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Messages - Koek

#31
General Discussion / Re: Prosthetics
August 12, 2018, 05:29:09 AM
Quote from: Nynzal on August 12, 2018, 05:21:14 AM
A colony that can make their own rifles still doesnt know how to repair one.

This had been bugging me too. Tynan please :)
#32
I'm not against wealth increasing raid difficulty to be honest, but there is room for improvement.

The mood buff related to wealth just has to go and could be replaced by a mood buff which is high at the start of a colony and decreases over time, giving you time to gain wealth to replace that buff.

Perhaps allies or the ability to call for assistance needs work. If I'm wealthy and my allies benefit from me by trade and occasional gifts they should be more willing to come to my aid, which brings me to the stupid AI allies tend to have in the occasional help they send.
My last game was 450 days in which I only called for help during the 15 day startup and only during that time I got a 1 time free help during a raid, which spawned at the opposite side of the map. A big swarm of tribals rushing a group of mechanoids which I could've handled on my own.

The balance between wealth and raid difficulty does need some work though. I agree with your example of building that golden sculpture.

Cheers :)
#33
Quote from: anitram on August 09, 2018, 01:11:53 AM

I had another siege, I seriously don't know how to deal with those

If you have mortars researched and built, just drop a few shells on them when they arrive. This triggers them to storm your walls making it a normal raid.
You could also send your fastest pawn with a long range weapon to try and get the same result. Be sure to keep that pawn at max range though, for he will be swarmed.
#34
Quote from: Blato on August 08, 2018, 09:38:28 AM
Maybe I should replace my war party of boars with emus

Enjoy the risk of taming emus :))
#35
General Discussion / Re: How to allocate bionics?
August 08, 2018, 09:38:19 AM
Judging by some post above, manipulation only affects build speed and not the eventual quality result?
#36
Quote from: anitram on August 08, 2018, 09:12:19 AM
emus destroy 6 turrets

Well, they are emus, what did you expect?
#37
Ideas / Re: New Zone: High Priority Cleaning
August 07, 2018, 06:06:35 PM
Quote from: Skryabin on August 07, 2018, 05:38:00 PM

There are no "useless pawns"! Every pawn has a right to live and to live a happy life!
We have to issue a Declaration of Pawn's Rights and ban players for pawn's discrimination  8)

You've just convinced me to play a Cannibal/Psychopath run. Thanks :))
#38
Quote from: mlzovozlm on August 07, 2018, 05:38:04 PM
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

Exactly, and as it is now I struggle to get the exact % I want on the slider. Maybe I'm missing something, but I can't adjust it using the arrow keys and the slider is just too finicky.
#39
Impressive list, but

Quote- (BUG) Colonists constantly stopping construction before completion (deep drills, generators, etc.) to do other things like eat or sleep.

Have you ever built a marble royal bed?

Cheers :)

edit: My point is, that's not a bug.
#40
Storyteller: Cassandra
Difficulty: Rough/Tribe
Biome/hilliness: Temperate forest, permanent summer/flat.
Commitment mode: yes
Current colony age (days): 450
Hours played in the last 2 days: Too much to admit :)
Complete mod list: none

We are the tribe of Koek. We fought, we adapted and finally we fled this hellhole of a planet.

and this is our feedback.

I don't know which version I started playing this tribe, but it has seen quite a few updates the past week.

-Early raids were quite easy, although it didn't give me a lot of prisoners due to most of the raiders dying instead of going down. When the raids grew I had more raiders going down, which slowly gave me a good pool of pawns to recruit from. Eventually I ended up with 16 living colonists and 3 casualties.

-I had to suffer 3 toxic fallouts, one during a volcanic winter, which were more of a bore than anything else. It is a deadly event if it comes too early for a tribe, but with sufficient preparation at every point during the run it is very manageable. A big freezer and a smaller one which stores excess haygrass for the animals and a sunlamp or 2 which are only roofed up during fallouts and volcanic winters did the trick.

