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Messages - Mihsan

#136
Quote from: TheNewNo2 on April 16, 2016, 04:23:08 AM
I noticed someone walling themselves in before, though didn't particularly notice any performance drop.

I do wonder if colonists are walling themselves in more with this update. They get to a corner, build the walls to each side, then realise they can't get out.
I saw people stuck behind wall too. But exactly this configuration causes performance drop. Had this two times already.
#137
Bugs / (A13) Stuck builder causes performance drop.
April 15, 2016, 03:45:55 PM
1. Circumstances: had some strange performance drop (constant freezes kind of). It was showing from 9h to 0h, then at night it was OK.
2. Found out that I had worker stuck between two wall. Seems like he was spamming some stuff to game's logic. At 0h he was going to sleep so performance was good until the moment he wakes up.
3. Expected: stuck worker not killing performance of the game.
4. Reproduce: build wall around your colonist.

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#138
1. Circumstances: builded (excellent) limestone sarcophagus with art.
2. Was surprised that it has no "beauty" property. Checked all materials and they all have not beauty bonus.
3. Expected: sarcophagus to have beauty since it can be builded from rich materials and may have art on it. Why else should I build rich sarcophagus if not to bump "beauty" mood of grieving colonist?
4. Reproduce: build sarcophagus, check it's stats.
#139
Quote from: ison on April 15, 2016, 09:31:26 AM
Maybe we should change it so the infestation incident chance is based on on how many tiles the infestation can occurr. Not sure.
Sounds pretty reasonable.
#140
Ideas / More animal training options.
April 15, 2016, 09:33:25 AM
Train animals to...
1) Eat only what you allow them to eat (not eating your crops, meals, bodies). Or eating only from special item/area. Because I want my dogs released and not eating all my devilstrand plants.
2) Hunt small prey and carry it to you, most actual for cougars and cats. Because cat can bring you dead mice, right?
3) Help hunting by hauling hunted stuff intead of hunter (so hunter is always hunting and dogs do hauling).
4) Protect area from animals and enemies. Because if wild cobra is entering my pasture I want my pack of dogs to kill it (because otherwise it will eat my piglets).
#141
Ideas / Re: Please add cosmetic surgeries...
April 14, 2016, 04:57:14 PM
Just remembered something related...

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#142
1. Circumstances: had one base with small part of it mined inside of tiny mountain. Randy-challenge.
2. Had something about 4 or 5 infestation events in 3 years. All in the same place.
3. Expected: such small mined part not spawning hives. Or at least next to be true: [less mined area = less chance for infestation]. Also "infestation always in the same place" looks wrong.
4. Reproduction: build base with small part of it mined under mountain. Spawn hive.

P.S.: In other game I had huge base which was entirely mined in mountain. Had 1 infestation in 2+ years.

Images:
1) Place w/o base.
2) Base with infestation.

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#143
Bugs / Re: Heat doesnt flow through open doors.
April 14, 2016, 03:34:03 PM
Quote from: Tynan on April 14, 2016, 04:03:19 AM
I'll have to check the flow rate. Maybe it should be higher.
Just to confirm that something is off:
Small 2x6 room does not have equal temperature with adjacent room even with best possible measures for equality (opened door AND vent).

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#144
Quote from: ison on April 14, 2016, 08:36:24 AM
Has anyone else experienced a similar issue?
For me most of the time stuff connects by the optimal way (shortest route + has power).

But I am not really happy with that "reconnect" button. When I try to make "beautiful" connections it always creates them in the ugliest possible way. "Manual connection" option would be nice in those rare cases. Or for more precise connection of turrets.
#145
Inside of your base it is good to have:
- Many doorways (which you can open/close for your advantage and initiative)
- Long hallways (because closed spaces are best friends for bugs)
- Some turrets (if they will not kill all bugs, then at least will buy some time)

Also some small fire can burn the hell out of large hives (not to use inside of your base for oblivious reasons). After that survived bugs will go outside and search for food, which might be a problem. On the other hand they will be scattered and by that not so strong.

Xenocide on attached picture gave my 20+ colonists lavish meals for most of the winter. Had to rearange my freezer just to hold all that meat.

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#146
Randy-challenge. I have noticed that now events occur rarely, but not sure if this is a bad thing. I kind of like this pace of just fighting with nature and having some rare major events.

But that free time between those big events is too empty. I really would like to see more "soft" events with more variation of them. Just something to do which will not kill all your people.

P.S.: Had 3 games in A13 (Randy-challenge). Once I lost heavily because could not beat poison ship, then was beaten by siege and was finished by tribal attack while siege was still on. Two times I had no such overlap of large events at all, so I could research all techs and build huge bases.

Update:
Year 3, Randy just gave me raid after siege after infestation (had to beat them all at the same time). Before that there was only separate events.
#147
Bugs / (A13) Magaspider meat - no deterioration?
April 12, 2016, 03:27:36 PM
1) Circumstances: saw meat of megaspider, that was lying on snow for half a year w/o deteriorating.
2) I checked it's stats and there was no "deterioration" parameter.
3) Expected: meat lose HP and dissapear.
4) Reproduce: check stats on megaspider's meat.

Not sure if bug or feature.
#148
Quote from: narrcraft on April 12, 2016, 03:05:24 PM
Ah sorry, haven't noticed. May I suggest more exact information in the menu instead of "forbidden"? I'll probably not going to be the only one who forgets about zone restrictions :)
+1 on that. Small tooltip like "outside of allowed area" would be awesome. This is not critical, but might save some time and nerves for somebody.

Many times I was confused by this "forbidden" too.
#149
Quote from: neobikes on April 12, 2016, 11:41:28 AM
Did you guys removed heatstroke?
Just build simple room with cooler to heat other room
like this:
P - pawn
C - cooler (warm side toward pawn)
X - Wall
     x
  x P x
    C
  x    x
     x

And even with 100+ celcius temperature pawns do not get health heatstrokes, but they keep "Burning" status
Any mods? What clothes wear targeted colonist?
#150
Quote from: Flying Rockbass on April 12, 2016, 07:14:23 AMI really like the explosion, and it's easily adressed, to not make it a problem.
It is kind of a problem when HUGE pack of manhunting animals loses most of it's power on single turret, which did nothing but died and exploded.

There just must be some other way to prevent stacking turrets rather than explosions.

P.S.: I never stack turrets nor use killboxes, that's why I am so not content with explosions. They are there to punish behavior which I do not represent yet still I'm getting punished.