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Messages - khun_poo

#211
Ideas / More variant raid for tribal faction.
December 26, 2017, 09:35:28 AM
There are many raid type in this game but most of them are from Pirate faction. I'll describe about it.

Tribal raid
1. Wandering a while before raid
2. Raid immediately
3. Raid immediately with wise tactic (not sure what wise about it though)

Pirate raid
1. Wandering a while before raid
2. Raid immediately
3. Raid immediately with wise tactic (not sure what wise about it though)
4. Siege with mortar
5. Sapper raid
6. Drop pod raid
7. All shield + melee raid

Mechanoid raid
1. Raid immediately
2. Drop pod raid
3. *Crash ship part (it's an event though)


IMO, Tribal raid are not that dangerous compare to another raid. They just come with a lot more pawn when colony wealth is high in late game. So, I've come up with variant raid for the tribal faction.

1. Beast master raid.
A tribal raid that bring a pack animal with them and release them to attack you immediately.

2. Shaman raid.
A tribal siege that come to build a small cottage and place an awful grand statue there (for an unknown reason ;D). They will use Psychic shock lance, Psychic insanity lance and Psychic animal pulser to you. They will activate the lance leisurely (around once every 4 hour, can be adjust though) and they can activate it unlimited of times or until the colonist rush them and kill their people to the point where they decide to attack your colonist or run away. The shaman will only drop one random lance behind though.

3. Plunderer raid.
A disguise visitor that come to your colony and steal your stuff. They'll not show raid message to you but show you that a visitor from the tribe faction come to visit you (the tribe that is your enemy). They'll act as normal visitor and randomly steal your stuff as long as you are not aware that they are actually an enemy and attack them. The turret will not fire at them and they will avoid your trap. They'll start attacking you immediately when you notice them and start fighting one of them.


* Special raid for pirate raid.
1. Human shield raid.
A Pirate raid that bring their hostage with them. The hostage maybe one of your people or another faction. They'll moving with the pirate and try to cover the pirate. If your colonist happen to hurt the hostage, your colony relation with that hostage's faction will drop. If the pirate have suffer a lot of casualties, they'll carry the hostage and leave your map. You can save all the hostage by killing all the pirate and rescue them before all the pirate are flee.


Thank you for reading  :)

*Edit human shield raid. I actually want the human shield raid to be the special tribal raid but I notice that tribal are usually be friend with outlander and other tribal faction. So I move it to be another pirate faction raid
#212
Ideas / Re: Add some use for D apparel
December 26, 2017, 08:57:05 AM
There's a interesting mod that can turn apparel back into fabric. I like the idea too because dead man stuff is useless now but I think it is still too op for vanilla.

btw, Colonist with blood lust trait can wear them without any debuff thought.  :)
#213
General Discussion / Mechanoid EMP stun duration ?
December 24, 2017, 09:50:55 PM
I've got a question about EMP stun on mechanoid. I just notice that mechanoid get stun from EMP Mortar, EMP IED and EMP grenade in a difference duration in a hard way. The story is...

My colony defend is heavily rely on mortar. I usually use high explosive shell against sapper and other out lander raid, incinerate shell against tribal and manhunter pack and EMP for those mechanoid. I notice that EMP mortar stun mechanoid for a very long time (maybe about 3-4 hours in game). That my infantry can safely kill them off at close range.

I've try the EMP IED too and the duration is really long. Sadly, I'm not sure how long it really is since I use it against the ship. I plant the IED 4-6 pieces around the ship and poke it, once the mech emerge they'll most likely trigger one of IED and make a chain reaction to all the other IED. So, my melee can smash them to bit. I can't really wait for them to recover from the stun since I have no back up plan and the melee guy will take injury for sure if I don't make haste.

Lastly, the EMP granede. I never use it before until my last playthough. I send some of my colonist to claim the AI persona core from the item stash event that pop-up. It said that they have sleeping mechanoid guarding it so I give EMP grenade with them just in case.

