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 - zgrssd

#121
When binding to the Gauranlan tree, I did not know that Planting skill would be required for most of the work.
So now I am stuck with a Plant 1, no passion bound person. That is also my Warden and only Cook.

I want to rebind it, but can find no way to "drop connection". Does cuting down the tree give back the seat? Would it trigger the Tree Lovers hate for cutting trees?
#122
Quote from: Canute on July 24, 2021, 08:12:16 AM
Newsflash: Depressiv Smartphone owner walk over a high traffic road while watching the video from his ex-GF and noone save him.
You got the story wrong:
Depressive Smartphone owner drives 20km into city, to suicide on high traffic road.

This was no accident. The pathfinding consistenly lets him beeline right into the hive.
#123
Something is broken with pathfinding or you added intentional suicidedness to sad wander.

Notice Eagle on one of the field. He is currently in a sad wander.
Notice the one Insect hive on the entire map, near the cursor in the upper right.
The map is literally square kilometers in size.

Yet of all the places, Eagle will consistently beeline directly into the hive.
Not even accidentally wander into it - he beelines right into it.
#124
General Discussion / Re: give me my refund.
July 24, 2021, 07:07:22 AM
Quote from: Bigdestyn on May 06, 2021, 03:47:55 PM
I might have 208 hours, but the game is not worth close to 60 dollars.
i want my money back!
even on any difficulty my colony always shits itself,
and for those idiots who say "hurr durr so little hours!". Let it be known i dont spend all my time playing shit games.
Apparently 29 cents per hour of entertainment is not a acceptable price for some people.
I can not make sense of that.
#125
General Discussion / Re: Insectoids and Tunnelers
July 24, 2021, 06:45:55 AM
Infestation are not OP. They die like any other raid.
What are your armors?
What are your weapons?

Not unless you wait for seasons for them to spiral out of control first! And if you do that, you can always pack up and resettle the same hex.

One way to avoid infestations is to have the base be very cool. Like "need a Parka just to work" cool. This might cause issues with "Sleeping in the Cold", but it is a valid tactic to deter them.
#126
Animal Personhood and Cannibalism should totally be combineable. The penalty for killing Animals will already avoids eating a lot of meat.
#127
Aaaand it is done:
I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen.

It propably was on the list for release but he lacked time to finish it.
#128
Quote from: Grubfist on July 23, 2021, 07:15:12 PM
Did they change it in one of the small patches thus far? The first two slaves I had could absolutely be drafted and fight and be given weapons. Their likelihood to to rebel went to once every ~8 days from once every ~3.1 years when they had a weapon, so I only recommend giving them a weapon at the moment you need them to fight.
I could not draft them while unarmed.

I figured that if they could be armed, they would try to escape more often/be harder to supress. And being able to draft them first, then arm them might be a way around that.
#129
General Discussion / Re: Changes to Animals
July 24, 2021, 06:05:59 AM
Quote from: mayoculpa on July 24, 2021, 12:53:57 AM
I understand the logic behind it, but this change made me really sad. I think it was an overcorrection. The way it was before, every biome had its own unique animals which could fill every useful niche in my colonies. Now if I want guard animals, hauling animals etc I have VERY few options that have to be the same every time, every colony. I will miss my attack elk and my guard dromedaries and my various foxes. I loved them so.

I suspect part of it is that Ideology adds the option to have those kinds of tasks done by enslaved humans instead. Which I will not do. Having a stringently limited amount of working animals is just a loss of flavor and fun. I get that a lot of other players are overjoyed to have the opportunity to enslave people, but I would find that actively unpleasant. So, retrievers it is from here on out.
Enslaved humans and Dryads.
Everyone gets one Dryad tree - the tree huggers just get the option to plant more then 1.
#130
Looks like slaves need to be taught to drop any heavy objects (stones, colonists) when fleeing.
Ah, the old Dwarf Fortress problem :)
#131
The game now does follow a checkerboard pattern automatically. No micromanagement with 1 tile growingzones invlolved. Propably one of the many 1.3 changes.

But also the problem here, as it seems to circumvent cutting retrictions.
#132
Quote from: arkyte on July 23, 2021, 04:15:05 PM
Weird. For me it works fine when planting normal crops. I didn't test with planting trees. The zone even considers adjacent trees.
I am guessing there is some extra code for Trees.

As they need at least 1 distance to each other, the ideal pattern is a checkerboard. And hte game definitely tries to follow that one. However existing trees that fall outside the pattern are a problem. Cutting the right tree can enable up to 4 additional trees
#133
Quote from: TheVillageGuy on July 23, 2021, 03:25:01 PM
If there is a good reason, colonists without tree cutting enabled will still do it. Growing, and construction are good reasons.
He has a Religion with "Tree Connection".
The field is clearly marked as "do not cut, period".
He is trying to cut down the tree he is supposed to sow.

This one is literally sabotaging my colonies mood against my explicit orders. There is never a good rason for that.
#134
Edit: Somehow posted before I had finished writing it.

I was trying to get some mood bonus from sowing a few trees.
So I made a  Oak Planting Zone in a area where some oaks were already there.
I turned off cutting.

My pawn again starts cutting down trees, rather then using the dozen free tiles to just plant some first.

#135
Quote from: Mojo2703 on July 23, 2021, 01:14:44 PM
One of the biggest advantages is that they do not need recreation and get a massive mood boost if they are a slave. I suspect supression them will get changed some because things like skulls on spikes say they are supposed to terrorize slaves.
I did no notice that the recreation bar was gone or that they got a mood bonus. Good to know.
As for terrorize. You can either:
- slow down the decay of the supression bar
- increase the power of the threathen action by the warden, to restore supression

So it has to do one of those. I would guess the former.