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Messages - Pendryn

#46
General Discussion / Re: Priority Citizens
November 08, 2013, 08:57:25 AM
I don't now, I really like getting those strong Miners, the difference between a 3 and an 8 is incredible but the difference between an 8 and a 12 or a 12 and a 14 is amazing.
#47
General Discussion / Priority Citizens
November 08, 2013, 03:50:24 AM
Just curious to know what everyone ideal setup is for their first three colonists.

Generally, I go with Either Two Medieval Slaves/ Deep Space Miners, or One of those and One Medieval Slave/ Farm Oaf

And then my third is either a Medieval Slave/ Colony Settler, or sometimes a Medieval Lordling/ Colony Settler.

Basically across the board, not starting with Medieval Slave seems like a waste of time, with the except of the last combo I mentioned which gives you a decent amount of social to work with as well.
#48
General Discussion / Re: Anybody else decentralize power?
November 07, 2013, 05:08:58 AM
Yeah, but I think the idea here is to have separate power entirely, such as separate solar panels, separate batteries and separate conduits. Therefore you can freely add to your base and power-draw without ever needing to consider if your going to drain your cells. I wonder if doing this would also negate the hideous impact a short circuit can have when it drains all your batteries. Would it just dump all batteries across the board because it is a blanket event, or would the AI smartly drain just from the connected circuits, leaving the others intact and fully charged.

This is your last warning, the colors are abrupt and annoying - Nystrom
#49
Ideas / Re: Your Cheapest Ideas
November 07, 2013, 05:05:38 AM
Right-click Prioritize sleep/eat.

I'd love to be able to top off my workers so they will stay out longer, rather than having them go and sleep only to have them turn around in a few seconds because now they need a snack.
#50
Game run toggle... nice.
#51
General Discussion / Re: Anybody else decentralize power?
November 07, 2013, 02:46:49 AM
This... is a really good idea. I will be implementing this immediately.
#52
General Discussion / Re: Enough Is Enough
November 07, 2013, 02:45:57 AM
Yeah, you've got to be able to get close to them obviously, so basically a wall situation that literally looks like:



With your base being the top of this image, you can have one to three people literally wait behind that 2 spot wall and run out to melee as soon as a sniper arrives. Also the hiding wall can be any size but I recommend leaving the entrance at 2 spaces so your own gunners only have so many places to shoot at. Also watch out for friendly fire.
#53
General Discussion / Re: Post Your Base
November 06, 2013, 07:00:16 AM
Imagine those beds in the top right are orange. Because they are now, but then they weren't, because I forgot. But then I remembered. Anyway, this is basically an impenetrable fortress with zero ridiculously fancy defense measures. The tiniest of funnels is all, and that is so the M-24s can't sit back and try to snipe. Not that it matters. All of my guys have M-24s of their own. Also there is another geothermal generator hooked up to my power supply in the mountain side further down. Lastly, the area directly above and below the dining hall will be more housing, when i get around to it. Enjoy.

#54
Quote from: Tynan on November 06, 2013, 02:35:39 AM
They are heavily adaptive, actually. Cassandra is mostly just adaptive, the ramp-up aspect is quite small.

However, she's still not a genius. E.g. you'll get strong raider attacks if you have lots of turrets even if they're not powered and you have one colonist alive, because she's cueing off the turret count. Some of that randomness is okay, but not too much. I want to make her cleverer.

Perhaps if she took into account the amount of power the colony has, or, even better, the total amount of power that could be allotted to the turrets. Sort of an "All power to forward shields" sort of situation. So she'd count the amount of power each turret takes to operate and then looks at how much power you are producing/ have stored in cells and says to herself, "Well. If they shut off all of their doors, lights, and food supplies, they can get that 4th turret online too. TWELVE PALS ENJOY."
#55
Bugs / Re: no traders?
November 06, 2013, 03:10:46 AM
Hahah, that is good to know.
#56
Ideas / Digging Too Deep
November 06, 2013, 03:09:18 AM
You know, I was just thinking, while I was strip-mining the map, that wouldn't it be a shame if I were to accidentally unearth some terrible Moon Beast(s) from their slumber and they decide to ravage my colony? That would be awful. I'd hate that.
#57
I keep backing these types of games and being disappointed. I'm gonna back this one too but if it doesn't deliver... I'll say never again and then back another. Also pun intended.

Please keep to the default colors - Nystrom
#58
General Discussion / Re: Enough Is Enough
November 06, 2013, 02:13:29 AM
Honestly, I think the real issue is people aren't taking advantage of melee. Guys, if your are punching the guys with the M-16/24's they aren't shooting you. 10 dmg a hit is a lot better than 50-55.
#59
I generally try to keep 1 and a half growing areas per 2 colonists. It is over kill but that extra food can be sold, or, if a blight wipes out my crops I have a stock pile. I usually keep several growing areas for aesthetics once I have hydroponics, but that is usually the last thing I research anyway.
#60
Bugs / Re: no traders?
November 06, 2013, 02:00:42 AM
Yep, Warehouses filled with guns and no one to give them to. I mean, I'm sitting on a gold mine but no one wants my gold. Ah well.