 26, 2018, 05:40:32 AM
Regarding workbenches:

I'd like the option to take into account people's stuff on caravans.

Another one that was already in "better workbench management". It had the option to "count colonist items" "even when away". Very useful for preserved food, since otherwise a caravan embarking with a safe excess of food would end up returning and adding a giant surplus.

I used that mod in previous versions but never thought of the food, very good point indeed  ;D
#17
Regarding workbenches:

I'd like the option to take into account people's stuff on caravans.

I had my tailoring bench set so that my tailor would keep pants and button down shirts with 60%+ for every colonist plus one backup and always when I sent a caravan out, he'd immediately run to the bench and tailor clothes that I actually didn't need so I had to suspend all bills until the caravan was back, unless someone's clothes really got tattered in the meantime. Unnecessary micro'ing in my opinion.

I'm of course supporting renaming bills and the copy of all bills too.
#18
General Discussion / Re: Quarrying
July 23, 2018, 06:20:02 AM
I'd actually like this.
There are times, I'm craving for stone. My last play through was inside a mountain so there wasn't really an issue but I had to mine a lot to get the desired chunks for traps and walls/doors.
If I had to build my base on mostly flat terrain I'd have had trouble getting enough stone.
I must admit I didn't try deep mining for stone though, so can't make a qualified statement regarding that.
#19
Quote from: Ser Kitteh on July 23, 2018, 05:30:49 AM

4. Colonists still are unable to haul medicine from pack animals to tend to the wounded during raids. Really, doctors should carry medicine by themselves. It's very annoying to find that one muffalo who carries all the meds, at the edge of the map, and you needing to pick them up, draft them to where your colonists are bleeding, and drop it from their gear tab.

+1 for the doctors carrying medicine, I'd like that option even at home. Like the 'take to inventory' option from the drug schedule..

Regarding that: in my old colony I set a schedule for everyone to take pekoe tea and yayo into their inventory, the schedule was set so that they wouldn't consume it by themselves (only under 1% joy and 1% mood) if it wasn't for addiction. I just wanted them to have it at hand if needed.
I experienced that at any given time only one or two of the 12 colonists had any of it in their inventory, I don't know if it's a known 'bug' or why they decided to not follow this order but i'd welcome it if that behaviour changed or if someone could tell me how to set this up the right way if the mistake was on my side.
#20
General Discussion / Re: To RNG or not to RNG
July 22, 2018, 02:57:45 PM
Quote from: mndfreeze on July 21, 2018, 10:20:48 PM

I'd love to see things like positive RNG on stuff for example, lancer critical fails its shot and one shots its pal centipede for example. When the type of bad RNG people are complaining about happens its usually because its colony ending or killing the fun to an extreme level they don't want to play anymore, but the good events that happens are generally minor they hardly offset it except in specific circumstances.  I feel the RNG was actually better on things before a lot of nerfs happened.  Like traders fighting on your map for example.  Nerfed because easy gear/weapons, but that was actually RNG in your FAVOR occuring.  It also could be a life saver from a huge raid happening.  I don't really understand the mentality that people have about all the mechanics in this game needing to somehow lead to struggle and suffering in order to have a story.

I agree. I loved the fighting traders, was always a fun story for me!

I like RW for it's unique challenge, don't want it to be an always-win game, of course! Wouldn't have played it for over 700 hours otherwise, I guess.

But I really like the randomness of things happening and for me its more interesting if they can be good and bad and anything in between.
#21
+1 for urgent hauling! Can't count the times I'd have needed it.
#22
Quote from: arl85 on July 19, 2018, 03:55:05 PM
My suggestion is to give access to data, for example with a button on the grave or some other way if pawn is burned or body destroyed in any other way, so you can check and "remember/celebrate" (in storytelling sense, not in game) the dead pawn.

Maybe a new tab on history page, keeping a list of all pawn that were once part of your colony, with access to statistical data of each of them.

+1!
Especially the idea with the history page is awesome! I like the storytelling/roleplaying aspect in this game and this simple addition would really add a lot to it :)
#23
Ideas / Re: Don't drop weapon on downed.
July 21, 2018, 09:18:31 AM
I had three charge lances destroyed by fire thanks to this mechanic during the ship starting sequence and I have to admit: it added to the story ;-)

Most of the time it's just really an annoyance to remember equipping someone again after they get out of the hospital but in my case it'd have been really game changing and I wouldn't want that.