So, I tried throw the EMP at one of scyther and quickly melee it out while distract another centipede with another gunner colonist until my grenadier complete his reload time of EMP grenade. After I stun both of them, I quickly finish of the scyther and move on to the centipede. Suddenly, the centipede just recover from the stun and got adaptive to another EMP grenade. It recover from stun so fast that it shouldn't even reach 2 hours (from my feeling though). I lost my melee and grenadier from this foolishness of my own action  :'(.

The question is that, did anyone know the exactly stun time duration the mech got from EMP? and the adaptive time too would be great.

Thank you for reading as always  :)
#214
General Discussion / Re: B18 - Crafting Medicine sucks
December 24, 2017, 09:23:25 PM
+1  :)
#215
It's fine to reload the save. Sometimes thing just gone wrong and out of control.

I once got a sapper raid. I finally in my late game and have everything prepare. So, I man every colonist on mortar (14 colonists in total). The raider group got wipe out in just first volley of shell fire.

Then suddenly, while everyone is still reload the mortar, the bastard Randy decide to send tornado at the center of the mortar shelf storage that is near the mortar.

2 Colonists got blown to bit that even the corpse not left behind, 3 more dead 1 down another 4 get out of place just in time and the rest are just fleeing around inside the base.

So, it's game over with just 5 second.
#216
General Discussion / Psychopath relationship is so weird.
December 23, 2017, 06:33:31 AM
*I start this topic just to tell some interesting everyday life of my colonist but this should be able to report as a bug*


Meet Val and Vort, both doctor and researcher of the Dead Cells colony.

(Picture 1: Val and Vort in his/her daily job)

Today, I just realize that both of them miraculously have exactly same trait and same job. Their age are in strike zone too (26 and 31)


(Picture 2: Val's biography)


(Picture 3: Vort's biography)

They just made for each other! They have a very nice conversation all the time. They relationship should be so high that they should decide to date at some point. Sadly, this is how thing goes...


(Picture 4: Val's relationship)


(Picture 5: Vort's relationship)

They work the same job, same time, sit next to each other and have a nice chat.

How the F do you not even know each other !?

How is this even happening? They see each other everyday for a year. Val was our warden and the one who invite Vort at the beginning too!



(Picture 6: Val's reccord)


(Picture 7: Vort's reccord)


I understand that being psychopath will not effect by any social reaction but not even a name on the people relation list is just too weird. My game is running with pure vanilla too. I really want these stupid couple to date already. If you guy know how to make these dense become a couple without dev tool, I'll gladly listen to your advise.


Thank you for reading.  :)


Edit1 : Fix typo.
Edit2 : Fix wrong picture order.
#217
Ideas / Re: Beds and bedrolls
December 22, 2017, 08:51:28 PM
Agreed,

Hospital bed cost is 120 steel & 10 meds too. how can normal bed only cost 35 wood?.

Edit typo.
#218
General Discussion / Re: How to find Luciferium ?
December 21, 2017, 11:40:13 PM
Well... for research proposed. I have back up save and tried let Mason starve for Luci.

When Luci bar reach 0. Mason all enhanced status become drastically reduction.

He will die within 3-4 days.

He randomly went berserk all the time even while sleeping (and he always choose to hit boomalope to start a nuke reaction in my barn, idk why ???). So I decide to create a new barn to seperate him from other farm animal. I move the bear to live with him too just in case.

Quote from: sadpickle on December 21, 2017, 02:35:42 PM
I just got a pirate trader that had 24 luci. There's the most I've seen from a single trader.

Thanks for the lead. I call for them all the time now. They always carry 7 pill though. Unless it is Pirate ship they sell 24 pills like you said.



#219
Ideas / Re: Eliminate predators
December 21, 2017, 10:36:05 PM
It is annoying when they hunt your baby animal in the farm too. Since the game only told you when the predator hit your animal, it's always too late for you to react.

