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Messages - Golden

#31
Bugs / Re: Cannot Smooth Stone in Corner
September 05, 2018, 02:40:53 PM
Ah, I see.  I'd forgotten that instance.  How it seems to work is that those inside corner tiles get done by the second of the two adjacent tiles.  So all you need to do is also smooth the other tile next to those spots and they get smoothed too.  I think it is kinda like the adjacent tiles do half of the inside ones so both need to be done.

Even though in the picture, there are really 3 adjacent tiles, you'll need to smooth all REACHABLE and adjacent tiles to get the corners done.  I think.  :)
#32
General Discussion / Re: Find thread
September 03, 2018, 05:19:13 AM
If you click on "Profile" on the top menu bar, you go to your page and a "Show Posts" link is right there on the left side.
#33
Bugs / Re: Cannot Smooth Stone in Corner
September 03, 2018, 05:13:19 AM
I think this bug was fixed several updates ago.  I know that I haven't seen it in Beta 19 for a while.  Are you running the latest version?
#34
As was posted as a thread in the General Discussions section of these forums, I too have noticed that many of the childhood backgrounds are missing from the current choices given in EdB Prepare Carefully and there are a couple that show on original pawns that aren't available either.

Quote from: decourcy on August 29, 2018, 12:53:59 PM
Hi, I updated to B19 yesterday so I started a new colony.
I noticed using 'Prepare Carefully' mod that there were few childhood traits left but still the full list of adult traits.
I uninstalled the game, deleted the directory the game had been in, reinstalled the game with no mods, started another colony and hit randomize many times and I am still getting only maybe 17 or 18 childhood traits.

Were they largely removed from the game? Any help would be appreciated, thanks.

Were they changed in the base game, or is there some reason why many are missing?
#35
That pawn, Alla, has a passion for animals.  Since hunting is a combination of animals and shooting, the passion carried over.
#36
I also feel that animal handlers should prioritize raw foods when training or taming, i.e. raw meat for carnivores and raw vegetables or hay for herbivores.  I get kinda tired of seeing better foods being used that way.
#37
Releases / Re: [B18] Sun Lights
August 27, 2018, 11:47:03 PM
Glow radius of 30 should mean that it will light up a circle 60m across - that is huge.
#38
You can mark the extra tables to not be used socially and they will still eat at them, but will gather at your dining room table for the recreation.
#39
Quote from: 5thHorseman on August 21, 2018, 12:08:22 AM
Quote from: Golden on August 20, 2018, 11:56:56 PM
I'm finding that the initial cost of all the walls and floors on a new map is excessive.  Tynan, why did you add this in?  Why is that included in my town's worth?  Please give a reason for this change.  I also assume that if there are any hidden caches of ancient items that they are also added in.
I'm not Tynan but I know why they were added. It was possible (and common) for players to limit their wealth while improving their colony by "paving the streets with gold" as the saying goes. Why put a huge statue in your town square when it means the raiders who show up at the door will be better equipped, and you can instead slather gold and silver floors everywhere and get a huge beautification boost while LOWERING your wealth?

As floors aren't "owned" the only practical way to implement this was to count all the floors on the map. I assume they added walls too as a "why not?" but don't know for sure.

This only counts things you can see, so things in ancient tombs and hidden valleys in mountains do NOT count. This was tested by a player, though I don't know in which thread. Possibly this very one.

While I don't really mind it myself as a thing, and don't consider it a bug (the stuff IS there and it IS worth money and raiders might want to come and take it) I do know that the Cassandra Rough NB runs I've done since the change sent harder enemies my way. Harder enough that I've yet to successfully get out of the first phases of NB (2nd colonist, relatively safe compound) without dying even though - RNG screw aside - I was getting pretty comfortable with it before the change.

I would be happy with a re-balance of the initial threat curve, to make the game play roughly the same as before.

Maybe an early-game raid type, "Floor thieves" who pick a random floor on the map. Their goal is only to rip it up and leave. If you leave them alone they leave you alone.
I do understand that.  However, why then is there a "claim" tool in the game if it has no use.  That should be what tells the AI about the floors and walls, that "I" own them, or maybe additionally if they are included in home areas that should inform the AI.  If I pave my colony in gold or silver, then those walls and floors are INSIDE my colony and "I" created them and of course the AI should count that.

Also, if they have never been discovered and are still covered by fog-of-war then they shouldn't be counted, as happens with the ancient dangers and places buried in mountains and large hills, or even out in the open if they don't have a break in the walls.
#40
I'm finding that the initial cost of all the walls and floors on a new map is excessive.  Tynan, why did you add this in?  Why is that included in my town's worth?  Please give a reason for this change.  I also assume that if there are any hidden caches of ancient items that they are also added in.

Please consider removing this and making it only add to the colony's wealth if you claim the construction or if you deconstruct it down to the blocks.  And please don't add the special items inside the ancient buildings until they are opened.
#41
Quote from: Starbug3D on August 18, 2018, 02:47:34 PM
Quote from: Tynan on August 18, 2018, 10:13:12 AM
Also, I'm looking for feedback on the cost of the ship. It's much less than B18, but how is it? Does it feel like it takes too long to build, too short, or okay?

I always start out thinking I'm going to rescue my peeps and the pets.  Then once I get to the stage I have everything built but the pods, I just lose interest and just build a couple.  The 15 days of pain makes it even less interested in hanging around a moment longer than I need to.  I imagine instead of rescuing my colony that they're just going for help and everyone will be fine until they get back.

In previous playthrus Uranium was slowing down my ship building progress.  This playthru (Cassanda Classic Medium) I'm flush on Uranium but way short on Plasteel and deep drilling isn't very rewarding for me.  I'm pretty sure my game predates changes to resource distribution and/or drilling so I'm planning on a new game pretty soon.  (I've got about 3.5 days left warming up my engine.)

In answer to your question, I think I would prefer a passenger module that held multiple people and was more inline in terms of cost with the other ship parts than the individual sardine cans which feel both expensive and inadequate.

This exactly!!!  The annoyance of having to build all the separate caskets is the one problem I have with the cost and time involved with constructing the escape ship.  Not only does it take a very long time to create the materials (mainly the components), but in my opinion they cost a bit too much.

For example if I am trying to do a minimal number of pawns, 12 caskets is probably the least amount I need to get them off the planet.  That requires a total of 161 components and 97 advanced components (for the whole ship).  Even with 2 benches, that is a lot of time.

And that doesn't include the cost and time for the weapons and armor required for the security for the reactor starting sequence.  It just seems to be a little much.
#42
Thank you for this mod!  :D
#43
General Discussion / Re: In search for a specific mod
August 10, 2018, 01:28:33 PM
The best place for this request is in the Mods section where people post such threads with the tag [Mod Request] and wait to see if someone is willing to make such a mod.
#44
Yes, the hunting status was updated to include the Animals skill.  As far as I remember it was to indicate a knowledge of animal behavior that would increase the chance of successful hunting.
#45
Wooden ikwas.  From what I can tell and for the wood expense, they give the most xp per time involved.  Of course that is only going to work if you have a decent supply of wood.

If someone else has a better object, please post it.  :)