If you fed up with killing and don't know what to do... GoT has an answer!!!
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#92
General Discussion / Re: Sky-high expectations
July 26, 2019, 01:14:43 AMQuote from: Pangaea on July 25, 2019, 04:32:55 PMWell, I use dev tools to check for compatibility between my people before I allow pawns to be recruited or fall in love, so there is no way they break up at all.
^^Aye. Which works out splendidly until they break up and you get a horribly mood penalty...
Also, allowing wife and husbund to work together gives them chances to deep talk one another which ensures high social relationships between them and reduces chance of break up to zero (you can easily check it yourself, just turn on dev tools and open social tab).
Quote from: Shurp on July 25, 2019, 05:38:58 PMThat's the must!!!
Note that you can combine your rec room and your dining room, which makes increasing its impressiveness easier...
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#93
General Discussion / Re: Sky-high expectations
July 25, 2019, 02:34:40 PM
The best way to make people happy is to get them thier pair.
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#94
General Discussion / Re: Please help, I can't stop recruiting colonists!
July 23, 2019, 04:28:13 PM
You always can transport pod any useless pawns to friendly settlement as gift. This method is humane and profitable at the same time. High standing allows you to summon friendly raid to counterattack some dreadful centipede swarm. Just try it once and you will pleasantly surprised at their abilities.
#95
General Discussion / Re: Can you repair breakdowns with DevMode?
July 23, 2019, 11:40:40 AM
Hans Lemurson, you should try to build this same superstructure under mountain. I'm sure you will be surprised with the results it will give.
Also, the greater the area of freezer the lesser the temperature fluctuations.
Also, the greater the area of freezer the lesser the temperature fluctuations.
#96
General Discussion / Re: Wait, mechanoids can drop through overhead mountains?
July 22, 2019, 01:35:30 PM
code99xx, there is this button with home icon in the right bottom corner called "Toggle visibility of the roofs." (Actually there is two "home" buttons; you need the rightmost one, without door and windows) Check it. Every cell with roof will turn light green and mountain cells will have dark green colour (that which aren't hidden in the fog of war ignorance). Through every light green roof transport pod can land without problems even if it's just one cell in the middle of your mountain base. So if you wand to prevent landing through such sell you should build any wall in it.
Also, when drop pods land in the immediate vicinity of mountain cells they will be collapsed and ruin everything in such cells. So plan your base wisely. I personally use dev mod tools to disable fog of ignorance.
Also, when drop pods land in the immediate vicinity of mountain cells they will be collapsed and ruin everything in such cells. So plan your base wisely. I personally use dev mod tools to disable fog of ignorance.
#97
General Discussion / Re: How can you carry wounded by conscious colonists?
July 13, 2019, 01:40:16 PM
You can patch them on site. Just make a sleeping spot right on the ground and precarry medicine. Alternatively you can patch some grave wounds without medicine at all (better heal slowly and have scars then to die). If you have dedicated killbox with shooting positions for your pawns, you can place first aid room and capture room right beside it. Then you will not have to carry wounded a long way to the base heart or wait them to slowly creep to the bed. A little bit more prisoners can be saved too. This is especially relevant on hard weather biomes or during cold snaps/heat waves.
Also, a pawn carrying another pawn also has a speed penalty. But year, some time I really want to have an option to move some pawns by means of other pawns.
Also, a pawn carrying another pawn also has a speed penalty. But year, some time I really want to have an option to move some pawns by means of other pawns.
#98
General Discussion / Re: Scenario: Blasphemous Outcast
July 12, 2019, 11:57:26 PM
Charge rifle is no good. Don't like it.
Hunting problems? That's why I added husky Tobick! Starting animal is bounded and that mean master has 100% chance to train everything regardless of pawn's animal skill. Just 3 coaching and dog will assist in hunting and fighting raids. Another 7 and everything pawn don't have time to haul will be in place in no time!
Hunting problems? That's why I added husky Tobick! Starting animal is bounded and that mean master has 100% chance to train everything regardless of pawn's animal skill. Just 3 coaching and dog will assist in hunting and fighting raids. Another 7 and everything pawn don't have time to haul will be in place in no time!
Quote from: Pangaea on July 10, 2019, 05:54:23 PMAnd at least you have some food in the form of the hairy beast.Che!
