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Messages - Snafu_RW

#181
Quote from: East on November 13, 2017, 05:08:16 PM
New mental inspirations have been updated and I would like to talk about them.

Condition 1. Once you receive a mood bonus, you need a high mood.
QuoteYou've reversed these two I believe: your pawns need a high mood to receive the bonus
Condition 2. You need a situation where the corresponding mood can be used in a time limit.
Condition 3. The die roll must succeed. It is because the mental disorder occurs with a certain probability.

In other words, it is possible in the later game. It is difficult to satisfy the condition that all three are passed.

----Inspired trade
trade Rise Mental bonus will occur at a low probability of caravan NPC arriving or sending caravan. And there must be goods or silver that can be sold. The problem is that the actual impact on the deal is smaller than you think, although the conditions are more often than you think. In the later game, 300-400 does not have much meaning in this game.

----Inspired recruitment
There must be a prisoner and it should happen to a social character. Very low probability.

----Inspired surgery
There should be a patient to be operated on and a doctor should be available. More importantly, the probability of surgery in later games is easily over 100%. It is useless.
IME the trade bonus works well when /buying/ from NPCs (if you're lucky/planned colony placement you can get bionics for half price!) Less so with /selling/ to NPCs, as the default -70% price debuff kicks in :( However, with careful colony placing you /can/ use that trade boost to good effect pre drop-pods (I've done it)

Recruitment: I don't think it matters which pawn gets the buff; I believe the 100% chance to recruit happens no mattter how good they are at Social (altho I've no idea if it effects 'incapable of social' pawns or not; likewise is there a Social XP boost to success using this ability?)

Surgery: I can see it helping with overwhelmed medics after a raid, especially early game, but as you say it's a bit 'meh' ATM.. unless there's an XP boost as above..
#182
General Discussion / Re: Beacon Behaviour
November 12, 2017, 10:27:44 AM
Canute: tks,but I was talking about using the 'create stockpile' button when the beacon's selected; maybe I should have been clearer..
#183
Certainly the info box doesn't say for how long they're inspired, but it does list /whether/ they're inspired, & what with

Bottom left corner of screen once the pawn's selected, about 3rd line down
#184
General Discussion / Re: Beacon Behaviour
November 11, 2017, 06:49:00 PM
If there's another non-stockpile zone marked the beacon zone won't automatically include it when defined (annoyingly this includes dumping piles, so you'll have to dezone them first)

Hint: use doors held open for pillar spots: doors can support roofs too
#185
Quote from: lauri7x3 on November 11, 2017, 08:22:57 AM
there should be a notation for inspired people in ther mood or so.
It's in the pawn's general info box, viewable from the main screen with the pawn selected
#186
Quote from: shentino on November 10, 2017, 02:04:38 PM
Also, if anyone is downed, collect them PRONTO.  Rescue if they're already part of your colony otherwise capture.
Ideally with another colonist they hate, if you have time - leads to less infractions within the colony
#187
General Discussion / Re: Biome/Temperature oddities
November 10, 2017, 06:23:34 PM
Quote from: Canute on November 10, 2017, 03:53:38 PM
Basicly your point is right.
[..]
But it could still be a random growing periode there, like heat wave/cold snaps during the hot/cold parts to made growing possible.
Certain cacti in N America (at least) spring to mind.. as do locusts (ok, not plants but a similar system)
#188
IIRC OTBs have a defined area (now availableto set as stockpile) in which to work. Anything outside that stockpile is ignored for trade purposes; anything within that area (or just outside if roofed) is where your goodies land

OTOH NPC trading caravans can & wil lpick up from anywhere within your home (or map-wide? not sure)

This STM to be a reasonable current solution: the OTB can't scan outside its range whereas ground-pounding caravans can see all within the base map - but have a lot less goods/cash to trade
#189
Quote from: Kalre on November 10, 2017, 07:36:06 AM
- Give us ways to treat Scars, and other diseases injuries, not to the point of just getting rid of them but making them more beareable.
Lucy for a chance to cure & painstopper otherwise not enough for you?
#190
Inspiration mechanic: Why give brawlers the possibility of having a shoot frenzy? (prolly other odd mechanics too..)
#191
Quote from: Bozobub on November 04, 2017, 09:33:25 PM
In A17, medicine ONLY matters for initial surgical procedure success percentages.  After that, any medicine is equivalent for treatment; glitterworld = normal = herbal.
IIRC that (was) true for trauma injuries; however, infections responded better to better tech

IOW get injured in a firefight/have an operation(trauma/invasive procedure), the initial medicine quality made no difference. For patient care/infections increasing med quality reduced heal/immunity time &/or the chance of infection
#192
Quote from: corestandeven on November 05, 2017, 12:27:58 PM
Agree, however there is a fix to that current problem. Just mass select all the Packaged Meals in your storage area and 'Forbid' them. Colonists will not eat them, nor will they be given to prisoners, and you can still select them when forming your caravans.
Either that or zone your food storage area so the PSM/MREs are stored at the back, furthest away from entrance: colonists will prefer pathing to the nearest applicable food
#193
General Discussion / Re: What to do about hives?
November 05, 2017, 03:38:16 PM
Multiple miniguns work well if you have them: build a long corridor leading from the hive entrance & position as many minigun-toting pawns as you can at the far end in a 2-deep formation to avoid friendly fire issues. Then encourage the bugs with a sniper or similar after setting the miniguns to fire past the bugs at a fixed target (eg packing spot or whatever)
#194
Quote from: Lobstercraft on November 04, 2017, 05:28:05 PM
Does it mean that once I'm done with research I can use my scientist to make drugs?
Making medicine (not sure about other drugs) requires capability of intellectual tasks, crafting 3+ & medicine 6+. I'm unsure if the intellectual skill level affects workspeed however
#195
Quote from: Canute on November 01, 2017, 03:44:50 AM
Snafu, maybe you didn't understand the function of packing spots yet.
The packing spot if the spot where YOUR selected pawn and animals gather to form the caravan.
I'm aware of that tks; the context was being applied to the proposal I quoted