Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - RicRider

#31
Ideas / Re: Caravan should have separate food restriction.
September 29, 2020, 12:59:10 PM
I gave up on using food restrictions; I don't even use the feature any more though I guess if you're torturing yourself with nobles from Royalty DLC then you'll need to figure out a way to make them work. It's tedious as hell for sure. I just grow more food than I need, cook more than I need and basically spend the first year of every colony amassing food in different buildings so they can eat whatever the hell they want and I don't need to look at them eating.
#32
Ideas / Re: Allow override of enforced slowdown
September 29, 2020, 12:55:41 PM
Quote from: LWM on September 26, 2020, 11:09:38 PM
TD's Enhancement Pack lets you Shift-Click to set a speed despite the lock at normal speed.

Man that mod has so many good options. I didn't even see that one until you pointed it out. Can't wait to try it in the next battle. Hope it works!
#33
60 colonists sounds like a pain in the ass!

But even if you have so many, it's probably quicker to find them using the work tab. Sort by name and click on Elk. He shouldn't be far from the top!

I guess though if you imprisoned him then he won't be on that list any more so you will need to use the Prisoner tab but to unlock that I think you need the Prison Labor mod.
#34
Quote from: Feyda on September 17, 2020, 06:56:42 AM
Caravans are pretty easy if you just use a couple of tricks. 

1.) Always have enough pack animals to carry the full weight of all items you are taking (that way pawns dont pack inventory on them self)
2.) Only select the humans and animals you are going to send on the caravan, then turn off auto supply and add the ENTIRE rest of your humans to the caravan (this keeps auto supply from adding a ton of unneeded food).
3.)  Your colony will now pack your caravan like a swarm of piranha attacking a sick cow in the river.
4.) When all of your caravaners suddenly pause for a second and then beeline for the edge of the map, select all colonists, then shift click the colonists who are actually going to remove them from the list.  Now for the remaining humans, simply click remove from caravan.
5.) Profit

I'm sure all of this was intended as well, as it's so clearly explained exactly the way you've explained it in the learning helper! :D
#35
I'll never forget the stupid caravan where I had to deliver 31 peg legs to the neighbors across the desert and when everything was selected on the caravan loading screen all 31 peg legs fit onto the runner and the donkey I was sending. But packing the 31 peg legs took so long the runner decided to go to the kitchen and eat some pemmican, but left some in his inventory when he was done so by the time I noticed he only had 30 peg legs because of weight issues he was already 2 tiles away from the people who wanted the peg legs.

I'm sure this was how caravans were intended to be played.
#36
Ideas / Re: Allow override of enforced slowdown
September 14, 2020, 05:13:28 PM
I don't think anyone has figured out how to do this. None of the mods available do anything like it says on the box - they're supposed to ovverride the forced slowdown but they don't actually do anything just take up a mod slot for nothing but hopium.
#37
Quote from: AileTheAlien on September 05, 2020, 07:45:19 AM
[...] the game is really swingy with it's dice-rolls in the combat calculations, or it feels that way, enough that they added this setting. :)

Definitely swingy! I'm playing with the mortar accuracy mod and a guy incapable of intellectual is manning the enemy mortar. Despite that, he rolled 20 on a d20 twice in a row and managed to drop a shell on my artist eating his lunch. I laughed and then I cried.
#38
If you're into using mods then I highly recommend the one called Map Reroll. Instead of getting onto a map only to find out you have to start the whole colony creation process again, it simply lets you reroll the map once you are there.

Also highly recommended is the Prepare Landing mod. You can use it to set parameters to search a world you created for a specific tile (Boreal Forest, small hills, growing time, etc.).

The two mods together make finding that perfect colony spot super easy!
#39
OK, got it. So you were disagreeing with me just to agree with me in the next post afterwards and your disagreement was contrary to your initial suggestion, which was in agreement with mine.

In case you haven't figured it out, I also think they should not check food by default. Stop playing devil's advocate with me or whatever you're doing; it's tiresome.
#40
Quote from: rinin on August 22, 2020, 06:13:09 AM

Why 3 days? Why no hay? I live on the ice sheet, I could travel with fine meals all the time, and I need the hay for my donkey. Game is played different ways, don't try to replace one forced unflexible logic with another one.

Having nothing checked is not 'forced unflexible logic'. It's giving freedom to the player to choose what they want. If I start on a random temperate forest tile and ice sheet logic is applied to the game then that's definitely 'forced unflexible logic'.

Quote from: rinin on August 22, 2020, 06:13:09 AM
Separate policy for food clothes drugs and medicine for caravans would be nice though. As well as the ability to disable this feature.

So having nothing checked for food is not 'forced unflexible logic' but the ability to disable your suggestion (which is a good one) is not 'forced unflexible logic'? You lost me.
#41
Ideas / Re: Add Bedrolls to Caravan Autosupply
August 19, 2020, 03:58:14 AM
I thought horseshoe pin could be used in Vanilla. Wasn't that added recently? Maybe in 1.0?
#42
Ideas / Re: Let us move traps and IEDs
August 18, 2020, 10:53:29 AM
I can't stand this mechanic too and wish they would change it. Or at least make it so that someone with high construction or crafting can do it without risk.

In the meantime you can download the ED Enhanced Options mod, which lets you set 'safe traps', among other things I love like 'disable fire watcher'.
#43
Ideas / Re: Add Bedrolls to Caravan Autosupply
August 17, 2020, 01:09:00 PM
Horseshoe pin and maybe add other types of rec they can use on the road like telescopes or chess sets.
#44
If you don't want to use mods you can also use dev mode.

> Enable it in the options, middle bottom, when you've started your game
> Find the 'Set Skills' option somewhere in the middle of the list
> Select the desired skill
> Click the character with the cursor
> Set the desired skill level
#45
Frankly I don't think some of the players commenting on this thread that haven't noticed these annoyances have played enough games on Naked Brutality to really notice some of the repetitive nonsense mentioned in this thread. I've played hundreds of these games: I don't have that much time to develop a full base and don't have the attention span to keep reloading the same save for weeks so what I do is start a Naked Brutality run on the hardest difficulty setting (woohoo new 500% threat scaling) and just see how long I can last with random scrubs the game gives me.

It's a bit like Rogue or Nethack games if you play it this way.

Anyway, here's a list of annoying things that you notice after you play a LOT of games that are repetitive, in addition to the sad wander events:
- high chance of raining for several days when you start
- high chance of heatwaves when you start on 'hot' maps
- high chance of cold snaps when you start on 'cold' maps, usually right after you've finished planting all your crops
- high chance of sapper raid immediately attacking you after you've just completed your trapped entrance to the base and walls
- high chance of non-sapper raid immediately attacking you when you've prioritised anti sapper techniques and walls before the trapped entrance
- high chance of fully-grenade armed raid attacking you immediately after you've managed to pull off getting up walls, anti sapper defenses and trapped entrance without Randy mysteriously killing you
- high chance of animals getting plague as soon as you tame them
- high chance of getting diseases when all your pawns are furiously trying to build something because of a raid quest you've accepted that's arriving in a few days

There's a lot more, but you're not going to notice these things if you like to play long games instead of playing lots of short ones instead.

Thankfully mods and dev mode pretty much solves all of these idiocies but you still have to get over the sinking feeling that you're "cheating".