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Messages - Broken Reality

#46
New colony this time crashlanded, Cass - rough, large hills, temp forest 30 day grow period.

Things started out pretty rough two raids close together with already injured pawns meant one went down. The healing times from wounds felt longer. This playthrough I decided to accept every chased refugee, do prisoner missions and note down how many raiders and how many lived to be recruited and their traits. I wanted to see how things were now rather than my usual way of rejecting most refugees especially if I am already hurt. This time I accepted everything.

I had really bad luck on this run. No poison/psychic ship till the end of the second year, very few traders including trade ships, no ancient danger on my map (I checked before writing this). This made getting the multi analyser hard. In other playthroughs I have had up to 6 adv components at the same point in time. Luck can go both ways I guess. I've not yet really got this far down the research tree having played mostly tribal starts thus far. I needed bionics due to an early 9 point eye scar in one of the first raids and the later 2 feet and 2 legs (limb loss was a recurring theme even with everyone in heavy fur dusters and flak chest and legs, not had that much of an issue on my tribal runs with plate and devilstrand clothes.) I felt quite constrained in getting the bionics I needed and at the time of writing I still haven't made any due to lack of gold for a long time.

Here is the list of raids and pawns events I got and some notes about the ones I saw.

raid  - 1 tribe - lived - abrasive, too smart, indoorsman, captured, went berserk and died in the fight.

Escape pod - allied - self tended, walked off map before rescue

raid  - 1 tribe, died

escape pod  - frail ambrosia addict - left to die -  ugly, sanguine, no good skills

escape pod  - sanguine fast learner - spacer - captured - low but useful skills for my colony

raid  - 3 tribesmen - 2 dead - great memory, masochist, psychopath, - captured - only 2 flames

escape pod - ally - recued - beautiful fast walker - ok skills

chased refugee - accept - pyromanic, chem interest - terrible skills - regret accepting (6 man tribal raid foloowed him) he was captured by the raiders somehow

raid - 2 pirates - 1 dead other ran

raid - 4 outlanders - 2 dead 2 ran

incap refugee- guarded by 2 pigs - quick sleeper, body purist - good number of passios average skill lvl - sent al 4 colonists leaving base undefended except for colony yorkie named Friendship. Forgot the prisoner, return journey took 3 days (half a day to get there), prisoner starved to death n a pool of their own vomit.

raid - 4 tribesmen - all dead

incap refugee -  77 years old not going to take the risk on this one.

Food poisoning causes one colonist to get caught by manhunting ostriches, gets an infection in his foot, end up amputating.

raid - 5 outlanders - all dead

escape pod - space refugee - steadfast, greedy, psychic hypersensitive - captured

raid - 6 pirates - 4 dead 2 ran

Prisoner dies dring prison break

Raid - 7 pirates - 3 dead one downed 3 ran (downed pirate got up and on being clubbed with a rifle ge died as well)


raid - 6 sappers - 4 dead 2 ran

chased refugee - jealous, steadfast, lazy - decent passion and skills (doc and art, no dumb labor) - 8 outlanders chasing - 2 downed anc captured one to be released (depressive + low skills) rest died or fled

Raid - 7 outlanders - scattered drop pods - 1 downed rest dead 2 fled - gay, misandrist, greedy  - great skills and passions - captured for recruit.

Raid - 10 pirates in drop pods - 5 dead rest ran. Bad set up for the fight, no time to prepare meant two colonists got downed to grenades (poor positioning on my part)

poison ship - 2 scythers 2 lancers -

raid - 4 scythers drop pods scattered.

raid - 15 out landers split two groups 10 and 5 -  2 downed and captured one to be talked to the other released (chemical fascination, indoorsman, nightowl - making drugs for profit so he has to go) pretty, caful shooter, slowpoke - need a janitor


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#47
Quote from: zizard on July 14, 2018, 06:30:08 PM
Btw RNG gating doesn't count as story telling

