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Messages - Pendryn

#16
General Discussion / Re: Self imposed restrictions
November 18, 2013, 03:04:50 AM
Quote from: Xanting on November 17, 2013, 05:27:03 AM
depending on which direction raiders are coming from doorways are a great place to put defenders.

Well, depending on whether or not you are trying to make things challenging or not, you could always build your entry points towards the town square.
#17
General Discussion / Re: Self imposed restrictions
November 17, 2013, 02:30:27 AM
Quote from: Nasikabatrachus on November 17, 2013, 01:23:58 AMTo my surprise, it wasn't all that tough, at least until everybody died.

:D The best.
#18
General Discussion / Re: Sustainable Cassandra Classic?
November 16, 2013, 06:31:27 AM
If you removed the sections of walls dividing your colonists, you'd have greater cover as they'd lean around the actual wall part and shoot over the sandbags.
#19
Ideas / Re: Fire-related AI
November 16, 2013, 06:17:57 AM
Quote from: Kender on November 16, 2013, 04:51:41 AM
Manual task should simply override automatically assigned task. Not only in putting out fire, but other tasks too.

I've seen this getting mentioned more and more by people and I 100% agree.
#20
Ideas / Re: Fire-related AI
November 15, 2013, 05:42:00 AM
Yeah, a smarter On-fire AI would be nice. It is, I assume, natural to panic when burning, but there are people who will help you, and people who want to shoot you full of bullets.
#21
General Discussion / Farm challenge
November 14, 2013, 05:23:50 AM
Alright gang, I've seen a few challenges issued, so I thought I'd issue one too.

The name of the game is Farms!

This one might be tough to get because of poor map choice so it might be best to rifle through maps, but here it is:

All of your colonists are farmers. Now, they can be any actual class except Noble because they can't grow, so you can have researchers, fighters, whatever, but each colonists has their own self-sustaining farm.

Each colonists has:

2 growing areas
1 farm house
1-2 solar panels
1 barn

The farmhouse would have a bed, lights, a t able, and a chair, the barn would contain the nutrient paste dispenser.

Play on Randy

None of the farms can be interconnected. Each farm powers itself.

You can wall each farm with sandbags if you desire.

Obviously because a single farm will take a bit to get started, you can start the all on one farm, but once the first is finished, you'll need to get a second and third up and running and so on.

Nothing too fancy, just some farms. Maybe after 4 or 5 farms you can build a town for your next colonists, after all, more than 5 farms, well, that's quite a lot.

Oh. And one more thing. For each colonist that actually lives on a farm. Their only number 1 priorities allowed are Growing, Firefighting, and Doctoring.

Bonus challenge!

Corral some Muffalos!

Good luck!
#22
Hell, I'll do this without the walls or the turrets. Certainly not that many solar panels.
#23
General Discussion / Re: Dead Bodies Everywhere!
November 14, 2013, 05:10:46 AM
Yeah, as of now there really isn't a very viable way to deal with long-term corpse build up. Half a map of graves is silly. I mean, getting them cleaned up and out of the way is easy. Just a simple hauling priority. But mass graves is silly.

Personally I think actual graves should be limited to colonists and raider corpses should be burned or eaten by wolves or something.
#24
Ideas / Re: Cats and dogs?
November 13, 2013, 02:04:38 AM
Dogs could definitely be able to haul in metal, but as a penalty, they might not haul in the full amount of food that was originally there. Naturally cats could be used to induce fear. So much fear. Seriously. You're still alive when they start to eat you.
#25
Ideas / Re: Your Cheapest Ideas
November 13, 2013, 02:02:20 AM
Quote from: Workload on November 12, 2013, 06:41:57 PM
Solar panels should have to be cleaned or it loses effectiveness over time.

I like it, but wouldn't this essentially be covered with the everyday wear and tear?
#26
General Discussion / Re: Self imposed restrictions
November 11, 2013, 03:44:38 AM
Sure, try building a town rather than a base or fort. Don't build defensive walls, no turrets, no sandbags. If raiders attack, you get to use your buildings walls as cover. Try to make it make sense. Make sure it has wide streets, I'd say no less than 3 wides. Mining is, of course, allowed, but you'd build a mine shaft, not a building. Nothing underground except your miners and, perhaps a convenient stockpile.

Take it a step further, make sure people have houses, with multiple rooms for dining, relaxing, and eating.

And one more step, only trained military personnel may carry weapons larger than pistols or pump-shotguns.

That's all I've got for now.
#27
Not to mention friendly fire is a big problem.
#28
General Discussion / Re: has everything been made harder?
November 10, 2013, 04:14:41 AM
Well, to be fair, I haven't found any of the AIs to be too challenging. I usually keep things simple. Do my colonists have enough food and are they safe? Everything after that is secondary.
#29
Bugs / Re: Stuck in Build Spot
November 10, 2013, 03:12:15 AM
I.... really don't see how this should help, but, sure...



I jest. No, I tried to go back and redo it, exact same spot, but now it is building, I tried it on all of the auto-saves, so unfortunately, I can not provide a save. I will from here on out keep a save with the bugs.

I will however go ahead and upload the same save, but the problem is fixed now apparently... so:

https://www.dropbox.com/s/94h51ksfsiw2jvb/Artelia.rim
#30
Off-Topic / Re: Underrated Sci-Fi Shows
November 10, 2013, 03:05:23 AM
I have watched every episode of Doctor Who minus the latest season. I don't dislike it, it is just vastly overrated.