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Messages - Grimandevil

#46
General Discussion / Re: Inferno Cannons
March 11, 2016, 02:27:56 PM
Quote from: Panzer on March 10, 2016, 05:18:40 PM
That doesnt really work though, if the original target is unreachable the centipede will just shoot at another one, once hes done charging. Depending on how many fighters you have, this is just excessive micromanagement.
yeah, i forgot to mention that indeed. that what i meant by shooting in 'volleys'.
and for micro, i dont mind some, if the fights are fun.
#47
Quote from: NoImageAvailable on March 10, 2016, 05:00:06 PM
Stream is over but I don't think it was much of a success in terms of showing off features. I'm curious as to what people who watched it think, was it any good in terms of showing off the new stuff?
i had to leave after 1st half of stream, so i cant be sure. but i think, since the point is to demonstrate combat features, u can start with already developed colony (basic buildings, more colonists, harsher raids), so u can focus on actual fighting.

(idk what is AAR) :-[
#48
speaking of ammo system, maybe there should be a severe limitation for carried ammo (u dont expect your cook to walk around hung with machineguns belts), but also ammo sacks, that increace carried amount but give working\moving penalties.
#49
General Discussion / Re: Inferno Cannons
March 10, 2016, 03:31:18 PM
well, if u hide your fighters out of centipedes LoS, before if finishes charging up, u're pretty safe to pop-up again for another volley. just use some cover.
#50
click on the amount and drag ur mouse left/right.
#51
General Discussion / Re: Animal hauling.
March 09, 2016, 07:07:46 AM
though, not very realistic, that a bunch of pigs running around carrying stuff, it would rather suit monkeys, but the game considers em too small to carry anything.
#52
General Discussion / Re: ice sheets
March 09, 2016, 06:57:41 AM
Quote from: Snownova on March 09, 2016, 06:45:23 AM
Look out for big patches of gravel, wall them in, heat them, sun lamp and you've got yourself a nice greenhouse.
or wall in a geothermal vent. just make sure its not overheated.
#53
General Discussion / Re: How to feed animals?
March 09, 2016, 06:45:18 AM
Quote from: praguepride on March 08, 2016, 01:58:46 PM
Actually I love to use human meat to feed my animals. I'm not planning on using it any time soon and it gives me something to do with the 30+ corpses that litter my base at any point in time...
actually it's worth selling it, and feed your animals with cheaper stuff.
#54
General Discussion / Re: muffalo and deer
March 09, 2016, 06:38:06 AM
muffalos (or alpacas) furs have better thermal properties, if u're going to make clothes for cold\hot biome. plus the wool.
#55
Quote from: Kadrush on March 08, 2016, 07:58:46 AM
I like combat realism, but the supression mechanic allied with the fact that the AI dont shoot trough enclosed embrasures means that most attacks are just turkey shootings. They came, get supressed by LMG (or other rapid fire weapon) and dont shoot back. You just send a few people with LMGs to the wall, replace them when tired and keep shooting until they retreat.
it is true, that at first they ignore shooting at embrasures, but when being fired from, they actually reconsider and fire back, also taking defensive positions.
#56
Mods / Re: [Request] Medieval age
March 08, 2016, 11:30:11 AM
if theres no plasteel, electronics or space ships, then how the hell did your colonists ended up on distant planet.

anyway, there is this mod that u might be interested in.
(i still think it needs a production facilities overhaul for more immersion)
#58
Quote from: sadpickle on March 07, 2016, 10:26:23 AM
Does anyone even use melee combatants? I know there are shields but they only delay death by a seconds if there's any sort of formidable group. I find melee fighters can't be used offensively unless you want them to wind up as a pincushion. Ditto for hunting, of course.
melee are actually very effective if u dont throw em in the open field, being shot holes in them, but have em pop up now and then from around the corners.
with bionics, they get even more dangerous, supplied with power arms or scyter blades. i had my cyborg brawler drop down a centipede once.

as for OP subject, there is this mod that adds backpacks to carry multiple stuff.
#59
Quote from: Fruit loops on March 06, 2016, 03:55:17 PM
-AI improvements: not having your cook go grab some potatoes, while you're shooting at a crashed ship part. maybe while your on alert mode your colonists try to stay indoors, or avoid low priority tasks, such as hauling rocks, or grabbing a weapon.
there is allowed zones. once the danger comes, u switch your colonists to safe zone, and only drafted colonists have freedom of movement.
all in all, i think, u want the game be played by itself. wheres the fun in that?
#60
General Discussion / Re: How to feed animals?
March 07, 2016, 07:07:08 AM
the best way is to have a passed through fridge next to your "barn". they will eat and dont stay for too long. other way is to use this mod.