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Messages - Goldenpotatoes

#16
Can we get a general idea of how the storyteller tracks your 'boredom'? I love the idea of a storyteller that ramps up the difficulty if you start to stagnate instead of just a normal difficulty curve, but I'm curious how it manages it without relying on stuff like time or colony wealth.
#17
Creative Rewards / Re: With the game 1.0
January 25, 2019, 08:55:45 AM
The update on the 20th also pushed whatever approved content was waiting, so you'll probably see whatever you were waiting on if it was approved.

I'm not exactly a big fan of this method of updating since it requires them to actually update the game instead of just pulling from some online source for approved stores/names. Even more-so since games with similar DLC (Prison Architect to name one) has a system that pushes your custom stuff immediately and even a way to edit it afterwards if you want.
#18
The characters can be literally anyone, ranging from some random part of a group passing by to one of the spacers in a casket waiting for you to open it. If you want to guarantee seeing it, just random roll colonists at the start till you get them. I had a 4 year save where I never saw my character only to find them after popping an ancient danger, dead straight out of the casket.
#19
Quote from: TrippyTheO on September 12, 2018, 04:06:18 PM
Is "1.0" compatible with .19? Using .19 the modlist shows the 1.0 mods as being the wrong version. Can this safely be ignored?

1.0 and .19 are functionally the same build, the only difference being the change to .19 was Tynan deciding the game needed an extra build before going into a full release.
#20
45$ is probably a good asking price on final release, although there are people who thought 30$ was too much for their wallet at the time (they may of been right a few versions ago, but it's more than worth it for the vanilla content now).

A time-limited demo (45-60 in-game days?) would probably help a ton with helping people decide on the purchase, if they aren't already the type to 'borrow' the game before buying it. It would at the least be a nice surprise in this day in age where actual game demos are rare and your 'trial' is the refund period before steam won't allow an automated refund.
#21
General Discussion / Re: Trap costs in 0.19
August 30, 2018, 06:22:19 PM
Quote from: bbqftw on August 30, 2018, 05:04:40 PM
Small scale is how this game is intended to be played as raid point scaling has a component which is effectively represented by wealth^2.

It's not just traps, practically every fair defense loses effectiveness as enemy scaling increases. Exceptions being mortars, doom/trips and <secret degenerate killbox strat which will not be described here>

Tynan is gonna throw a fit if he sees that statement about point scaling, considering he's already said more than once that more than just wealth goes into strength factor for events and raids.

The point about strategies eventually losing effectiveness with scaling isn't necessarily wrong though, but that's because this game isn't designed around infinite playtime on a single save. You're expected to either die or leave the planet currently, how you die depends on how beefy your hardware is(not as big as an issue since 1.9 actually has a cap to how high the point scaling can be). Playing for those 10+ ingame years is doable, but the game's progression loop and content during that loop really isn't built for playthroughs that long and it really shows after the 3-4th year.

I personally had no issues with trap costs in my 1.9 playthrough, but I enjoy mountainous/large hill biomes because they're ore-rich and easy access to stone. Obviously this is going to change depending on the biome you start in, for better or worse.
#22
Quote from: erdrik on August 25, 2018, 03:49:49 PM
Quote from: RawCode on August 25, 2018, 01:19:30 PM
...
instead of planning you just click attack and pawns handle combat on it's own.
-zergs- tribals swarmed your snipers?
no problem, they have chainsaws as sidearm and absolutely fine in melee, dat melee snipers!

Adding side arms won't remove planning.
It will just change it to planning around whatever side arms or melee weapons the enemy has.
Just because you give your best gunner a knife doesn't mean they can suddenly stand up against the lvl 15 master brawler baring down on them with a plasteel mace. You still have to fall back and match your forces to theirs.

Im on the fence about sidearms, but "lack of planning" is not a valid reason to shoot the idea down.

Sidearms would break the current balance between range and melee and require further work to be reasonable. Ranged weapons already got nerfs to their minimum range to prevent firing for the purpose of making melee have the upper-advantage once they close the gap. Your theoretical situation is true, but you aren't going to be going up against 15 melee skill pawns with plasteel maces every raid.

Unless you got some extra changes in mind past just allowing for a pawn to equip a secondary weapon at a certain 'weight' value, all this does is make diversity between your combat pawns less important as why would you have a dedicated melee line when you can just equip your firing squad with good-quality melee weapons to deal with the rushing melee?
#23
The main issue is that floors are technically terrain and are a completely separate concept compared to structures, which is why the claim tool has no effect on flooring.