I am all in for auto-unforbidding weapons dropped by the own pawns, though.
#24
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 07:07:12 AM
1. IMO RW would lose it's favour if it was possible to avoid anything bad happening. I played for a few hundred hours and know a lot of the threats that might come my way and can prepare for a lot of them but it stays thrilling due to the fact that random things can and will happen.

2. I agree that this is a question,only you can answer. And I'm sure, if you decide in favour of the game you want to design and play, it will be good. Like it was/is since I started to play a few years back. There's no way to please everybody.

3. IMO: No!
I agree with 'Scavenger' that you're doing a great job at balancing between strategy and RNG and if I had to choose in favour for one or the other I'd take the Dwarf Fortress RNG (I have to state that I didn't really play that game and for me RW fills this hole ;-))

4. I guess both is true, for different kinds of people. The new descriptions of the difficulties make quite clear what to expect, I think.



And I agree that there is the option to reload a save if so desired and/or even to switch the difficulty/storyteller in an ongoing game so it'd be possible to adapt the game multiple times during a play through (which wouldn't feel quite right to me but the option is there,which I really like).
I reload when something really annoying happens,like my only builder getting one-shotted or sometimes when I made one small but really bad decision that wipes the whole colony out. Or if I wanted to try something out but I try to not overdo it because for me it takes some flavour out of the game.

I also support the opinion that some handicaps could turn out to be advantages in the long term.
Imagine a good melee fighter that gets his arm cut off and gets a prosthesis. After a while he learns to handle things with this handicap almost quite as good as a healthy pawn and besides that his other arm is getting even stronger so he'd then profit from a bionic arm even more than a casual pawn. The story of this dude would be legendary IMO.
Or that other colonists get used to the big scar in the face of someone else at least.
Some way for Colonists to learn to live with handicaps or even getting enhanced by it..
Would make the stories more dynamic IMO and RNG that doesn't outright kill you more interesting to deal with in the long term.
But that's probably something for the suggestions-thread..
#25
...

4 days left until takeoff.
A merchant appears in the north, just behind the wall I built there. At least they don't start digging through it but wait right outside for my trader that'd never come.
Unfortunately, they attracted some Mechs too and both sides destroyed the single tiled wall. I'm pretty nervous at this point because it's so close to my ship but there isn't anything I could do really.

While I'm watching what's going on there, the Mechs in the south manage to break through a wall inside one of the bedrooms and I only recognize it as I get the message 'Colonist needs treatment'.

Scottie is in his bedroom, sorrounded by Lancers and a few Centipedes slowly coming his way too. He gets downed on his way to the door. Everybody readies themselves for rescuing him and all of them try to run through the door so badly that everybody gets stuck in the doorway. They can't really coordinate who want to stand where and who to attack whom from which side so nothing really happens.

While I try to coordinate them to not stand on their own toes, a Lancer manages to break through the wall that protects the ship and immediately starts destroying one of the engines, Centipedes and Scythers joining him.

Scottie is still downed, Xie Xue and two or three other Colonists too and Lacey decides that everything is fucked already so she gets the triple rocket Launcher and aims at a Centipede right next to the other colonists. She hits a wall and nothing really happens. She had expected something more devastating. But being frustrated as she was, after rescuing everybody she could and getting burned to the bones and seeing her husband die and get to life again and watching the space ship getting blown up, she decides to get the orbital bombardment targeter and aims it in the middle of them all to just blow up everything. This fucking Mechs destroyed everything her friends and she had built and are going to kill everybody she loves and there is no way left to survive this mess so all of them might as well just die by her hand and take some of this heartless machines with them to hell.
What she didn't think of was the mountain on top of them all. There are explosions to hear everywhere but not a single bomb hits through the thick roof.
Damn it, not even this little satisfaction the great GM is granting her!

