What exactly do you want? Neither are game-breaking. You can just repair walls and wait for berries to regrow.
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#136
General Discussion / Re: [1.0.xxxx] Need help fixing save game after update. (Berries gone, wood damaged)
July 10, 2018, 05:24:17 PM #137
General Discussion / Re: Unstable build of 1.0 available
July 10, 2018, 05:20:57 AMQuote from: Madman666 on July 10, 2018, 05:02:27 AMYes, I find myself playing this way more and more. And it feels bad. My most memorable playthrough in 1500 hours was in 0.17. It was a Rich Explorer scenario. My initial pawn was killed somewhere around 3rd year. But then I had a mod which added resurrection machine, obtained in the extremely rare event. I tucked a body into cryptosleep capsule and ended up playing more than 10 (TEN) years to resurrect that first pawn before taking off the planet. Another one, again in 0.17, was when I tried to take a caravan route to the ship, and heavily miscalculated supplies needed, so I settled to recover and ended up living there for several more years. Now I can't imagine myself doing anything like this. It ceases to be fun somewhere around year 4. I can struggle for a several more years, but it is not a fun type of struggle. All that shit that happens I can only describe as "cheesy." It stinks of fake difficulty. And I am playing on normal now, dropping 2 difficulty levels from older versions. Also, originally I was always playing on flat maps, and it felt nice, now I feel obliged to bunker up under a mountain.Quote from: Oblitus on July 10, 2018, 04:56:07 AM
One day you will see an eclipse caused by hundreds of drop pods falling right on your heads, and this will be the end.
The problem is - some people don't really play it to last, they like to live a story and eventually end it by dramatically leaving, so they most likely won't ever see that eclipse of doom and won't ever care about people who will and will be very surprised, when some people complain about raid scaling or world map scalin (as i ve seen couple days before). Or about nerfing some strategies, that used to help against crazy raid sizes. Because those strategies just won't be needed in their own playthroughs.
#138
General Discussion / Re: Unstable build of 1.0 available
July 10, 2018, 04:56:07 AMQuote from: Boboid on July 10, 2018, 04:45:26 AMNo. The answer is No. Sure, power armor can give you an edge. Some edge. But at the end of a day, it can only buy you some time. No armor will help when you are outnumbered 1:20. Or when your pawn is set on fire and decides to run away from cover under a crossfire. You can use turrets, but you can only have so much turrets. They have an upkeep cost, they need replacements after raids, they need power, they need space. You can buy some time, but you are doomed by design. One day you will see an eclipse caused by hundreds of drop pods falling right on your heads, and this will be the end.
Can you spend wealth on combat power in a way that increases your combat power relative to raids inclusive of the wealth spent on said combat power? Yes. The answer is Yes
#139
General Discussion / Re: Unstable build of 1.0 available
July 10, 2018, 04:22:49 AM
Wealth bloat is effectively uncapped, and if you decidedly keep wealth low, you are missing any sense of progression quite soon.
Raids are based on wealth and scale infinitely.
New 1.0 gameplay insists that thou must use your pawns as a primary combat power.
The more pawns you have, the more difficult it is to gain more, and more tedious managing is.
But this is not the worst part. Getting more population turns the colony into the ant farm, and I simply can't care about them anymore - they are losing any personality. No personality - no story. My personal comfortable maximum is 8-10. No matter how picky I am in recruiting, sometimes I just need that pawn now, so 1-2 would be incapable of violence, and 1-2 other would be just awful fighters, so I somehow have to fend off endless hordes of enemies with 5-8 capable pawns.
Raids are based on wealth and scale infinitely.
New 1.0 gameplay insists that thou must use your pawns as a primary combat power.
The more pawns you have, the more difficult it is to gain more, and more tedious managing is.
But this is not the worst part. Getting more population turns the colony into the ant farm, and I simply can't care about them anymore - they are losing any personality. No personality - no story. My personal comfortable maximum is 8-10. No matter how picky I am in recruiting, sometimes I just need that pawn now, so 1-2 would be incapable of violence, and 1-2 other would be just awful fighters, so I somehow have to fend off endless hordes of enemies with 5-8 capable pawns.
#140
General Discussion / Re: Melee Weapons in 1.0
July 10, 2018, 03:47:19 AMQuote from: Canute on July 10, 2018, 03:41:22 AMUranium is no longer small and is easier to get.
For sharp weapons, plasteel is the best. No question.
But for blunt weapon the 0.9 blunt modifier made it not that good.
Sure with better cooldown it is still better then steel, and since uranium is a small material you will need you will need alot of it, plasteel is a good solution for blunt weapon's.