-After the early smaller raids they started to get bigger, which gave me a few upgrades over the recurve bows I was still using. I never researched great bows because the weapons the raiders brought me were better and I decided to rush for bolt action rifles instead. I think it would be a good thing if great bows were easier to get for a tribal playthrough. Perhaps some love for some changes on the research tree for tribes are in order here? Because why should I research great bows when raiders bring me sufficient weapons untill I can craft those myself? Tribes need other research first to survive some early game disasters like fallouts or mechanoid raids. Key researchs has great prerequisites in general, like the weapons when going for turrets

-Mechanoids: the early raids are very dangerous for a tribe, but when you eventually research turrets and get geared up they become much more manageable with proper defensive setups. They stay deadly until the end though, so lost limbs, deadly rng storylance shots and a few unguarded moments still take their toll. Some balancing seems in order tbh. More armour options (read dmg reduction vs evasion) are always welcome. There is fun and FUN :))

-Traits: I like the transhumanist one. Early game the mood penalty is easily manageable and lategame they need very little mood management due to the increasing mood buff.
I eventually had 2 chemical interested colonists, which were less of a chore than I remember. Maybe because I improved on my gameplay. I gave them the best bedrooms and gave them a work and useage schedule which gave them ample time to see to their needs to keep their mood as high as possible to mitigate the amount of useage binges to a minimum. I still like to skip pawns with this trait, but the ones I recruited had skills I needed at the time and were quite good overall, so it was worth the chore.
Ascetic is a very welcome trait, but harder to manage if they get in a relation with with a greedy or jealous (a trait which I try to avoid especially when I already have a greedy pawn, due to wealth increasing incoming danger vs mood management). Ascetics keep your wealth low and thus raids easier.
Undergrounder is not worth to aim for. My full time researcher did not have that trait and I never got any problems from that pawn, even though he was indoors most of the time. Maybe a good trait if you play a mountain base with very little outdoors interaction. Either have the outdoors mood bar to drain faster or just get rid of this trait.
I never use abrasive pawns. Increases the amount of social fights and are simply a walking mood debuff. Harvest for organs and banish :)
I tend to avoid the more negative traits in general (ofcourse), but some combinations make the bad traits a non issue, like Very neurotic and Psychically deaf or Ugly and Kind, the latter of which is a nice walking mood buff.

-small suggestion: I'd love to have the option of right clicking on weapons and apparel and designate them for hauling priority and smelting. Saves me some hassle with the smelting menu.

-Hauling: When the kitchen is busy all of my pawns free for hauling were in my freezer merging stacks and wasting a lot of time in general. This could use some love, since I love how stacks are merged, but my pawns freaking out in the freezer because they have to move meat with every meal created is tedious to watch. especially when moods are dropping because other areas are a mess.
Less restacking, more cleaning please :) No suggestions on how to fix this though. Good luck.

-The 15 day ship warmup. I removed all work schedules and had all my pawns on 'anything' 24/7, to have them deal with their minor breaks because of the sheer amount of corpses laying around and them having to fight through sleep schedule times.
I read a post suggesting a 'victory' mood buff after winning against a raid. Don't know who it was or in which thread (sorry) but I'm all for it.
In general I liked the 15 day chaos. My most critical moment was when 10 scythers dropped into my hospital, wrecking everything all while a sapper crew was advancing on my walls. The scythers managed to cut a power conduit, shutting down my western turrets, ofcourse the way the sappers came from. No idea how I didn't lose pawns during this ordeal :))

-Raids: Normal raids become easy with a decent setup
Sappers can be baited into your turrets or bottleneck themselves to death in the hole they make. No problem at all.
Sieges are just a weakened raid if you drop some mortars on them. Easy.
Mechanoids are a pain, but manageable when you learn to counter them. A shootout is a no go before getting long range weapons (maybe I should research those greatbows after all :))). As long as they don't drop inside your walls they can be led into a killbox I guess (which I didn't use this run, or ever tbh)

-I kept social fight to a minimum by refusing pawns with negative traits like ugly and abrasive and by having universal recreation time, forcing everyone into my recreation/dining room giving them daily moments to interact with everyone. Most pawns had all positive thoughts about everyone else, that is, until the cheating and divorcing started. Unfaithful bastards :)

-I managed wealth and mood by combining a few rooms, like dining+recreation. Maybe it is worth trying a baracks next game, making it easier to keep wealth low and impressiveness high. Don't know, no further thoughts on this.