Quote from: SpaceDorf on December 21, 2017, 02:57:14 AM
There is one mod that make Predators more like you want them :

Hunting Alert .. which gives a warning when Predators attack and turns hunting Predators into enemies.
You know an animal is attacking and your pawns will defend themselves automatically.

I love this mod. it save my life a lot.

I suggest the Fluffly's colony management mod. They can auto set your specify entire specie for your colonist to tame or hunt them to extinction when they step onto your map border (lol)

Still, I'm against remove the predator altogether. We can use the predator to hunt animal around the map automatically by taming and let them roam the map freely. Tamed animal kill outside of your home zone somehow not forbid its corpse (if they're leftover), so you can freely butcher it.

I'm fine with the option to select which wild animal are allow to enter the map too. I also hate Elephant horde a lot :).
#220
Ideas / Please make Scyther blade usable again.
December 21, 2017, 10:25:10 PM
After A17 that made Manipulation affect melee hit chance, dual Scyther blade colonist are almost useless. With manipulation down to 20% when equip on both hand, even with high melee skill brawler, it's still only hit about 50%-60% all the time. Not to mention the enemy dodge chance.
Manipulation also affect shooting accuracy so that's mean equip on shooter is useless too unless it is grenade or minigun.

Without manipulation, Colonist can only do warden and cleaning too.

Its only use for me now is to sell it since it worth a lot (about 900 silver each, sell with lv10+ social skill colonist in Randy's Extreme difficulty)

Thank you for reading  :)
#221
General Discussion / Re: How to find Luciferium ?
December 21, 2017, 05:31:19 AM
Quote from: SpaceDorf on December 21, 2017, 05:23:45 AM
Search your surrounding hexes for more Ancient Dangers ( create a second colony and abbandon it again ) or enemy bases

Oh! that was great idea. I'll tried that after the toxic fallout.
#222
General Discussion / Re: How to find Luciferium ?
December 21, 2017, 05:29:29 AM

(Picture 1 : Meet Mason, the Luci Thrumbo. He actually in seriously bad state 2 years ago. Now luciferium heal all his scar.)


(Picture 2 : The Luciferium gauge is below 30%, I'm not sure he will die immediately if it hit 0% though. )


(Picture 3: He know the time to take a dose by himself. Sadly, the drug gauge only increase 30%)
#223
General Discussion / How to find Luciferium ?
December 21, 2017, 05:20:31 AM
I happen to rescue Thrumbo and it's bonded with the doctor whose healing its wound (53 wounds in total). Sadly, it end up with a lot of scar all over its body, eyes and brain. I heard that luciferium can heal the scar and the label also said the patient only need one pill every 6 days. So, I'd tried it...

At first, the Thrumbo become addict to luciferium like it supposed too.

6 day later, the need bar for luciferium is empty right on schedule. So, I give it another dose.

The problem come from here, 1 pill of luciferium fill the need bar for Thrumbo only 30%. It need another dose in 2 day later. I can order my doctor to administrate luciferium 3 times in a row to it so that I don't have to worry about it become berserk in the middle of my colony.

TIL, Thrumbo need 3x luciferium more than colonist  :'(

Now, I'm starving for luciferium. I've try administrate luciferium to every prisoner I capture (plus 2 peg leg and a dentist as a gift) and release them with hope they will return with more drug on later raid.

All the pirate merchant caravan are rarely sell them and when they did, they carry only 7 pills with them.

My colony are on flat land. I had open all 2 ancient danger already too. It's rarely appear on event map like caravan raid, item stash, incapacitated pawn, etc but still, there's no guarantee their will be ancient danger when the encounter map generated.

I also build a cryptosleep capsule just in case when the drug run out. Not sure if Thrumbo will fit in it though  :-\.

So, any idea to find luciferium easily? 

Thank you for reading. All reply are welcome  :D

::Edit 1:: Revise some words.
#224
Sadly but I think so  :'(
#225
Ideas / Re: Buff the Wargs
December 19, 2017, 10:16:42 AM
+1