Caravan travel slower in winter.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#16
General Discussion / Re: Caravan Travel Time/Days of Food Estimate Severely Off
August 03, 2017, 01:59:47 AM #17
General Discussion / Re: abandoning a colonist
August 01, 2017, 07:43:14 AM
no.
There are ways to resupply your caravan thou.
1) Settle (set colonies number to >1 in game option), gather berry, milk your animals, reform caravan and move on
2) Load drop pods with food and send it there.
3) Form another caravan from base to deliver food
There are ways to resupply your caravan thou.
1) Settle (set colonies number to >1 in game option), gather berry, milk your animals, reform caravan and move on
2) Load drop pods with food and send it there.
3) Form another caravan from base to deliver food
#18
General Discussion / Re: Game balance issue
August 01, 2017, 07:32:02 AM
Um.. I just did some testing using dev mode.
Apparently, what Jibbles say in the earlier post can occur. In my first couple of tests I let the snappers do their thing. The snapper and raiders will not walk the trapped hallway. They will instead keep lobbing grenades at every wall that cross their way, and this includes walls that is deep inside the base. It seems that while doing this the AI will only point the snapper at one direction and I suppose it is targeting my only pawn. So after a day of grenade lobbing the snapper will give up and retreat. By the time this happen they are usually deep inside my base. During this set of test the thickness of the wall has no influence on snapper's path finding.
On my next set of test I spawn in more colonist pawn and fire mortar at the raiders. If the group get hit, whoever survive the bombardment will walk the hallway. Hitting the group with dev tool explosion/kjll/damage and etc has no effect on AI's pathing. If any snapper get killed by dev tool, the group will just pick another pawn and dig the wall open if needed be. So it seems that for this trapped hallway strat to work, you need to hit them with some mortar rounds.
I may do some further testing on how the AI find its target for the snapper. So far it doesn't seem like room's wealth has anything to do with it. Turret seems to help in deterring snapper from attacking an area but doesn't work 100% of the time.
Apparently, what Jibbles say in the earlier post can occur. In my first couple of tests I let the snappers do their thing. The snapper and raiders will not walk the trapped hallway. They will instead keep lobbing grenades at every wall that cross their way, and this includes walls that is deep inside the base. It seems that while doing this the AI will only point the snapper at one direction and I suppose it is targeting my only pawn. So after a day of grenade lobbing the snapper will give up and retreat. By the time this happen they are usually deep inside my base. During this set of test the thickness of the wall has no influence on snapper's path finding.
On my next set of test I spawn in more colonist pawn and fire mortar at the raiders. If the group get hit, whoever survive the bombardment will walk the hallway. Hitting the group with dev tool explosion/kjll/damage and etc has no effect on AI's pathing. If any snapper get killed by dev tool, the group will just pick another pawn and dig the wall open if needed be. So it seems that for this trapped hallway strat to work, you need to hit them with some mortar rounds.
I may do some further testing on how the AI find its target for the snapper. So far it doesn't seem like room's wealth has anything to do with it. Turret seems to help in deterring snapper from attacking an area but doesn't work 100% of the time.
#19
General Discussion / Re: Game balance issue
August 01, 2017, 05:06:19 AMQuote from: Jibbles on August 01, 2017, 01:56:34 AMWould you mind sharing a screenshot of your base? I am curious about this.
Your experience with sappers are a bit different than mine. They love wrecking my walls. They'll even ignore single walls and head for the double. Actually, they went for my triple wall which is something I rarely do. They were dedicated to bust through that spot too.
If you find turret explosion helpful then give IED Traps a go. You can always shoot the trap if you feel like the raiders aren't going to trigger it. I have to agree that the mortars are extremely effective vs tribals.
#20
General Discussion / Re: Game balance issue
July 31, 2017, 10:11:50 PM
Usually the mortars alone can force enemy raiders to retreat. Snappers rarely attack the walls. The trick is that
1) Snappers want to blow up your mortars for it is expensive and easy to destroy.
2) Snappers tends to find the weakest spot to breach which is suppose to give you minimum time to respond. So they will avoid breaching the thick walls.
3) Snappers tends to avoid turrets so they will pick a location where there are least covering fire form turret to breach..
If the snapper attack my thick walls, I fire mortars at them. This only happened 2 times. The walls can take some mortar fire. Once all snapper is dead the rest of the raiders will go for the hallway and get owned by the traps. In my barn there are 50 panther ready to chase retreating raiders.
There are 88 traps in the hall way. Plasteel traps has such a high damage that, usually it takes 1~3 traps to kill a tribal raider. Scythers can take anything from 1~6 traps to kill, depending on where the scyther get hit. I send my boars to the north ready to ambush the roaming 1~2 scythers that targets my generator/power line. I can ignore the rest of the centipede and let the traps take care them.