I'd imagine fixing this issue would take a refactor on how that shit is handled and either might be too late into the build to be reasonable or too large to be worthwhile when you can just cover the cost to effectively nullify the extra wealth.
#24
Ideas / Re: Your Cheapest Ideas
August 20, 2018, 07:37:42 PM
EMP Grenades affect bionic limbs, with legs having a chance to cause the pawn to fall over and arms having a chance to cause a discharge/wild swing if wielding a weapon. There currently is no real drawback to spamming these ontop of your pawns when dealing with things like mechanoids/shield belt raiders, so having something to think about for your more suited-up pawns would be interesting.
#25
The problem is that the ranged weapon changes in 1.0 were made to have obvious pros/cons between melee and ranged fighters. If ranged fighters could carry a suitable melee sidearm, then there'd be less reason to diversify your combat pawns and do things like a melee front line that protects your ranged units from getting rushed.

Range beats melee until melee closes the gap, it's a simple balance that works well. There's plenty of counters to it as well (shield belts/smoke belts help close the gap, EMP grenades disable shield belts so range can actually hurt the melee user, ect).
#26
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?
Prefacing all this feedback with the general info.

Storyteller: Randy Random
Difficulty: Rough
Biome/hilliness: Temperate Forest Small Hills
Commitment mode: Yes
Colony age (days): 261
Hours played in the last 2 days: 8
Complete mod list: Core
Colony after the ship launch:
colony
Graphs/Stats:
graph
statistics


I just finished a ship run today, and in comparison to B18 the ship construction does take longer due to the extra 'special' materials needed. I managed to get off the planet in 261 days, but that also included some luck with high-tier crafters/miners to actually get the ore quickly and turn it into the required parts. The caskets are easily the longest part though, since you typically want to get everyone off the Rim and at that point you're probably running a dozen plus colonists.


On the topic of the ship in general, I love the defense. Like, I don't think I've had that much fun with vanilla combat since my early days with this game in A6-A7. The constant adjustments, resource and pawn management I had to balance out while dealing with daily multiple raids was probably the best send-off I could want for the colony. I was to a point where I was forced to draw back while inside my own colony and had 3 colonists just lobbing grenades down the hall to try and force the tribal horde back into retreating while my front-line of 2 melee guys just kept hacking away at the ones that managed to push past the grenades. The constant shuffling of my turret front-line to the new choke points created by sappers made even more desperate by the fact mechanoids just decided to drop in while pirates with doomsday launchers are already ruining my front-line, winning said fight, then proceeding to shove everyone into the ship before the next wave can come was fantastic. Also Randy kept sending my cargo pods full of corn and only corn, don't know exactly why but the slag was useful to keep the turrets armed at least.

This game seriously needs more of these challenge events, something to give a stagnating player a goal to achieve. I understand that something like that is out of the range for this update, but I really hope the future has more to come involving these kinds of 'test your skill' events.

#27
Quote from: Tynan on August 17, 2018, 10:47:30 AM
Other faction towns always have advanced components, as do several types of traders. There's no randomness in it.

I recently went to an outlander town to trade with them and they only had regular components, so I'll assume that is just a bug then.
#28
I'm far into a ship playthrough (206 days), with all research done and most of the ship built. Since minerals are hard to come by at this stage, I've been sending out mining caravans via drop-pod to take precious ore sites and drop-podding them back to the colony with the ore.

This is where my major gripe comes in:

I've done at least 4 of them by now with no issue, 5th one has a manhunter ambush with 12+ foxes vs 2 people. I'm thinking "fuck, they're probably gonna get downed." I start getting extra pods built to send in reinforcements with my melee dudes to rescue these two.

The caravan people go down, the scenario map is force-closed and I'm told that the caravan was lost.

This actually kinda pissed me off, because I just lost both my best builder and miner to something that could of been salvageable, but the game decided that scenario was done and therefore they're lost forever. It's not like they died from a mid-caravan ambush, they were downed in a static spot where I could of easily sent in reinforcements if it wasn't for the fact the game auto-closed it.

These scenario maps should not auto-close at all unless all colony pawns are dead or taken off-map. If I wasn't running commitment mode for this, I probably would of reverted to a previous save. If you want to push for commitment mode as the 'default' mode, these kinds of situations need looked at so the player doesn't feel like they were just cheated out of an interesting situation.
#29
If this isn't a vanilla feature it really should be, make the mountain fortress players have a taste of what the pirates have to deal with.
#30
I had a raider with no helmet get headshot by an uranium slug cannon for 23 damage, but the guy before with a flak vest took 75 damage to the torso and instantly died (obviously).

Is there some sort of grazing system or did this raider get extremely lucky with somehow not having their head evaporated by an uranium slug?