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Messages - Nasikabatrachus

#16
You can trap a wild animal by downing it, rescuing it, and keeping it indoors. For example, this Thrumbo only left my base when I ordered all the doors leading outside to be held open:

http://puu.sh/nPl8Q/4810641383.png

These attacking tribals response to these walls/doors i built outside my base was to take a detour which added four or five times the distance to their journey, spreading them out and making them easier to deal with:

http://puu.sh/nPlio/961f1b19eb.png

This wasn't a No Risk exploit I found, as I had one colonist incapacitated when the tribals finally came round the other side, but I can certainly see how could be exploitable.

I've also found that the fire popper or whatever it's called has a few nifty effects: If you set it off pre-emptively, it will protect almost anything it exploded onto from fire, and enough foam explosions in one area will make pawns move incredibly slowly through all the muck.
#17
Help / Re: Alpha 13 modders stuff
March 19, 2016, 05:32:56 PM
Is it possible to add sounds to correlate with social interactions?
#18
Ideas / Combat stances
March 19, 2016, 03:26:47 AM
Combat is somewhat fun, but it lacks nuance. I think the complexity and fun of combat could be greatly expanded if variables like pawn speed and accuracy could be affected by active player decisions. To accomplish this, I suggest three combat stances to be choosable by the player, sort of like how colonist reactions to threats when not drafted can be chosen by the player.

Stance 1: Normal
The current default stance for everybody. Pawns walk at their normal speed, shoot with their normal accuracy, melee with normal strength, and take cover normally.

Stance 2: Prone
Pawns lie down on the ground to take careful aim. Aiming time is 1.5x longer and about 50% more accurate. Pawns are harder to hit when in the open, and are much better at using cover, but move very slowly and take time to transition into and out of the prone stance. A prone pawn is not in a good position to engage in melee combat.

Stance 3: Running
Pawns move faster to take advantage of mobility. Pawns move twice as fast as normal, but are less accurate and get tired much faster while they move (four times faster seems reasonable to me). Running pawns can shoot while they move, but are much less accurate than normal/shooting while standing still. Pawns who are moving while in the running stance have a melee bonus against pawns who are standing still.

I suggest that pawns start off in the normal stance whenever they are drafted, with three buttons for each stance option.

These stances can interact with existing pawn traits. A pawn with the jogger trait, for instance, might not move twice as fast as normal when in the running stance, but doesn't get tired as quickly as pawns who don't have the jogger trait. A Careful Shooter might not have an increase in aiming time while in the prone stance, but does get an accuracy bonus.
#19
Ideas / Re: Your Cheapest Ideas
March 19, 2016, 03:03:39 AM
Cleaning zones and firefighting zones.

I often find that I want my colonists to fight fires in places I don't want them to clean, like the outdoors. For this reason, over and over I find myself periodically deleting and re-adding the home zone to given areas. This often becomes frustrating, as I don't have many reasons to view the home zone regularly, so I repeatedly forget what is being done where and get frustrated or confused by what tasks are and are not being accomplished.

It would also be nice if the auto home zone option didn't add the home zone around dumping stockpiles. In the case of corpse stockpiles especially, I don't want those cleaned or fires in and around them to be fought.
#20
Ideas / Customizable scheduling
March 19, 2016, 02:59:05 AM
Prioritization is nice, but I often find it lacking, as things that I set to be high priority—like cleaning after a battle—nonetheless take ages to get done. For this reason I would love the ability to assign particular tasks to be prioritized at particular times of day from the "restrict" menu. It would be a whole lot nicer to be able to tell everyone to clean for one hour a day versus dealing with the hassle of setting cleaning as a priority, forgetting about it, noticing it's not getting done, finally giving up and making it the only priority, resetting all priorities, etc..
#21
Quote from: A Friend on July 04, 2015, 11:54:11 AM

Quote from: Nasikabatrachus on July 01, 2015, 08:36:49 AM
I recently got an evil ship part and I noticed one of my colonists trying to build a snowman in the supernatural snow being generated in its vicinity. Anyone interested in drawing someone trying to build a snowman, in an arid shrubland, right next to an evil psychic space hulk*?

