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Messages - 5thHorseman

#691
Quote from: Tynan on July 30, 2018, 07:43:10 AM
FYI main design purpose of flagstone is for pre-generated roads.
I personally use them everywhere anybody walks outside. Never really thought they were way too expensive though it does seem odd that they cost what tiles cost yet are uglier. I guess they lay faster which is the benefit.

So if not flagstone, what is the intended outside flooring solution? And what is the intended method for preventing trees from growing under wind farms? I always use flagstone for that because solar panels don't fit perfectly nor do you really need that many solar panels per turbine. I know I could just throw wood flooring everywhere (assuming I'm not in a desert or ice sheet) but let's assume I don't want to.
#692
Bugs / Re: Telescopes can be used during the day.
July 30, 2018, 09:10:29 AM
Real life is so OP as well ;)

Considering eclipses can last entire days, this planet obviously has some honkin' big moons. They'll be nice looking even in the day.
#693
I'm all for hiding people's skills and traits until they're found out naturally somehow. I always kinda hoped that'd be in the base game. Not just for refugees but also for the pirates, escape pod people, wanderers who join, etc.

I have no idea how it'd work exactly but I'd be very happy to playtest it.

But even if that was a thing, I still wouldn't want some artificial restriction on booting them from the colony. After taking a kidney or lung for my trouble.
#694
Quote from: zizard on July 30, 2018, 02:44:12 AM
Hello, I experienced a mortar missing like 10 times against a psychic ship.

I had a guy shoot a mortar about 45 degrees off from where I aimed it. Then I stopped using mortars.
#695
Ideas / Re: Items stuck in doors
July 30, 2018, 02:05:01 AM
This is as common a request as it is an annoying misfeature of the game.

Here are 3 other posts I found in a quick Google search (forum search sucks. Not just here but on every forum everywhere in all of time and space). Amusingly, one is 2 years old and the other two are 3 years old. So this is obviously not high on their priority list.

EDIT: The newest one isn't actually the same issue, but it does imply they don't even consider this a problem because they fixed a bug directly related to it without fixing it itself.

https://ludeon.com/forums/index.php?topic=20040.0
https://ludeon.com/forums/index.php?topic=13861.0
https://ludeon.com/forums/index.php?topic=13727.0
#696
Quote from: erdrik on July 30, 2018, 01:35:14 AM
I mean how is your solution any different than just arresting him until banishment?
How is that not preferable to UI cheese? How does that not fit the game's theme of telling a story?

Story 1:
"We got a call, some 24 year old guy is being chased by pirates and needs help. Those damn pirates can taste our bullets and blades if they harm a hair on an innocent person's head! Oh. He's a lazy, abusive misogynist who refuses to clean, cook, or build anything, and has never held a gun or sword in his life. And as he ran past our defensive perimeter he insulted someone. I guess we'll have to keep him for 72 hours before kicking him out."

Story 2:
"We got a call, some 24 year old guy is being chased by pirates and needs help. Those damn pirates can taste our bullets and blades if they harm a hair on an innocent person's head! Oh. He's a lazy, abusive misogynist who refuses to clean, cook, or build anything, and has never held a gun or sword in his life. And as he ran past our defensive perimeter he insulted someone. Bam. Banished. Hopefully he'll head back the way he came to slow down the pirates, and with any luck a few of them will prove better candidates than this guy."

I prefer Story 2. And I also don't consider being able to banish anyone at any time to be "UI cheese." In any way at all. I guess that's the difference. You're trying to fix a cheat that I think is working as intended.
#697
I'm against anything that doesn't let me kick people out whenever I want. I'll just box him in a room with a tv and a nutrient dispenser until I can banish him.
#698
Yeah the meat is better, though I didn't mind the cubes all that much.

Healroot was jarring but is fantastic. Zoomed out, you can instantly spot it now because it actually looks like herbal medicine with the blue inside the green.
#699
Ideas / Re: Animal Pregnancy Icon
July 29, 2018, 11:49:35 PM
I always thought it was a dog howling but could never figure out why it was that. At least a pregnant human woman makes (a little) more sense than that.

I like the idea so long as hovering over it has a "pregnant" tooltip. Because I don't think I'd make that connection the first time I saw it otherwise.
#700
I wonder if it's because people will wear Flak instead of plate or power armor? Haven't tested it.

As an aside, I wish sometimes there was more of a fine-grained apparel system, where you could say "Wear any of these you want, but make sure you always wear a flak vest if it's available. Unless there's a flak jacket, then always wear that. Unless there's plate armor. But wear marine armor instead of any of that."
#701
Very much yes.

Also when you "Build a copy" of something it should get the bills/settings.

And everything with any setting at all needs a button to copy and a button to paste those settings. It's great to copy bills, but when I have 10 of them it's a real pain to copy them all.
#702
Ideas / Re: Noob Advice
July 29, 2018, 11:37:25 PM
Don't play Ironman I mean Permadeath I mean Commitment mode. Save often, reload often. That way you're not afraid to test things when you're not sure.