Quote from: TheMeInTeam on July 12, 2019, 10:38:23 AMSuper immune, sanguine, masochist are major winners for tribal/naked brutality on merciless...I added forced traits I like exactly to supplant bad traits. Someone else can easily choose anything else they like. You just need to open in-game editor.
You don't need prepare carefully or other mods, just avoid rolling traits like depressive and such which can just straight up end the game early too easily.
Quote from: TheMeInTeam on July 12, 2019, 10:38:23 AMrecruiting non-tribals as tribal sucks though, probably not worth trying to feed...Why is that??? O_O I successfully recruited every useful pawn, tribal or not.
Quote from: Limdood on July 10, 2019, 02:50:54 PM...and the boredom I feel when I'm running just one pawn (I spend a LOT of time watching them sit at a research bench)...Well, there is sooooooo much to do, that I usually do not start researching unless colony already has 3 or more pawns. Mountain bases require a lot of man-hours to build. So year, tribal start is easier for me this way as there is every research I need at the start of the game.
#99
General Discussion / Re: Scenario: Blasphemous Outcast
July 10, 2019, 02:30:34 PMQuote from: Limdood on July 10, 2019, 02:10:54 PMNo, all three traits work. Some times there is even fourth undergrounder trait that come from bio stories and can not be ousted like all the other traits I don't like.
sadly, you can only set one forced trait overall.
Quote from: Limdood on July 10, 2019, 02:10:54 PMThis just seems like the "naked brutality" scenario with slower research though.This is exatcly it! But more than research speed being adjusted I prefer some starting researches and stuff you can not make while being outlander, like war masks and Game Of Ur board.
#100
General Discussion / Scenario: Blasphemous Outcast
July 10, 2019, 12:53:38 PM
Not sure I should share this as I don't want to be embarrassed too much, but I sure want some comments and may be gramma correction. So this:
Title: Blasphemous Outcast
Summary: Chased out of your home tribe you are now on your own way to your own goals. Where it will lead you?
Description: You are too young and too curious for your own good. Not to mention was born under bad omen. So, when you sneaked into secret area behind tribe's shrine and learnt "How To Harness Lightning" by accidentally activating strange religious artefact, it was no surprise that patience of tribe elders ran out. They stripped you naked, smeared in tar, then in feathers and chased with all the tribe throwning stones. You was not sure whether they tried to just force you away or to kill...
Game start dialog: Afraid to be killed you ran for days. Now, that you are sure to be left behind, it's time to think of survival in long term. Then decide what to do with your life. Somehow you just remember bedtime fairytales about men spitting fire and flying to the stars. There is so much to learn about the world that elders do not approve.
It seems the only one who does not care what blasphemy you do or where you run to is your faithful dog.
Player Faction: New Tribe
Starting people: 1 chosen from 1
Arrival method: Standing
Allowed age: 20-25
Start with research: Electricity
Forced trait: Fast learner
Forced trait: Great memory
Forced trait: Kind
Naked
Forced health condition: Malnutrition 0.20-0.40
Need Level: Food 0.00-0.10
Need Level: Rest 0.00-0.25
Start whith animal: Husky 1
[attachment deleted due to age]
Title: Blasphemous Outcast
Summary: Chased out of your home tribe you are now on your own way to your own goals. Where it will lead you?
Description: You are too young and too curious for your own good. Not to mention was born under bad omen. So, when you sneaked into secret area behind tribe's shrine and learnt "How To Harness Lightning" by accidentally activating strange religious artefact, it was no surprise that patience of tribe elders ran out. They stripped you naked, smeared in tar, then in feathers and chased with all the tribe throwning stones. You was not sure whether they tried to just force you away or to kill...
Game start dialog: Afraid to be killed you ran for days. Now, that you are sure to be left behind, it's time to think of survival in long term. Then decide what to do with your life. Somehow you just remember bedtime fairytales about men spitting fire and flying to the stars. There is so much to learn about the world that elders do not approve.
It seems the only one who does not care what blasphemy you do or where you run to is your faithful dog.
