In fact there is a conditional method to reveal the contents without disturbing them at all. It has to do with quantum mechanics and time travel.
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#242
General Discussion / Re: Is door-peeking technically cheating?
August 01, 2018, 04:57:34 AM
Makes a lot more sense than enemies filing obediently into a killbox.
#243
General Discussion / Re: Unstable build of 1.0 available
August 01, 2018, 03:52:44 AMQuote from: Bolgfred on August 01, 2018, 03:48:57 AM
As an example I did find a legendary marine armor at day 5 or so. First, I thought great it's a great armor, but then I did mind that it will be much wealth and only protect one part of one pawn, whilst head and leg, plus all other pawns will have no benefit, but more trouble.
Give it to a prisoner and then kill them to make it tainted, massively reducing the wealth impact, at the cost of only -3 mood for the wearer.
#244
General Discussion / Re: Unstable build of 1.0 available
August 01, 2018, 02:07:49 AM
I found that some starts are a lot easier now! Step 1: pick all wimps. Step 2: punch animals until all downed. Step 3: enjoy free person in black. I think this is a great way to make NB less RNG based.
#245
General Discussion / Re: Post your lean moneymaker colony layouts.
July 31, 2018, 08:40:31 PM
btw, the various "phrase levels" for spaciousness, beauty, wealth, etc, do not have any threshold effects. The numerical values contribute smoothly to the impressiveness, and it is the "phrase levels" of this that has effects on mood.
#246
General Discussion / Re: Macro Econ in RW: Supply, Value, and Demand
July 31, 2018, 08:10:37 PM
Player transactions not affecting prices is a good approximation as long as the overall economy is large compared to the player economy.
#247
General Discussion / Re: 1.0 changing the game too much?
July 31, 2018, 05:32:54 AMQuote from: Tynan on July 24, 2018, 06:19:45 AMQuote from: zizard on July 24, 2018, 04:35:59 AM
Just to give an idea, I could probably win a 3v30 pirate raid with nothing but the starting crashlanded weapons and pawns with practically no effort and without the raiders having a chance of making a single attack, and this does not involve some elaborate giant base or 100 traps.
How? Door peeking, or something else?
That tactic is still classified, but here is a way to do it without performing a single attack. It is reliable.
https://www.youtube.com/watch?v=jPhlrovgz08
#248
General Discussion / Re: Tough trait, what does it do?
July 30, 2018, 06:13:47 PM
Wow that definitely did not need a buff. Is the idea to keep going until people tell stories about terminators walking through their whole base killing everyone?
#249
General Discussion / Re: Unstable build of 1.0 available
July 30, 2018, 05:28:39 PMQuote from: Tynan on July 30, 2018, 09:56:50 AM
The button's at the bottom of the storyteller select screen in the middle.
I'm curious why you refuse to ever try a lower difficulty? This is something I've observed in various forms and it's worth understanding the motivation.
Because it's already easy.
#250
General Discussion / Re: Unstable build of 1.0 available
July 30, 2018, 03:39:09 AMQuote from: Roolo on July 30, 2018, 03:38:14 AMQuote from: zizard on July 30, 2018, 03:34:58 AM
Hello the sole point was to aggro a psychic ship without getting storytold by lancers.
Sure, but that's not the sole point of mortars. You can just use a fast pawn for that, with a long range weapon.
It is possible for a lancer to catch up and fire a shot at a non bionic colonist using a sniper rifle.
#251
General Discussion / Re: Unstable build of 1.0 available
July 30, 2018, 03:34:58 AM
Hello the sole point was to aggro a psychic ship without getting storytold by lancers.
#252
General Discussion / Re: Unstable build of 1.0 available
July 30, 2018, 02:44:12 AM
Hello, I experienced a mortar missing like 10 times against a psychic ship. Is it using a uniform distribution per tile for FMR? That would not be good because then it is actually more like to hit at the edge than at the centre. A normal distribution would be better.
#253
General Discussion / Re: Unstable build of 1.0 available
July 29, 2018, 11:15:01 PM
"Known threats: none" is misleading. Should be "Threats: unknown".
#254
General Discussion / Re: So how are you guys using the new turrets?
July 29, 2018, 07:50:17 PM
inside killboxes!
#255
General Discussion / Re: Unstable build of 1.0 available
July 29, 2018, 07:47:08 PMQuote from: Greep on July 29, 2018, 06:40:45 PM
Base right now is -30, although this guy is psychically hypersensitive. But this isn't even the highest amount. At -40 he'll be at -72
Funny thing is that psychic helmet is -90% sens, so even with one of those your guy will have total 90% sens. The new drone levels made hypersens instant reject for me.
Quote from: Madman666 on July 29, 2018, 06:39:06 PM
That pawn is probably psychically sensitive, hence -54 on a high drone. If he was hypersensitive it would be even more ridiculous than that. Extreme drones still get up to -40 on a normal pawn. So technically Tynan said the truth. As the one who whined more than others on that steam thread, i know about it a bit.
True, it's even technically true if the amount were to be increased!