There is no way for a meaningful suicide left and nothing to fight for anymore and everybody but her and Forrix is downed or dead, so the two friends grab their hands and run.
They try to dig through to the west to get out of this map but they are both pretty bad miners so it takes too long and they decide to take the northern route.
They get the best Power Armors they can out of the stockpile, try to get at least some basic weapons and meds and healing serums (which they couldn't pick up unfortunately, I tried to do it via the caravanning screen but because a lot of ways weren't accessible anymore due to Mechs I had to cancel it in the process because they didn't want to leave to the North despite me picking this Route on the map and they were so on edge that there was no time for a lot of fiddling around).

They have to flee with what is in their hands and on their bodies.

In all this chaos a refugee calls, by the name of Dalya and asks for help. Forrix and Lacey tell her that she could come but probably won't be that much safer here and Dalya decides to risk it.
She manages to run through the Mechanoids and get into the safe zone in the north eastern warehouse where the other two women were preparing for leaving. Dalya puts on some armor too and the three of them run to the north.
They are glad that they had the dogs bring some supplies up here beforehand so there is medicine and some beer and ambrosia, and chocolate and the dead merchants there had dropped some pemmican.
They consume everything that gives a little joy because Forrix and Lacey are really on Edge now. Forrix doesn't stand the pressure and wanders around sadly. Dalya is the best builder of the three and builds steel walls to the south of the ship where the mechanoids got through earlier, fortunately they had left meanwhile.
Then Dalya breaks into a berserk rage and attacks Scruffy, the last dog standing, which is bonded to Lacey, while Lacey is asleep.
Lacey wakes up to Scruffy's screams and now really has enough of all this shit, takes out her charge rifle and without hesitation shoots at her. Dalya survives and Lacey isn't a Psychopath per se so she rescues Scruffy first and then Dalya.
But all of this was too much for Lacey and she goes on a slaughtering spree and kills Scruffy herself. (It would be nice if bonded animals weren't the target of the Pawn that is bonded to them, really breaks the immersion.)

Forrix is still wandering and Lacey again sleeping when Dalya wakes up and breaks again into a berserk rage. This time, Lacey makes sure to shoot her to death.

Forrix gets to her senses again and the two get medicine, Ambrosia, Beer and Pemmican as much as they can carry and leave.
Everything they worked for in the past 9 years and almost everybody they loved and protected for so long, is just gone.
They still have their best friend to venture on at least.
And there is supposed to be an already built ship 80 days walk from here.



That was the story of the total devastation of 'Optimistic Community', maybe I should have chosen an other name in hindsight but I guess its fitting ;D

I don't know how I feel about all this. On one hand I was so frustrated and really really sad in between and more than once tempted to just give up and cry and on the other hand I really like the ending with the two best friends getting away together. (They were also the best shooters of the colony and also good doctors, my favourite Pawns as I mentioned earlier)
This is such a good story!! But I also don't like it ;-)

I'll play with them further and try to reach this ship eventually, despite them both being not good at cooking, building, mining or anything else except shooting and caring and on their first stop the charge rifle melted away so they are left with one chain shotgun, some meds,  a double bedroll and a little pemmican.
Lacey also has a peg leg now and developed an addiction after escaping (which is really ironic because I drugged almost everybody during the last days and they both resisted the addiction contrary to most of the other colonists) because of a drop pod sending Flake, at the location where they stopped after leaving, and her breaking at the wrong time, so maybe this story will get even more tragic.


Conclusion: I really wasn't prepared for all this and I made a lot of mistakes before and during the fights and there really were a lot of Mechanoids. I hoped a lot for human raids but they happened only three times I think, after 10 Mech raids or something like that, when almost all my high-tech weapons were lost and burned. If they came earlier they could have helped me against the machines ;-)
So, I think my microing was bad in a few cases (I'm a pretty bad strategy player I have to admit) but I also had pathing problems which lead to a few downed colonists. When there are more ways available but not all of them safe I'd have had to micromanage every single Pawn to not run into the gunfire and sometimes failed.

But also Pawns blocking the Paths of other Pawns and making everybody unable to fight happened a few times.
Sometimes it also happened that one Colonist could not go to a tile where another colonist was a second ago and this leads to 'rubber banding' (if it is called like that, english is not my mother tongue) and sometimes prevents them from going through doors or getting behind cover which is annoying in critical moments.

