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Messages - mlzovozlm

#91
Quote from: RawCode on August 25, 2018, 01:19:30 PM
Quote from: Ilya on August 25, 2018, 11:51:35 AM
Quote from: RawCode on August 25, 2018, 08:22:02 AM
its done for balance reasons, allowing to carry both melee and ranged weapon at same time is nice and logical, but will make combat boring and repetitive.
I disagree. If anything, it makes it less repetitive, because suddenly, when the enemy charges you, standing your ground and going melee may be a viable choice, while before skirmishing was always the only logical choice.

instead of planning you just click attack and pawns handle combat on it's own.

-zergs- tribals swarmed your snipers?
no problem, they have chainsaws as sidearm and absolutely fine in melee, dat melee snipers!

if there's a sidearm, ther'dnt be tribal melee rush no? xD there'd be a bunch of longbow tribals standing behind rocks+trees trying to snipe you, constesting with whatever guns you also have
#92
Bugs / Re: My pawn getting mental break without reason
August 24, 2018, 12:31:51 PM
confused+wandering seems like what a dememtia or some brain damaged pawn can get

there's no health tab so not sure about that

probably bug/glitch though
#93
the door now take a short while before they start getting closed, so during those time, the raiders  or mad animals can go through, unlike before when the door start to close instantly
#94
counting all the "wealth" of all the stuff in the map is like counting all the uranium, gold, oil, gas, diamonds, etc. in the world, if not in the whole universe
you know they're there, you know you can get them if you exert your effort, but it's impractical, so the resources isnt exactly "wealth", even if it's, "potentially", "wealth"
a floor or wall of ruins in the map'snt "wealth", they're nothing different from those ores that you'll have to dig out to make use, or chunks that need to be cut, wealth is something you either accumulate, and/or have immediate/direct usability
#95
Quote from: 5thHorseman on August 19, 2018, 09:10:53 PM
...
(may be, suppose so, i'm not too sure) this happened to my run too, kinda

basically, i send a 7-pawn caravan on a item stash, which was guarded, 1 pawn get killed, instantly, INSTANTLY, by a poor-sniper-rifle-low-shooting-skill pirate eventhough the guy was wearing full marine suit (power helmet+armor) :|, anyway, he got resurrected after the caravan get home 1.6d later, but i remember having to reassign 1 or 2 beds, aside from the resurrected pawn
#96
though caravanning during toxic fallout gonna be impossible if it goews regional
#97
Cassandra Rough
Mountainous 30/60 Temperate
time: 9 years
Commit: No

sometimes it got really annoying that an incident happens just as those caravans come to my base, a manhuntting pack for example, i can either run out to help them, or ignore, running out mean i leave my perfect preparations with traps and all, not running out means a hefty minus into faction relationship -_-

seem like infestations're now not "baited" into dark rooms anymore, but sometimes, it ends up being very annoying when combined with solar flare, once, an infestation spawned in my weapon room, which is barely 'mountainy' at all since it's the very outer room of the base, so now i always have to get the pawns back into "Alert" zone (which is pretty much an 'extended' version of "Roof") whenever solar flare happens

the new wealth system in 0.19.1996-8 really gave me a suprise since it now take into account the bionic parts as the raids' strength jumped after the update, though it's reasonable i suppose, now ppl should stop giving pawns "unneccesary" bionic parts, i guess

i also noticed that, one of my non-chemical interest/fascinated pawn went on a psychoid tea binge, meanwhile one non-gourmand went on food binge :/ is it intended? (no, there wasnt a single "break risk" at those times)

the raid deversity seems off, with most of the raids 're mechanoids, which actually fine by me, since i can get free plasteels, especially raids with lots of centipedes, with the EMP traps & firefoam poppers in place, inferno centipedes 're basically useless, meanwhile heavy blast ones 're simply inaccurate, the only problematic mech raid's mass scyther rush

by 5507, everyone in the colony has already gone full cyborgs except for the sole problematic body purist, it's 5509 now & all i've ever got was 5 resurrect & 2 heal mech serum, of which, 3 resurrect get exchanged in caravan request, 2 heal mech serum used for some nose shatters (eventhough it was intended for torso injuries, the game recognize a lost nose's more 'important' than those brain scars & torso injuries, it's annoying, one way to fix this is smply review the weight/importance of each body part, each injury, or let player choose what they want to fix using the serum)
in any case, with all the healer mech serum used, i've been waiting for ages for another healer mech serum just to fix the cut off hand, scratch torso, & replace the bionic leg of the body purist, it's too rare for an important item, especially for those annoying purists :|

afterall, pawns naturally degrade overtime with all those injuries, now, with the artifical body parts counted into wealth, everytime a pawn get injured, you've to choose between banish them off because you can't fix them up, fix them up with bionic eventhough you may not want to upgrade them than what they already was before the injury, or, suffer the penalty of useless pawn for ages before a healer mech serum comes
#98
General Discussion / Re: Scouting jobs
August 14, 2018, 12:40:56 PM
1 of the reason i like mountain or coastal base, you basically have your base build at 1 side of the map, leaving plenty of space at the other 3 sides no matter how big the colony is & how small the map is
#99
probably because the whole area is walled off, so it get perceived as an unroofed room
& because it's a bunch of stuff that's required for it to be rec room, it get perceived as 'rec'
#100
my last run, roughly 2/3 of the team was former pirates so in the late game, all those pirate raids always had at least a few "relative" raiders, the colonists ended up with a bunch of mood debuff of "my xxx died", quite annoying & weird since 3-4 of them actually defected, why'd they actually care about the bunch that chased them away from the faction?
#101
Bugs / Re: [0.19.1987] 8.Aug. Ambushed by a tortoise!
August 08, 2018, 09:37:28 AM
well, i get ambushed by hens, cocks, cats, etc. all the time, not a bug for sure

kinda annoying feature though of course
#102
feature, unless it's right after the fallout happens, the corpses'd instantly rot
#103
Quote from: Koek on August 07, 2018, 05:03:12 PM
...
i like the drug idea, considering not everyone has the same break risk level, & it's fast, rather than bunch of sliders, & i actually dont even know which point of the sliders i should even put for each of them & the drug :|

so newer players 'd be even more confused, i currently just stick with ~37%-40% recreation/mood then manually 've them use drug if needed immediately
#104
normally the sapper(s)'d get separated from the group by going in 1st, & taken out by the 1st few spike, the cluster's actually what the IED(s) for, and the purpose of the spikes 's also to keep off the annoying wandering wild animals (though i don't know if they actually trigger IED like they do with spike, i never tried IEDs in middle of nowhere before
#105
for me, with the current deafall/spike trap pacing

3 layers of spike, with wooden walls in between to route the raiders, a layer of IED next to perimeter wall, by the time those sapper wander there, they've already cluster up so it's effective enough

IED 're effective against infestation, since they spawn in large

you may also put wooden walls under digged out hills on the map then fill them with spike, IED, wooden floors, etc.

once a explosive IED explode, it'd cause the overhead of those hill to collapse, instantly kill those raiders, or incendiary IED which burn the wooden floors & walls & raiders

basically, just use it where it matters, where they don't run in line like AOE or Starcraft marching :/