Player Faction: New Tribe
Starting people: 1 chosen from 1
Arrival method: Standing
Allowed age: 20-25
Start with research: Electricity
Forced trait: Fast learner
Forced trait: Great memory
Forced trait: Kind
Naked
Forced health condition: Malnutrition 0.20-0.40
Need Level: Food 0.00-0.10
Need Level: Rest 0.00-0.25
Start whith animal: Husky 1
[attachment deleted due to age]
#101
General Discussion / Re: Challenge ideas for a triple-solo run
July 06, 2019, 05:33:00 AMQuote from: Canute on July 06, 2019, 03:43:51 AMSea ice is the ultimate challenge, no natural resources too.If you allow me to say I will call wind and sunlight as natural resources, but it's difficult to convert them into food without soil. A lot of steel and components are needed not to say appropriate research.
Extreme desert with summer temperature above 60 is nice challenge too. Especially when heat wave hits. Outdoors it may be 80+ inferno! It was this biome when I fall in love with fallout-like airtight mountain bases. But it much easier than icesheet as there is some soil you can grow potatoes on during beginning of the game.
#102
General Discussion / Re: Nonsensical NPC caravan behavior
July 06, 2019, 02:54:24 AM
I like naked brutality, but hunting during start of the game is somewhat disadvantageous. Especially large animals like rhinos and elephants. So when large caravan arrives IT'S HUNTING TIME!!!
It's good if caravan is slaves trader and pawns you badly want to buy but do not have enough money got hurt and become cheap enough to be buyable. =D
It's good if caravan is slaves trader and pawns you badly want to buy but do not have enough money got hurt and become cheap enough to be buyable. =D
#103
General Discussion / Re: Regrettably, idiot hunter behavior
July 05, 2019, 04:19:02 PM
I have my own use for current hunting system. I set all the zero revenge chance animals to be hunted (preferrably very small), give pawn with low shooting skill most crooked autopistol and set him/her to hunting until the skill level will be some 10-11. Well, there is a chance that unlucky sod will miss the target and hit some ryno to get himself killed, but there is allways save/load combo. =D
#104
General Discussion / Re: Caravaning system needs some major love.
July 05, 2019, 08:57:19 AM
I also had problems with sleeping pawns (especially prisoners) during caravan formation. They needed to be kicked and that makes them hurt and stuff which is bad.
Quote from: Thisbrewwillmakeyougay on July 02, 2019, 03:44:53 PM1 - A single sleeping animal shouldn't stop the caravan from forming.I'm signing under every word.
2 - We should be able to edit the caravan list at any time.
3 - There needs to be a "LEAVE RIGHT FUCKING NOW" button.
Quote from: LWM on July 03, 2019, 01:02:56 AM2. The Caravan creation page doesn't reset every time you leave it to go look at colonists/stuff/etc... Heck, maybe it should be in the colony window, not the world window?Hell year!!! That is the way! Lets have caravan packing tab like work tab and wealth tab!
Quote from: FleshEater on July 03, 2019, 01:42:54 AM...but I usually have/do the following...Quite obvious things actually (if everything will go as planned) but you can also set every pawn to haul and that will additionally minimize time to pack (at the price of other works).
#105
General Discussion / Re: Regrettably, idiot hunter behavior
July 05, 2019, 08:23:21 AMQuote from: zizard on July 02, 2019, 03:45:39 PMThe hunter moves to a tile at an appropriate distance and then doesn't update the destination when the animal moves unless it goes out of range.This is an accurate observation but there is more to it. Hunter has to take into account weapon's warmup time and animal's speed value and direction. Both to be able to shoot animal before it goes out of range or goes too near to be save hurting it. That is not an easy problem to solve considering animal's random movement.
Quote from: Limdood on July 03, 2019, 12:28:10 PMIf the "workaround" to an issue in the system is to COMPLETELY avoid the system in its entirety, that's a problem.Well, when to avoid the system is quite simple and provides some fun then why not? It's not entirely a problem IMHO. But when system FORCES YOU TO DO meaningless stupid things in a nonoptimal way then THAT IS a problem. Like when you are forced to nitpick every single blighted cell of crop to be cut while pawns set to growing clearly can do that themselves (It's not like there is an alternative anyway). Or like you are forced to remove growing zones so that pawns do not run to gather ripe crops right away. Certainly it's not a big deal to add button to "forbid to gather" like the already existing button to "forbid to sow". You do not have to break your mind working out some nice hunting algo which anyway not every one will appreciate.