And I had at least two times where I told my melee fighters to attack one enemy and all of them started to engage but only one really got close enough to fight, the others just stopped moving, despite the target being still alive and reachable and when there was a lot going on on different locations I didn't always recognise that fast enough. But sometimes two seconds of just standing around and blocking the path of other Pawns is more than enough to get more people downed.

I really can't tell difficulty-wise if it was balanced or not. Looking at the raids I faced earlier it was really OP but for the second hardest difficulty its alright I think.. Next time maybe I switch the difficulty down one point before pushing the button, but I don't like the feel of doing such thing.

I started the playthrough on the old 'hard', then when renaming happened it automatically switched to the new 'hard', former 'very hard' and I decided to keep this difficulty because it felt alright but I was already settled in pretty good at that time (after 4-5 years ingame I think). So maybe I can't make a real statement regarding this topic.

Maybe I just really have to build a proper trap maze and killbox next time but I really enjoyed that I didn't have to, up to this point of course.
And with a bit of luck I could have waited them out.

I didn't mention: the Raid, that followed the Refugee Dalya, destroyed almost all of the Mechanoids ;D Pretty strong raid obviously. I didn't pay that much attention to it, at that time I was microing the three to get at least some useful things together.
But there was nothing left for Forrix and Lacey so I decided not to go back and kill the last ones to get more supplies, which would have been wiser of course.

What shall I say... Thank you for this story!
It was tragic with glimpses of hope, a rollercoaster of feelings, involved a really heroic woman and kind of a 'happy' ending that I'd never have foreseen and that really happened because of the Characters involved.
#26
(If this (double-)post is too long for this topic, feel free to move it somewhere else, didn't think that it would get this big but in my opinion it fits here ;D)

Here's my story of the ship starting sequence:
Phoebe hard, Tropical Rainforest, year-round growing, wealth: 520000, Days passed: 526
Mods: 'Show Hair with Hats or hide all Hats 1.0'


My base was built inside a mountain. I've built the ship a little away to the north of my base in an area that got revealed during mining which was closed up against the map border with a wall as you can see on the 1st picture.
I had ~30 Retrievers, a rat and 4 boomalopes.
All but one Pawns were wearing Power armor, mostly excellent (The one exception being Scottie, Crafter/Doc who was incapable of violence so I thought Plasteel Plate plus Shield Belt would be enough to rescue someone or so). Three equipped with charge lances, one charge rifle, one chain shotgun, one with EMP-grenades and five melee fighters with good plasteel spears. Every melee had a shield belt and the shooters had smokepop belts.


It's morning, after breakfast and everybody is happy and I think that I'm prepared for some fights, the last raids never were a real struggle and I've built two auto cannons at my main/only entrance some time ago, that I've never needed before, to support my mini turrets.
I push the start-button and it states I will face a struggle like I never did and asks if I'm sure that my defenses are prepared for that. I think to myself: Shit, am I ready for this?! But I don't want to bother with building a bigger maze or more turrets or anything and the raids I had before were alright with not a lot of damage and Phoebe was nice to me most of the time so I decide it will be alright.
Man, was I wrong!

First drop Pod raid: 31 Scythers, alright, that's a lot more than I faced before but with EMPs and melee fighters supported by shooters, it should work out fine. While I am fighting them (22 left) a second drop pod raid arrives, 6 Centipedes, a few Scythers, and Lancers. I am glad that there's only one inferno cannon on them, all where coming from the edge of the map so they had to get through my main entrance at least. While they are starting their attck, a third dropping occurs, this time two centipedes dropped in my northeast warehouse and 3 or 4 of them plus some smaller mechs right outside in the fields.
I decide to let them do their thing while only my incapable of violence guy, Scottie, is inside (doesnt need my crafting stations anymore anyway).
While they destroy the furniture there my soldiers in the south are having a hard time and due to bad micromanaging on my side and bad pathing decisions from my Pawns, one get downed inside one of the bunker doors so Lancers are getting inside. I try to rescue him and the rescuer get stunlocked from being attacked from all sides and also goes down. Everything is really chaotic, flying EMPs and uncoordinated shots and melee in between, pretty intense!
I manage to get everybody out of doors and kill the 4 Scythers that got inside. So far so good, almost everybody is hurt but thanks to Power Armor only bruises and nothing lethal.
I decide that I can't hold this position and retreat behind my base walls in the west, two Pawns rescuing another one so four fighters are out of battle at least for some time.
Almost all traps are triggered so no help from them so a shootout inside my southern fields occur, Centipedes destroying my turrets, Lancers doing significant damage on Pawns and Scythers doing what they do, scything.

