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Messages - REMworlder

#451
Not really a huge setup, but I like to always have a few batteries off the grid that can be patched into quickly. I've had too many electrical faults hit at the wrong moment, and nothing like having your backup turrets quit on you when enemies have breached the base :/

http://i.imgur.com/BVf2Uu5.jpg
#452
General Discussion / Re: Generals, I need your advice!
August 31, 2014, 11:18:46 PM
Fire from incendiary mortars provides a good opportunity. If the mortar lands past their snipers but near their base, you'll have a window to shoot whoever's sent to put it out.

You can also kill them while they sleep (http://i.imgur.com/6q6BBX5.jpg). I don't remember how long it usually takes for them to sleep, but you can monitor it pretty easily.
#453
It could be interesting if the upcoming neurotrainer addition could be used to develop tolerances.
#454
QuoteTynan decided to respond with the changelog instead of a post: "Added power conduit wall. You can build any wall with a power conduit inside."

I'm more excited about this than I should be. I wonder how much cable management I'll be able to do with my stone-walled fortresses now.
#455
General Discussion / Re: Nonhuman colonists?
August 29, 2014, 03:39:04 PM
>If you take a look at the Longsleep revival briefing

That was a cool read; I'd never heard of it before. Is there more setting reading material out there?
#456
General Discussion / Re: Alpha Seven
August 27, 2014, 04:58:39 PM
Prosthetics and body parts, neurotrainers, arbitrary item and structure composition, updated trading, cotton plants and clothes making...

#457
General Discussion / Re: FEAR
August 26, 2014, 01:15:26 AM
There are a few angles I think.

The simplest explanation is the June 17th patch notes say "Removed loyalty and fear for now." That last part suggests fear and loyalty could re-appear later.

Fear could also have been removed for simplicity of testing too. Right around this time other emotion/mood changes were taking place, like the differentiation between "witnessed death" and "witnessed stranger death," psychic drone hotfixing, and cabin fever. Tynan was also working on introducing traits. Tynan mentions a little of this and talks about mood on the 16th of June.

Personally I think fear was pretty one-dimensional; basically an emergency stopgap between low happiness and mental breaks. Dead bodies, whether au naturale or in gibbet cages, was basically 99% of the game for fear.

I'd be interested in hearing if there are other reasons though, or what influenced Tynan's decision to take fear out. Maybe fear was too redundant (eg, an emergency mood saver) or not effective enough in creating engaging elastic failure conditions.
#458
General Discussion / Re: Slave trader?
August 25, 2014, 11:03:42 PM
I'm the same way, I haven't had a slave trader in 120+ days. It probably has to do with my population being high. I don't mind not being able to buy new members, but being able to sell prisoners would be nice.

I haven't had a combat ship for awhile either; they've been almost nonexistent since I've developed a stockpile of high-tier weapons. I'd like to sell my surplus weapons too. :(

Pretty much have only seen industrial traders lately.
#459
General Discussion / Re: Free stuff from visitors!
August 25, 2014, 01:47:18 AM
QuoteYeah, this is a terrible exploit that should probably be fixed at some point. Give them an enrage timer.

That'd be great. Towns had a similar approach where, if a hero was trapped inside a settlement to prevent it from leaving, he'd turn hostile.


edit: alternately, it might be better to disable building if it would trap people. Even with people attacking walls I bet it'd still be easy to wall them in til starvation by just repairing and spamming said walls.
#460
Wow, I've been struggling with a ship of 6+ centipedes and placing a point-blank turret so it explodes makes a lot of sense.

On the boring side of things, I've found M-24s can do a lot of work on crashed ships safely, but it just takes time.
#461
QuoteI did get a colonist (In my video) start with a stab scar on their ring finger.

I had a starting colonist with a scarred ring finger as well, and think I've seen pirates start with it too. Sounds like we're going to need glove items.
#462
!!!!

How does clothing work in regards to cutting down on damage? I don't suppose armor would help some against instadeath.
#463
General Discussion / Re: Agents of the enemy!
August 12, 2014, 06:10:48 PM
The event could be really neat if it had some depth added to it, like maybe if the agent wouldn't actually shoot (keep missing) anyone of his native tribe or vice-versa.

Dwarf fortress' approach to vampires could be similar. You end up with a nearly immortal dwarf immigrant that never sleeps or eats and occasionally sucks the life out of other dwarves.

http://dwarffortresswiki.org/index.php/v0.34:Vampire
#464
General Discussion / Re: Combat Cover Questions
July 01, 2014, 03:46:31 PM
I believe cover is somewhat directional, in regards to your your first question, but only applies to adjacent blocks like Urban says.

You may know this already, but you can mouse-over enemies while having one of your units selected and it'll show you the probability of a shot from your unit hitting the enemy based on what cover items are playing into that probability. That might help answer some of your questions if you want to experiment with different setups, since it shows the factors in play.

example: http://i.imgur.com/yfRl61H.jpg