#21
General Discussion / Re: Saving before hunting
July 31, 2017, 08:59:53 PM
In my last game I had a melee/jogger pawn that I use to manually hurt animal. Installed with full bionics and 2 scyther blades, he alone can survive a animal group revenge event. Works pretty well.
#22
General Discussion / Re: Post a cool tip you know about!
July 31, 2017, 08:15:35 AM
lol dude, as long as you have 1 pawn that has a burning passion in animal handling, boars are super easy to tame and train.
Gestation Period is 13 days, 1-3 offspring per birth. Make it your priority to tame the boars that are close to your base. the next year you will have at least 30 of them.
I now have so many boars that selling baby boars alone give me 9k silver every half a year.
Gestation Period is 13 days, 1-3 offspring per birth. Make it your priority to tame the boars that are close to your base. the next year you will have at least 30 of them.
I now have so many boars that selling baby boars alone give me 9k silver every half a year.
#23
General Discussion / Re: Game balance issue
July 31, 2017, 08:07:10 AM
I play without turrets.
1) less components for maintaince
2) draw less power, hence you don't need to rely on solar and battery. No Zzzzzt
3) no turrets loss hence no replacement cost
4) You are completely fine even during solar flare event.
Plasteel trap is OP. Lay as many as you can and you will be fine even without turrets.
1) less components for maintaince
2) draw less power, hence you don't need to rely on solar and battery. No Zzzzzt
3) no turrets loss hence no replacement cost
4) You are completely fine even during solar flare event.
Plasteel trap is OP. Lay as many as you can and you will be fine even without turrets.
#24
General Discussion / Re: Post a cool tip you know about!
July 30, 2017, 09:46:59 AM
I would, except my boars are in really bad shape and won't survive the launch.
[attachment deleted by admin: too old]
[attachment deleted by admin: too old]
#25
General Discussion / Re: Post a cool tip you know about!
July 30, 2017, 09:22:03 AM
How to grab the neurotrainer item stash real quick.
This only works if the site is guarded by turret. You gona need drop pods to make it work.
1) load a fast moving pawn and assault rifle + about 75 chemfuel into a drop pod (in most case 75 is more than enough).
2) drop by edge, kill the enemy pawn real quick. Your assault rifle can out range enemy turret. Enemy usually consists of 1~2 pawn, may not even have guns. (If you drop in more pawns, the site will be guarded by more enemy with better guns)
3) Claim all building and turret. Make sure you grab your reward.
4) Deconstruct some of the turret, solar generator and battery. Use the resulting material to build a drop pod launcher and a drop pod.
5) Refuel and load the drop pod, then get out of there.
It only cost 80 steel and 1 component to build a drop pod. If on your way back you fill in the drop pod with component and steel ,you can recover the initial building cost. This make the trip's real cost somewhere close to 150 chemfuel.
Edit.
I just realize that, if the site isn't guarded by turret, you can probably bring 4 components with you and just mine the 160 steels on site to make the return trip possible.
This only works if the site is guarded by turret. You gona need drop pods to make it work.
1) load a fast moving pawn and assault rifle + about 75 chemfuel into a drop pod (in most case 75 is more than enough).
2) drop by edge, kill the enemy pawn real quick. Your assault rifle can out range enemy turret. Enemy usually consists of 1~2 pawn, may not even have guns. (If you drop in more pawns, the site will be guarded by more enemy with better guns)
3) Claim all building and turret. Make sure you grab your reward.
4) Deconstruct some of the turret, solar generator and battery. Use the resulting material to build a drop pod launcher and a drop pod.
5) Refuel and load the drop pod, then get out of there.
It only cost 80 steel and 1 component to build a drop pod. If on your way back you fill in the drop pod with component and steel ,you can recover the initial building cost. This make the trip's real cost somewhere close to 150 chemfuel.
Edit.
I just realize that, if the site isn't guarded by turret, you can probably bring 4 components with you and just mine the 160 steels on site to make the return trip possible.
#26
General Discussion / Re: Post a cool tip you know about!
July 30, 2017, 03:06:57 AM
How to rob ally caravan.
1) Train 100 boars
2) Position the boars right by the ally caravan (radio for a caravan if needed).
3) Arrest ally pawns.
4) Watch your ally get owned by the boars
5) Don't let the muffalos get away. Kill them, get their goods, and cook them up.
6) Capture everyone that is alive. Treat their wounds, give them peg leg if they needed one, strip them. Then release them.
7) Use the console to send them some silver to make up the lost rep.
Profit!