Meanwhile one of the bonded Retrievers goes down inside the warehouse, I forgot to manage their Zones correctly, so I give Scottie some dogs and draft him with 'release' activated, he might be unable to fight but he can lead them the right way at least. They get support from the two melee fighters that rescued the two Pawns beforehand and manage to kill the Centipedes. There are fires in my warehouse and some more dogs get downed but at this point I am really just trying to rescue the bonded one and kill the Centipedes inside at all costs (except Pawn's lives ;-)).

The battle in the south is starting to turn in my favor with only a lot of Scythers left, they got reinforcements sent in, don't remember how much.
I fight them in the little building to the south with a melee in the doorframe supported by one shooter and one EMP-thrower.
My bionic super melee-hero Jennings who really was a transhumanist (Arms, Legs bionic and one Archotech eye) dies to too much bruises in his torso and I get Xander to fetch grenades (only at that point did I realize that could be a good tactic against 20 Scythers in the Hallway instead of fighting them one by one) and it works out. Jennings corpse gets destroyed in the process so no resurrection for him.
After the Scythers are dead I fight off the left few Mechs in my northern fields and tend to the wounds.
I count the bodies of Mechs lying around:
63 Scythers, 12 Centipedes, 11 Lancers.
Two and a half days had passed, I've lost Jennings, got two or three more Yayo-Addictions meanwhile (had two beforehand but at this point I really dindn't care anymore about that) and almost everybody is wounded and resting.
At least some colonists get a good nights sleep, the ones that really need it and aren't on Yayo to work through the night.
(The 3rd picture is from the day after the first waves, some of the Mechs broke into my kitchen as well and I fended them off and rebuilt walls but my memory is not that clear about all the details, I was too overwhelmed by emotions to think clear  ;D)

Not much time after midday, there are coming more drop Pods with mixed Mechs, I have stopped counting at this point.
At least two of them have inferno cannons. My traps aren't really rearmed yet and my turrets still gone, almost everybody still hurt.

I fight against them in the fields to the South again. The Centipedes are starting fires all over the place and my burning Colonists run out of Cover, everybody is shooting and screaming. Everybody tries to rescue someone and everybody gets downed in the process.
One by one.
Lacey watches her husband Alex go down as the second last standing and I nearly start to cry, looking at all my people, lying in the grass helplessly, everything going to hell.