Hmm there are multiple ways to get them that is hardly RNG gated. Open and Ancient Danger and boom gold and adv components (also guns and armour if the people in the caskets are hostile). You can literally call a trader in on demand and buy some off of them if you make the effort to ally with an outworlder faction. How is that RNG?
#48
Quote from: Razzoriel on July 15, 2018, 12:15:53 PM
All it takes is for Tynan to make a couple more internal "organs" for mechanoids. Then hitting the brain with say a 33% chance could mean something. However, I dont understand why Lancers and Scythers have drastically different armor values. Arent they the same mechanoid, only programmed to have different functions?  A 5%-10% difference as reinforcements or whatever would make sense, but Scythers currently are just a little below a Centipede's armor, while being so fast.

Scythers may have good armour but very low HP so they die easily. If you set your base up right they aren't an issue (not talking about making a killbox)
#49
Quote from: Oblitus on July 15, 2018, 12:36:51 PM
Why is every enemy so set on destroying any building that belongs to my faction? Insects, pirates, tribals, mechanoids... Not that I really complain, though - it stretches their forces thin, and they usually don't even react when I come to take them down until it is too late. And allows setting up traps using furniture as bait.

I've noticed this a lot as well. I've had raiders walk past my base to attack a structure I built to take on a psychic ship. I think it is possibly due to the changes to make killboxes less viable. I've seen  raiders start attacking random parts of my wall and I have one side of my base left open so they can attack my crops (this is bait as the river slows them hugely it's like shooting fish in a barrel) I've gone back to building multiple doors spaced along my walls to deal with the random raiders makes breaking raids easier if you only fight raiders one or two at a time.
#50
People on mental breaks ignore forbidden things such as drugs and doors.
#51
Eggs have to be forbidden when laid as they could be fertile. Would you want your haulers to take fertile eggs you want to hatch to the freezer all the time because they were laid unforbidden and they they are now infertile eggs? Also you can just drag the unforbid tool across your paddock once a day no need to find and click the eggs individually.
#52
Yeah gold is needed but you don't need much of it. Unlike the others which you need all you can get most of the time.
#53
I just set my pawns to two hours of joy before bed. That's it, I have never set work hours so it is just sleep (I crop a couple hours off) then anything. If they need joy they can get some. They are going to work anyway so you don't really need to tell them to. Never had an issue with this in 1.0. I do use my inspirations when I get them on a builder making high quality pool tables and poker tables. The increased joy gain is substantial (good pool table was 140% ish masterwork 180%ish and legendary was 240%ish.) This means they spend less time getting the joy they need, i tend to have pretty happy colonists.
#54
The usuals, components, plasteel, uranium (if you want to use sniper turrets they use it as ammo now).
#55
Waterproof cables are unable to be built over with bridges and can only be placed in shallow water. If you have to use them for water mills or geo on the other side of the river this can be rather limiting.

Also is the threat level of Ancient Dangers as intended (two openings after the fix to things not spawning) I have had 2 centipede and 2-3 scyther/lancer (I forget exact makeup) and last night with one centipede, 4 scythers and 2 lancers. If this is the level of threat intended that's ok just means you need good gear or a good setup probably both. Though centipedes with inferno cannons will destroy everything in and AD if you fight them as they seem to be leashed to the AD. Luckily when I did it I opened up a section of wall away from the cryocaskets or all that would be gone.

As for social impacts I've always thought some of them odd. You married someone +30 opinion, they lose a nose -40 lets divorce. For stranded shipwrecked people on a dangerous planet full of people trying to kill and capture them they sure are picky and fussy.

As to tribals having less backgrounds that screw you please don't make tribals as bad as crashlanded, I'm guessing and going off other people that crashlanded pawns have the most player designed backgrounds. It can be really hard getting 3 pawns that have the 4 or 5 skills you need to start a colony. This is a decent part of why I play tribal, it is easier to get decent pawns who can fight and be reasonable at some skills.

Also wanderer joins event could we get the ability to refuse them? It is our colony after all. I understand you don't want people seeing the stats of pawns being chased by pirates or asking for rescue but surely we should get some agency with people asking to join, ok not asking just joining and picking a bed.

