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Messages - Wheatley

#1
I use medieval times on every run and I love it. Tons of armour, weapons and new stuff to build. My only complaint is that some of the raids from the added faction can be a little harsh, especially when they fight to the last man. Although this could just be more about my play style than the mod
#2
General Discussion / Re: Simple Slavery vs. Prison Labor
February 18, 2019, 05:51:27 AM
I use simple slavery and I don't find it to be too game breaking. You're essentially skipping the recruitment stage of a prisoner with the downside that they repeatedly try to escape, have breakdowns, move at a slow speed (shackles) and shouldn't have weapons because they will use them against you in an escape attempt. In most ways it's worse than just simply recruiting the prisoner the normal way.

I mostly use it for flavour than any real advantage.
#3
General Discussion / Re: Am I tending wounds wrong?
October 26, 2018, 03:06:56 AM
He's already mentioned that self tend is checked I believe.

Have you right clicked and told him to prioritise tending to himself? Sometimes they're strangely reluctant to stop themselves bleeding to death.

You can also change the priority of different jobs if you switch it over to number based. It's somewhere in the top right of the job tab in vanilla (I think!). I usually have doctoring/patient set to a high priority
#4
Could anyone tell me how to fiddle around with the caravan stats? As much as I love this mod, 3/4 caravans seem to be from a medieval merchant. I can't remember the last time I saw a pirate or exotic trader.
#5
I force myself not to use killboxes. I build my colony like a town with buildings separated by alleys and streets. It makes battles a lot more fun when you're building road blocks and ambushing from side streets when they split up. It's can be fairly effective too, if a little micro heavy.
#6
Ah, perfect! Now I can give them some basic armour and they might actually survive being gun fodder. Don't my want my precious colonists losing limbs now do I?
#7
It's possible I'm just being an idiot but I cant seem to get the slaves to obey the uniforms. Usually after being set the pawn will drop whatever forbidden items I've selected and go around naked until proper clothing is found, but these don't seem to be doing that.

Any clue why would be appreciated because at the moment I'm having to manually tell ~20 pawns to go put specific armour and clothes on!
#8
General Discussion / Re: Mortars: any good?
July 05, 2017, 08:06:12 AM
I am a big fan of mortars personally, but I play huge maps and large colonies, so I often have lots of mortars firing in volleys. They are great for poison/psychic ships, and large raids usually end up with a large amount of bleeding and/or missing limbs before they are even halfway to me. Gives those irritating brawlers something to do while the real fighters work too.
#9
General Discussion / Re: Ate without table
June 23, 2017, 03:45:33 PM
Provided the dining room is located near the dining room they're pretty good at pathing. I dot lesser dining rooms near other projects to ensure they have somewhere to go too.
#10
Do prisoners use vents/coolers to escape? They're a lot weaker than the steel doors I use to wall them in
#11
Ideas / Re: More dynamic traits/behaviors
June 23, 2017, 04:34:56 AM
I would definitely like to see the building of immunity to certain debuffs. I would love to run a colony who's main exports are the organs of the raiders who came to visit. However, even after years of doing it the damn pawns still get upset after harvesting the crop and selling the remains on to a slaver.
#12
I've tried large scale chicken farms. You can sell the adults in huge quantities to traders for around 54 each, and you get a ridiculous amount of eggs in the meantime. However you need to produce a lot of haygrass and manage the males properly so the population doesn't get out of hand, which leads to wasted pawn time and a fair amount of micromanagement.

So its viable, just up to you if you want to put the effort in.
#13
General Discussion / Re: Trader frequency
June 22, 2017, 04:10:48 AM
I used 900ish silver to bribe a faction to like me and they turned up a week or so later. Could be a complete coincidence though! Its not all bad, by the time they turned up I had ~800 flake saved up.

Another question though, how dangerous are caravans? Flake weighs very little, so I could in theory send one or two colonists on a trip to the local friendlies three days away. However the last thing I want is a manhunter pack of monkeys to eat them a few hours out of town.
#14
General Discussion / Re: Pemmican not in Inventory
June 22, 2017, 03:41:14 AM
Could possibly be a preference thing. They might just be grabbing meals instead. Try forbidding anything other than pemmican and see if that forces them to carry it around
#15
Quote from: wimpb on June 22, 2017, 02:58:06 AM
Quote from: dburgdorf on June 21, 2017, 12:42:29 AM
Quote from: 1FSTCAT on June 20, 2017, 08:29:40 AM
Maybe instead of disabling skills all together, they could get mood penalties for doing things they don't want to do?

Pawns Are Capable! by RimRue replaces "incapable of" restrictions with a set of traits that provide work speed and/or mood penalties when pawns are stuck doing tasks they don't like.

I think one of the easiest ways to make a soft penalty is to make an opposite of the Interest/Passion for skills. Disinterested/Hating a task gives a mood malus and penalty to learning, the exact opposite of a passionate pawn.

Isn't it already only 33% learning for anyone without passion? I've always interpreted this as disinterest. A malus value to learning would make it almost impossible to improve at all.