Lacey, thankfully, decides to take a small break and to not let her getting overwhelmed by emotions but to think about the options. Fighting is not one of them. Her (and my) first impulse is to rescue Alex (they both plus Forrix were my favourite colonists) but he is definitely out of reach, she would die trying.
Alright, so she decides to get Scottie inside first and patch him up, he's a doctor at least (Thankfully, she was a Doc too, besides being a good shooter). While Scottie rests in bed Lacey goes out again and drags the next colonist inside, and the next, and the next, always waiting for the Mechs to get distracted enough so she can walk a few steps without it being suicide. She drops the people inside on the doorstep to not waste any time and Scottie gets up again, drags them into the hospital and patches them up. Solveig dies outside and Alex is still out of reach but Lacey manages to get everybody else inside, tough woman! Xander dies on the doorstep due to bloodloss and poor micromanaging on my side, can't blame Lacey or Scottie for it.
I am glad about the rain that set in during the action, otherwise everybody had just been burnt to ashes.
Lacey experiences heavy bleeding as well but patches herself up and keeps on standing and tending together with Scottie, using Glitterworld meds for all the infections.
Everybody is still incapable of walking, except them and a fire starts to burn Alex. Lacey is not going to watch her husband lying there, burning, so she runs out of the frontdoor to get to him and Scottie leaves the base to the south to distract the Mechs. It works out.
All 9 Survivors are inside. Most of the weapons are lost outside and the charge lances except one had burned away. Everybody is really wounded and on the edge of breaking so they decide to send the dogs that are left to haul all the meals and vegetables to a room close to the hospital and some meds and stuff to the space ship in case they have to retreat even further.
Some Mechs break into the northern garden as well now and some dogs get wounded in the process but without proper weapons it'd be suicide to go outside so the Pawns and the bonded animals stay close to the hospital and just wait.
Everybody is still out of order so Lacey and Scottie agree on waiting this shit out and don't care about everything outside getting destroyed, even the freezers and kitchen. They just want to hold the hospital and the rec room (everything west and north from where the mortars were).
Alex has lost one lung so Lacey goes to fetch one of the two, they 'scavenged' before. The death sound that I got so used to (three Pawns plus a lot of dogs) occured and Alex dropped.
Death cause: 'Psychite Withdrawal'. Fuck!
Lacey and Scottie had patched and fed everybody but they didn't think about the withdrawal effects and hadn't
administered drugs in time.
Lacey being Lacey, keeps a cool head and resurrects him with a serum. But all of this is too much, even for her and she starts binging on food. The problem is, there are only raw vegetables left to eat in the base at this time so she ventures outside (I think one human raid occured a little time ago, finally, but they didn't stand a chance against the Mechs roaming around and they probably dropped some meals) and gets shot multiple times and lit by inferno cannons and drops the last charge lance as well. What a sad moment, again, watching this brave hero lying helplessly burning in the middle of the battlefiled, sorrounded by killer robots.
Forrix, the best friend of Lacey is able to walk again, gets herself a shield belt and a Go-Juice injection and runs out to rescue her while Lacey is slowly burning more and more.
Forrix manages to get them both inside safely, with minor wounds on her at least.
Lacey's whole body is burned all over and not one single thread has remained of her devilstrand clothes and Power Armor.
Now they are all bunkered in and I micromanage the administering of drugs for downed, addicted Pawns to prevent this deaths from now on.
Things are looking stable, at least there is beer, Psychite tea and Yayo left en masse. Smokeleaf too but it makes them too lazy so they decide to not smoke it (I forbid it ;-)).
Xie Xue calls one of the outlander factions to send in some help to distract the Mechs and prevent them from breaking through the critical walls.
There come five people dropping at two different sites so no real help from them and Xie Xue calls the two allied tribes too but they don't want to help immediately but agree to send war merchants the next days (again, for distraction, no way they would make it to my base or I'd be able to trade with them).
At this point there are 7 days left I think. A siege with only snipers happens somewhere in between but also gets destroyed by the Mechs, as well as another human raid and of course all the friendly foes get wrecked too. There are dropping more Mechs in from time to time but mostly just 1-3 because my wealth was halved I think, since the beginning and everything iss fucked  up enough for Phoebe to show some pity.
Every human that entered the map gets killed almost immediately.

Everybody still has hope because the Mechs aren't really interested in the walls around the ship and there's enough food (raw, but who cares in such a moment) and the chemfuel reactors Alex constructed next to the hospital will have enough fuel for the whole time and the colonists manage to build some more walls for reinforcements, and, trying to distract Mechanoids from critical walls from time to time, they could be fine until the reactor was ready.

Xie Xue calls some more merchants and military aid in, the distraction seems to work at least and prevents the Mechs from focusing too much on my fortress walls.
One of the Outlanders drops inside my kitchen, destroying a part of the roof, trapping himself in and I get the message: 'Allies are trapped and dig their way out'

They start digging to the north, directly in the direction of the ship. One almost digs through but fortunately he decides otherwise with two doors left in the long straight north-south-corridor and turns around before getting killed like the three other 'helping' 'Allies'.
So some of the Mechs are drawn close to the ship site but, fortunately again, they dig aimlessly and it seems alright.

...

[attachment deleted due to age]
#27
Grammatical error in shoot frenzy message:

"Her shoot more accurately for the next 8 days"
#28
The highest drone I got was extreme with -48, that kicks ass! But I bought foil helmets beforehand because they don't start at this level so you can get prepared for that.. I definitely did after having my first psychic ship in 1.0 and wanted to prepare for a view days which wasn't quite the best idea in terms of general mood.