The trick is that you didn't straight up shot them with guns so they have a higher chance to be taken alive. Each pawn you release is worth 15 rep, and then the goods and silver they carry will be more than enough to pay for the rest. Make sure whoever you capture is healthy enough to reach the edge of the map once you release them. (e.g a shot in the brain and the pawn may not be able to reach the edge of the map before he stave to death)
1) Train 100 boars
2) Position the boars right by the ally caravan (radio for a caravan if needed).
3) Arrest ally pawns.
4) Watch your ally get owned by the boars
5) Don't let the muffalos get away. Kill them, get their goods, and cook them up.
6) Capture everyone that is alive. Treat their wounds, give them peg leg if they needed one, strip them. Then release them.
7) Use the console to send them some silver to make up the lost rep.
Profit!
The trick is that you didn't straight up shot them with guns so they have a higher chance to be taken alive. Each pawn you release is worth 15 rep, and then the goods and silver they carry will be more than enough to pay for the rest. Make sure whoever you capture is healthy enough to reach the edge of the map once you release them. (e.g a shot in the brain and the pawn may not be able to reach the edge of the map before he stave to death)
#27
General Discussion / Re: Infestations
July 29, 2017, 08:59:34 AM
I have given up overhead mountain base already.
1 hive spawn per pawn, 3 bugs per hive. If you are unlucky you can have way too many spiders to handle. Just not worth the cut nose and ears.
1 hive spawn per pawn, 3 bugs per hive. If you are unlucky you can have way too many spiders to handle. Just not worth the cut nose and ears.
#28
General Discussion / Re: Post a cool tip you know about!
July 29, 2017, 02:35:00 AM
How to deal with Psychic ships.
1) Train 100 boars.
2) Get 1 gunner and as many EMP as you have
3) Send your animal to surround the psychic ship. Make sure the animals are positioned as close to the ship as possible from all direction.
4) Shot the psychic ship to release the mechanoids, and draft your animals at the same time. The mechanoids will spawn right by the animal hence they won't fire their weapon.
5) Undraft your gunner to avoid friendly fire. Stun the mechanoid using EMP and watch your boars tear those mechanoid apart.
6) Profit!
This method has a very high chance of leaving the scyther blade intact. You will need a high level crafter to successfully remove those scyther blade.
1) Train 100 boars.
2) Get 1 gunner and as many EMP as you have
3) Send your animal to surround the psychic ship. Make sure the animals are positioned as close to the ship as possible from all direction.
4) Shot the psychic ship to release the mechanoids, and draft your animals at the same time. The mechanoids will spawn right by the animal hence they won't fire their weapon.
5) Undraft your gunner to avoid friendly fire. Stun the mechanoid using EMP and watch your boars tear those mechanoid apart.
6) Profit!
This method has a very high chance of leaving the scyther blade intact. You will need a high level crafter to successfully remove those scyther blade.
#29
General Discussion / Re: Can't you dumb dogs heel?!?
July 28, 2017, 05:28:55 AM
I just accept the loses and train more animals.
Early game I let the animal assault the enemy from one side, and send my man to flank the enemy from the other side. While this move can reduce unnecessary losses from friendly fire, some of the enemy will return fire at your pawn. An unlucky hit and your pawn will be forever missing a nose or ear. So I just keep breeding and training more animal until at some points I have enough animal to repel any raids without firing a shot.
Do not sell your animal. If you sell your animal you get a bigger debuff (similar to when it get killed). That very same animal can then reappear as wild life. Yes it still has its old name. If it die for whatever reason your pawn will get upset.
To get rid of bonded animal, form a caravan then abandon them in the wild. This way you only get a -5 debuff for 5 days, which shouldn't be to hard to handle. I have yet seen an animal reappear after being abandon so I am assuming this is the safer way to go.
Early game I let the animal assault the enemy from one side, and send my man to flank the enemy from the other side. While this move can reduce unnecessary losses from friendly fire, some of the enemy will return fire at your pawn. An unlucky hit and your pawn will be forever missing a nose or ear. So I just keep breeding and training more animal until at some points I have enough animal to repel any raids without firing a shot.
Do not sell your animal. If you sell your animal you get a bigger debuff (similar to when it get killed). That very same animal can then reappear as wild life. Yes it still has its old name. If it die for whatever reason your pawn will get upset.
To get rid of bonded animal, form a caravan then abandon them in the wild. This way you only get a -5 debuff for 5 days, which shouldn't be to hard to handle. I have yet seen an animal reappear after being abandon so I am assuming this is the safer way to go.
#30
General Discussion / Re: Worst colonist ever
July 27, 2017, 07:40:31 AM
Yet another bad pawn.
[attachment deleted by admin: too old]
[attachment deleted by admin: too old]