But don't save and reload every single mistake or loss, because the game punishes too many successes in a row.
#703
Quote from: EvadableMoxie on July 29, 2018, 10:48:07 PM
At the very least, I feel like feeding pawns should be under Basic or something and not Doctoring.  Refusing to do medical work I can understand, but they won't even feed someone who is starving to death right in front of them, which is just really jarring and makes zero sense.

"Incapable of caring"

I'll say.

Here here on that. I'll never understand "incapable of" though it's one of those things I'm leery to mod out because the game's (being) balanced around some of your people not doing some things. It's a flat out buff to the game giving them that option. I'd want to at least add something to offset it, be it a mood penalty, greater loss of supplies on failure, or what. I like the idea of not gaining xp on it so therefore just always being at level 0.
#704
Storyteller: Cassandra
Difficulty: Medium
Biome: Temperate Forest, small hills, road, permanent summer.
Commitment mode: no
Hours played in the last 2 days: 20 probably.
Complete mod list: Hugslib, Autoseller, While You're Up, RandomPlus(not used for this run), Simple Stockpile Presets, Numbers, Hand Me That Brick Lite, No Forced Slowdown, Deep Ore Identifier.

Turned on the ship!

15: Siege. They tried to set up in a hill, gave up instantly, assaulted one of our trap corridors and then ran away. We did take a few casualties finishing them off but also captured a few. We let them go.
14: Toxic fallout. Even the planet is attacking us. But we got the traps all set back up.
13: We got assaulted by... a group of travelers. They weren't even selling anything.
12: Sappers! Tribespeople sappers. 16 of them. Half of them ran through the same trap corridor, and the others fell for the "No this door's open come on in" trick. The other 5 ran. In the evening, a Male Psychic Drone started. One guy went on an insulting spree but allowed himself to be captured. Another hid in their room. At least they won't get much toxic buildup. The Boomalopes in the area started succumbing to it, though, and started exploding all over. Luckily, only a couple were in the base.
11: Hollis (the insulter above) went catatonic. We let him be. Some random alpaca wool fell into our base. Late at night, we got a huge raid. Mechanoids right on top of us! With all our traps, we took them out with no casualties.
10: A muffalo died of toxic buildup. I set them all to live in the freezer. They can eat the corn we don't really need anymore. The drone ended, thankfully. Some people started getting serious toxic buildup, so I set them to only be allowed indoors.
9: 27 tribespeople showed up. We showed them what traps and turrets do. We didn't even clean up the bodies or the weapons, but we did reset the traps.
8: Over half the colonists are at serious buildup and are therefore stuck inside.
7: Pirates. They got massacred by the traps and turrets. And the toxic fallout thankfully ended after only 7 days. Back outside, everybody!
6: Pirates with sappers, which is just as well as we haven't gotten the traps all set back up because of the toxic fallout. While the sapper tried to dig through a wall, the rest ran through some traps that were set up still, and then they all gave up.
5: Toxic buildup (which was still there but going away) gave someone dementia. They seem fine though. Then he got confusion, a bear self tamed(!) and we got raided, all in a few seconds of each other. They didn't even see the inside of the complex before giving up. We slaughtered the bear for meat. Then a bulk goods trader called and we bought all their meat. That should see us through to the end.
4: Nothing happened. We spent most of the day hauling stuff. Someone (The one with dementia?) wandered off apparently because we now have 18 colonists.
3: Mechanoids dropped on top of us. We eviscerated them but did lose a turret. Then the females of the colony got a psychic soothe.
2: It was so quiet we got all the trap corridors fixed up, right in time for a tribespeople raid. It went as expected.
1: We fixed up the traps that they'd sprung. We actually ran out of wood but with only a day to go, we dismantled an old building we'd not been using instead of cutting down trees.
21h: 17 tribespeople who are clever with their tactics ran into a bunch of traps and then fled.
19h: Psychite tea dropped from the sky. We ignored it.
18h: Mechanoids again! The turrets got some and we got the rest.
13h: We ran out of storage for dead bodies. We left the rest on the ground.
9h: More visitors. We told them we were busy and then ignored them.
3h: We set the muffalos to unrestricted. We're free, they should be too.
0h: 18 colonists lifted off! Woo hoo!

All in all, much easier than I'd thought it would be. Mostly because I was way over prepared. But Man after over 200 hours I've finally won a game!
#705
Storyteller: Cassandra
Difficulty: Medium
Biome: Temperate Forest, small hills, road, permanent summer.
Commitment mode: no
Hours played in the last 2 days: Maybe 20 by now.
Complete mod list: Hugslib, Autoseller, While You're Up, RandomPlus(not used for this run), Simple Stockpile Presets, Numbers, Hand Me That Brick Lite, No Forced Slowdown, Deep Ore Identifier.

I had a terrible cold snap and most of the grass on the map died. Now, all the wild herbivores (who invaded my town through a hole the last mechanoids put in my wall) are running frantically from clump of grass to the next, even though there are other grass clumps they could eat. It's like they're all targeting the same one, over and over.

Not sure if it's just that they're the only ones in the area that have "fully grown" or if it's a bug. I wonder though that my muffalos are not doing the same though grass is their only food supply.

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