#56
It is intended. Poison/psychic ships drop them and they are often in Ancient Dangers. Then there are traders. Not that bad honestly. I have 5 in my current game and I haven't even got the research for it yet, I am tribal though.
#57
I really like Raibeau Flammes farming mod. That was was nicely balanced in that it took a lot of time and work to upgrade things or alter terrain types. I have seen other mods that let you just draw what terrain you want and that's bad. But if you have to get soil and make fertiliser and then you can make the rich soil that seems fine.
#58
Do you mean lancers or scythers? They got split into two types now. Lancers are dead if you get in close and melee them. In a small space they are doomed. Scythers can be nasty though I have had success vs them in drop pod raids with a melee in plate and helm holding the door and several shooters behind them. If you have 3 melee in a row in front of a door then all 3 can melee the single scyther that can get out at a time.
#59
Latest run through. Tribal, temp forest, large hills, large river, Cassandra rough. Permadeath.

Started building close to the river again to try it's defense again. All in all things went smoothly. Only two hiccups was due to caravaning. I got a quest for a techprof sub persona core and as I had just got machining researched I decided to get it so I could research microelectronics instantly. I sent 3 ranged and 1 melee on the trip leaving the 3 ranged and a melee in base. This was when I forgot the one of the people on the caravan and one in base were both having psychite withdrawal thanks to chemical interest and a raider junky stash. Now I have two drug addicts going on repeated mental breaks. At the bandit camp things went a little badly and one pawn got downed. Meanwhile back at base soon enough a raid occurred which downed another of my colonists due me not paying enough attention and messing things up.

After a while with the base I felt i lacked room so expanded over the river to wall of an area for water mills and to act as stoor rooms. When I got my power going I found out you cannot build bridges over waterproof cable. This means I have to mine and rebuild things so I can have a full sized store room. Not sure why waterproof cable is like that, it would make sense if you could place a bridge over it.

I opened the ancient danger again this time preparing ahead of time with a trap tunnel and things went far better no one downed or badly injured. 4 scythers, 2 lancers and a centipede were inside, they did not seem to want to leave the ancient danger much the centipede refusing to move outside it at all. Seems ancient dangers are nasty again.

Once again taking prisoners is hard as everyone is dying. I think overall i had 3 or 4 go down and I recruited one of those (the other one I remember downing was a pyro so I released him)

Just before posting I had an escape pod event land in the river where they stood up, bandaged themselves and wandered off. Not sure if escape pod pawns should self tend.

I didn't have many world events to do, only did one caravan, they seemed very sparse this run. One bandit camp, one item stash and 3 peace talks (a few caravan request about 3 none were worth doing or were over impassable mountains).

Across all fights and raids I had zero deaths and 3 downs. Enemies love trying to burn my crops and go through the same way every raid.  Played permadeath so no one thinks I saved scummed so hopefully my report is valid now. Normally I don't do permadeath due to saves getting corrupted on me in the past.

I'm going to continue playing and try out the turrets not yet seen how effective they are.

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#60
My colony had 6 melee and 5 ranged. Forcing the enemy to run over a river to attack you makes them easy pickings and the melee finish off anything that gets close. Melee feels far more satisfying to use now for me. Before I would rarely pick melee colonists at the start. I also feel that tribal start allows you to have better fighters in general as you have more pawns to get the skills you need to start (constructor, doctor, grower, cook, crafter).

Rivers have gone from something I rarely wanted on a map to now I want one with the new watermills especially as tribal. The river is the main reason I did so well in fights TBH. I am enjoying combat more in 1.0 than in B18, the different raids, melee feeling useful and so far I haven't used a kill box but I also kept my wealth in check putting what I got in to better weapons. The changes to combat and raids have made me experiment.

I definitely got lucky on my run I didn't have an infestation like Boboid's (the number of insects  seems crazy) and was never really hugely threatened except by the siege and the poison ship.