*either meaning!


Hahaha! Excellent!
#22
I recently got an evil ship part and I noticed one of my colonists trying to build a snowman in the supernatural snow being generated in its vicinity. Anyone interested in drawing someone trying to build a snowman, in an arid shrubland, right next to an evil psychic space hulk*?

*either meaning!
#23
A 1 tile heat sink room works just fine for ordinary climate control, but it appears freezers need to either pump heat into a much larger room or the outdoors to maintain freezing temperatures.
#24
Ideas / Re: Traits invisible until recruited.
June 30, 2015, 04:30:02 PM
I agree that traits and skills should be mostly hidden at first, especially since it can inform the player's tactics during a fight, but instead of this I would suggest that traits and skills remain hidden until a warden has had enough friendly chats with a prisoner.
#25
i noticed recently that you can click on an unfinished art piece, cancel it, and get a portion of the original materials used back. I don't know if this diminishes based on the amount of work done on a piece, but I imagine that would be an OK way to level up an artist for the least amount of lost material.
#26
Ideas / Re: Dynamic Factions
June 29, 2015, 10:20:44 PM
It would definitely be more interesting if more inter-faction struggle was present. Like, visitors and passers by are pretty boring usually, but what if pirates offered you a thousand silver to kidnap, execute, or hand over one of the members of such a traveling group?
#27
Ideas / Re: Your Cheapest Ideas
June 29, 2015, 04:38:37 PM
I'd love it if medicine was used more intelligently by the AI. Right now doctors will try to use glitterworld medicine on wounds like bruises, which, applying common sense, seem like they shouldn't require any medicine at all. Forbidding your glitter medicine so it doesn't get wasted on inconsequential wounds is way too much micromanagement, in my opinion.
#28
I've noticed that groups of friendly visitors will sometimes make a beeline for my prisoners and attack them. This annoys me; they shouldn't be executing my prisoners. An eye for an eye, though, right? Since my prison is an isolated room deep inside the mountain, it makes for a very convenient trap. All I have to do is lock the door, wait, and I'll soon have some free clothes and guns. There are plenty of spare rooms in case any raids arrive in the meantime.

I've never bothered capturing and converting anyone through this method, although I imagine clever use of heaters could eventually produce a sizable group of helpless pawns ready to be sold to pirates.
#29
Ideas / Re: Your Cheapest Ideas
June 28, 2015, 04:20:14 PM
It would be nice to be able to assign prisoners to specific rooms through a "Room" tab made available by clicking on any of the beds in a prison room. It would also be nice to be able to assign prisoners to specific beds.
#30
I played for about a year and a half, or about 15 hours, on Cassandra Classic, rough difficulty. I didn't find it overly hard. The personal shields are really fantastic for dealing with mechanoids, as a shielded pawn can run around drawing fire in relative safety while another pawn throws an EMP grenade to stun the mechs, resulting in much quicker fights. I do find that personal shields seem overvalued in terms of points determining what a raid or siege has. It's a bit silly to see six pirates, naked but for their personal shields and weapons, setting up a siege camp. And with numbers like that, they aren't really a match for a colony of ten or twelve, no matter that half my colonists went into the fight with guns. Sappers also tend to come in numbers too small to pose a threat, even when they successfully breach the base's interior (they're very distractible).

It's funny, the way the storyteller compensates for the threats it generates, sometimes. I once got a sapper raid with one triple rocket launcher—carried by a decrepit 82 year old.

As for Wargs, they're kind of a joke. They'll kill 3 or 4 turrets, but by the time they're done, they're almost all dead because the turrets explode while ten wargs are stacked in just one tile right next to them.

I've never gotten a volcano or a fallout event. My colony's not dead yet, but if I continue it, I'll bump cassandra up to extreme just to make sure I get something real good.