But I was also lucky that 3 of my women were in happy relationships and I had every drug available to soften the moods which I prescribed everybody in need ;-)
I'm playing phoebe hard btw.

I guess this is one of the things that shall add some weight to internal threats and I don't see it that negatively..probably it makes it mandatory to produce drugs for not having your people going insane, which isn't a good thing if course..
In my run the moods are relatively high constantly and I haven't much to worry in that regard so I quite like this event for spicing things up a little..
#29
On the topic of 'friendly chat':
I really liked this option too, for training social or waiting out a withdrawal or if I don't want to recruit that pawn yet, but maybe later and it served roleplaying-feeling IMO.
Didn't ever confuse me,even when I started playing, in case some new players really don't know what to do it, you could add a tooltip when hovering over it stating that it will train social skills a little and maybe prepare them for later recruitment. If there wasn't one like this, haven't checked in a long time..

Regarding caravanning with multiple pawns:
I don't know if I got unlucky but I sent a couple out on a journey and in three days they didn't do any social interaction with each other. If this is intended I'd like to have it changed.
Would be really nice if there could be more social interaction and maybe even people becoming lovers during a journey.

And for those sneaky one-man trips variances for recreation would be really welcome so that they don't get bored so fast alone out there, my teetotaler is always recreation starved when arriving at home.

In regards to healer mech serums: maybe there are differences between the storytellers but on phoebe 'hard' after about 8 years I got 12 in total I think, used some and have 9 left in storage. Some tribes people wanted 13 incendiary launchers and gave me 4 in exchange plus a masterwork power armor helmet so I can't complain. I'm preparing for the ship launch,stacking up food and meds/drugs and bionics right now and I guess the serums will come in handy.

The ship building feels a lot like a grind for advanced components, which isn't bad in itself but I'd like outlander towns to have them for sale as well. Maybe I was just unlucky but I sent a pawn for shopping with an elephant and a dromedary because I also needed plasteel and he returned with 140 plasteel and, because they didn't have any other useful things for me, 40 ordinary components and a stack of neutroamine so the trip wasn't utterly useless but I'd like to see more plasteel for sale and at least 1 adv. Component.
My one good crafter didn't mind standing at the fabrication bench for roughly two whole weeks though and some mechanoids had the  decency to show up and spend some plasteel for the greater good ;-)

Regarding trqders: I think they should scale with time/wealth so they bring a little more than 800 silver in the late game.
Would also be nice but I guess a lot more complicated to programme if they remembered what you bought a lot of in the past and bring more of it and also more in general the more you traded with them in the past, probably up to a specific point.. Or a mechanic where you can order stuff for maybe double the price then but getting guaranteed that they bring at least some of it with them.

I had a trade caravan in front of my base when I triggered a poison ship and, like I planned, they started fighting the mechanoids and in the very same moment another trade caravan arrived and also joined the fighting. Almost all of them died but three I managed to rescue and I experienced no relation drop because of the deaths which I liked because...well I did not harm them ^^
Beforehand one of the traders killed their own muffalo with a grenade while fighting a mad chinchilla, maybe they should be a little more cautious regarding friendly fire with explosives. I liked the free adv. Components of course ;-)


Edit: appears to me, that I'm sounding more negative and just like 'I want, I want, I want' than intended so I have to say there are so much changes in 1.0 that I love, too much to mention them all, a few that come to my mind now:

-wildlife tab
-traders tending themselves
-crafting bionics
-melee being levelling up at good paste and being really worthwhile (in the past I never used it and now I really enjoy it)
-social interaction descriptions
-that deep talks add different amounts of relation pluses depending on the pawn participating in it (don't know if that's actually new but I only yet recognised)
-the new armor system
-threat levels for caravans
-caravanning as a whole (bedrolls, convenience features when forming one, rewards,...)
-Implementation of a mod-detector when loading a game and the possibility to load the mod order from the save
-...
#30
After I wrote about my feeling of missing ioportunities to recruit someone, an escape pod dropped :-)

I encountered a fault in the text when resistance was broken:

My warden Xia Xue was trying to recruit Upgrade and it told me:
"Prisoner Xia Xue's resistance has been broken by Upgrade.." Doesn't look like he took her hostage to get free (even though it'd be funny) so I guess the names have just been confused.