-Drugs management: I haven't used anything other than beer and smokeleaf and mostly used it to boost mood at critical moments and for trade. since having a chemical interest pawn (and 2 later on) I got rid of all the strong stuff asap.
A small suggestion: give us checkboxes in the drug policy tab for minor/major and extreme break risks. In combination with the % slider it gives us an easier, less tedious, menu game

-In general I'd like to see a more polished and intuitive menu. Small things like having the wildlife tab open and clicking on animals in that list without the menu closing for example.
-On the work tab, when hovering over 'hunt' it just says the average of both skills. I'd like to see the Shooting skill and passion added to this.
-When adding a bill at a workstation to create a weapon, I'd like to see the weapons damage and range added to the big 'i' icon and/or the details tab in the list of bills.

My most memorable moment this run was when my lvl 19 crafter got storytold in the heart by MY OWN charge lance, which was wielded by my full bionic (2 archotech eyes and 1 archotech arm) colonist Sam. Thanks RNGesus. Happy times.
Petra, you will be remembered.

I love to hate this game and sometimes I hate to love it. Rip my time and rip my mood when something goes wrong. Next time I'll play a harder biome or randy rough.

Thanks for a great game Tynan & team, hope you keep improving it. Good luck handling all the feedback in your search for a well balanced game.

Cheers :))
#41
Quote from: mcduff on August 05, 2018, 01:02:12 PM
Trying to work out if this is a bug or not. I have a colonist with a carcinoma and have set an operation to excise it. It says the ingredients are 6 medicine and I have 25 in stock, yet when I try to get a doctor to prioritise it, it says "need ingredients." Is there something I am missing?

Do you have more than 1 active medic? Make sure the other medic is not on his way to perform the surgery because that blocks you from assigning another medic manually.
Just draft the medic you don't want to do the work and then manually assign the one you want.

edit: maybe it has something to do with another colonist, in this case another medic, to be assigned to haul from your 1 stack of medicine, therefore your medic cannot find the resources. ??
#42
I ate all the animals, so none are left for you. Sorry :))
#43
Quote from: Greep on August 03, 2018, 08:57:52 PM
Protip: chased refugees are crazy in 1.0.  However, if you don't get a pawn you like, you can simply draft them and have them sit there, and they will be kidnapped and the raiders will leave immediately.  This essentially gets you a free shot at trying to get a good pawn :)

Nice. Does this come without any mood penalty?
#44
Quote from: mlzovozlm on August 04, 2018, 03:51:47 PM

's boomalope worth it?

Since the handling skill is now useful for your hunters, boomalopes are even better than before. With boomalopes you get plenty chemfuel for your generators and fuel to launch gifts all over the place without the extra labour of getting the resource for your biofuel refinery.
Since training and milking them raises your handling level, I'd say it's very worth it to have your hunters also be handlers.

Boomalopes are awesome and a must have next to some muffalos.
#45
Quote from: thehay95 on August 04, 2018, 02:09:48 AM
It is too hard to raise the crafting level.


To be fair, crafting is one of the easiest to get to, and keep on, the top tier levels. Just don't have too many crafters working at once.
Instead have just 1 or maybe 2 colonists checked with tailoring and smithing and a few others for the simpler crafting stuff like cutting stone and rolling smokeleaf.
I have 15 colonists at the moment and just 1 of them is doing all the smithing/tailoring. This keeps his level high while 2 others are doing the menial stuff.