So unless you got alot of uranium (which i would put into shieldbelt's/power armor at first) plasteel is a good alternative for maces.
#141
General Discussion / Re: Melee Weapons in 1.0
July 10, 2018, 03:25:14 AMQuote from: Boboid on July 10, 2018, 03:14:03 AMHmm, maybe. I remember comparing stuff and deciding that plasteel is the best, but can't remember why.
https://imgur.com/a/KPhHpCu
There's also a massive armor penetration discrepancy.
Edit: Quite frankly you probably need to double check these kinds of things first - Currently Plasteel has a 0.9 blunt modifier and 0.8 cooldown modifier.
You couldn't reach 1.36 with those numbers even if you tried.
#142
General Discussion / Re: Melee Weapons in 1.0
July 10, 2018, 03:09:18 AMQuote from: Boboid on July 10, 2018, 03:01:20 AMEffective DPS multiplier for plasteel 1.38, for uranium 1.36.
Uranium is currently the most efficient blunt weapon material with a 1.5x blunt damage modifier and a 1.1 cooldown modifier.
#143
General Discussion / Re: Unstable build of 1.0 available
July 10, 2018, 03:01:03 AMQuote from: Tynan on July 10, 2018, 02:14:54 AMBase damage 8.2
Also, human bite damage is defined as equal to punches, I'm not sure why it'd do more. Any insight appreciated, maybe I just forgot how this system works.
Random mult up to 1.2, can rise it to 9.84, which can be rounded to 10
biteDamageMultiplier adds 25% which leads to 12.5
#144
General Discussion / Re: Unstable build of 1.0 available
July 10, 2018, 01:55:20 AMQuote from: Syrchalis on July 09, 2018, 10:09:20 PMAnd I thought I am a hoarder with my 381k on 249 days colony...
Might be related to the 5,5mio colony wealth
#145
General Discussion / Re: Unstable build of 1.0 available
July 09, 2018, 04:36:16 PMQuote from: ashaffee on July 09, 2018, 02:41:55 PMThe problem here is that mid-tier stuff would be a waste of resources. As for now, there is simply no difference between stuff raiders and traders would bring you and mid-tier stuff you can make. Make decent leather clothes, pick any decent quality weapon and a flak vest from a raider and you are set almost as good as possible. All intermediate researches are nothing more than a pre-requisite for those ones that actually can make some difference. All mid-game crafting is primarily for money and training.
On crash landed it is worth it to not even build prerequisite things and just go straight for the highest tier weapon or power armor.
Also, there is no such thing as "highest tier weapon" in the current game. A medieval spear is the best you can get for melee, and "top-tier" charge rifle is only situationally better than junk-tier machine pistol.
#146
General Discussion / Re: What exactly is happening when pawns “Research”?
July 09, 2018, 02:27:28 PMQuote from: Zombull on July 09, 2018, 02:22:42 PMIt's a post-industrial world. So I guess a full set of the Encyclopedia Brittanica is a part of emergency supplies. Kept in the same place with a radio to talk to chased refugee.
Research as it is is a mysterious conjuring of knowledge from thin air. You are stranded on a planet, with no access to civilization and no means of communication. You sit down at a big wooden desk and...what? Think about the universe and stuff? Or did you crash-land with a full set of the Encyclopedia Brittanica?
#147
General Discussion / Re: The game is reaching 1.0 and I still have short circuits/zzzt disabled
July 09, 2018, 01:12:07 PM
I never had any problems with it. It's just a minor background event with little to no impact. Maybe with a lot of batteries, it would, but I prefer more reliable power. Especially now, when batteries and solars are gated behind the research - fueled generators are just better unless it is an extreme biome.
#148
Releases / Re: [1.0] Animals Logic 🐾
July 09, 2018, 01:18:15 AMQuote from: ptx on July 09, 2018, 01:15:37 AMA bit out of scope.
Graphene Battery for Carbon mod?
#149
General Discussion / Re: Keeping an animal on Luciferum
July 08, 2018, 10:25:53 PMQuote from: Sirsir on July 08, 2018, 10:24:53 PMWith "anesthetize" surgery.
Can you put an un-downed animal into a cryocasket?
#150
General Discussion / Re: Unstable build of 1.0 available
July 08, 2018, 08:15:19 PMQuote from: rdshea3 on July 08, 2018, 07:49:49 PMThe actual growing period is two times longer than declared since real days have not only day but also the night when plants won't grow. Also, low temperature is also a factor, as well as insolation that depends on altitude (you can notice that on polar bases solar power generators need much more time to go on full power).
It seems like corn is on a 25 day growing period atm, but if I'm not mistaken the info says 11.