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Messages - ocelot113

#1
I am having an issue with construction ques being overridden. Even if the person has [priority 1] Construction. One guy wouldn't finish the work for an auto-door but was instead breaking the [priority 1] Construction to go sweep the floor for a [priority 2] Clean. So I forced him back to finish the door and again he broke off and when to pick up rocks with a [priority 3] Haul. Anyone else having this issue?

I don't know if it has to do with other settlers queuing to do the job and it kicks them off it. I'm not to sure, it just seems very difficult to try and finish a single project.
#2
Bugs / Spontaneous Combustion is REAL
December 10, 2015, 12:52:39 AM
So I made a wooden base (I know) and got bombarded. I had the whole thing linked with air vents allowing good circulation, but I didn't realize that fires could literally wipe your entire base without even being close to the fire. I had one room reach 1155° F, making all other rooms +500° F. As soon as my guys walked in the building they lit up like matches and fell to the ground.
Just curious if this is a bug cause the people bursting into flames were over 60 squares away from the fire. Seems like a bug with the air vents unrealistically over compensating the heat, room to room. They just don't take distance into account I suppose.

Game. Set. Match. New Game...

(PS: I reloaded the save and couldn't get it to happen again. I'm guessing the bomb just hit a specific spot where the walls held up differently. So unlucky.)

[attachment deleted due to age]
#3
Ideas / Meal Type Designation
December 18, 2014, 05:44:07 PM
Currently in the game your people will go for the highest default food available. I since the Packaged Survival Meals (PSM) are both "Fine" and won't spoil even when not refrigerated (making them invaluable for those times the power goes out or you run out of any other food source) I like to use as few as possible in the beginning of the game. I make simple meals as quickly as possible so that they eat those without wasting the PSMs.

The problem is that it is incredibly difficult to haul PSMs for the simple fact that unchecking them makes your people will run all the way out there to eat them in stead of the simple meal at their feet.

Solutions are either, be able to select which food people can eat or change the PSMs to a simple meal. That later would be my preference and survival meals in reality are not "fine" dinning and also it is just unnecessary in the game for them to be anything but the most basic.
#4
Ideas / Psychic Drone rework? Alternate game play?
December 17, 2014, 07:41:28 PM
Are there any plans to tone down the alien ships drone? if you don't have the means to fight it, you may as well start over, it's a complete wipe (to use MMO terminology). Fighting head on is the only coarse of action (because mortars are completely useless), and even if you do manage to kill it, the rest of your crew (usually like 1-2 people that) are basically dead and will die or go nuts within the day.

I am looking for a way to wait it out if you are soooooo ridiculously outgunned on their turf. Allow ways for your group to hold out and fight the aliens when in your base where you have defenses. I think it's just absolutely weak sauce game play to have only 1 way to defeat them.

Idk, maybe I am just unaware of a good way to combat that scenario.
#5
I think stonecutting is fine as a research. The less in research the more useless research is. Personally when I start mining I plop a wooden research table and start learning stonecutting, that way I can just drop a stoneworkers bench down in the mine and start making my walls with the ruble from mining. A twofer, cleanup and building at the same time.
#6
Stories / Lightning Strike
December 16, 2014, 07:09:01 PM
I know we've all seen this, but I happened to pause the game on a lightning strike. I thought it was neat so wanted to post it for others to enjoy. It's actually a really detailed animation for a .5 second appearance in a game.


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#7
Ideas / Re: Observed corpse is too OP
July 05, 2014, 07:08:13 PM
Quote from: johnakers on July 05, 2014, 06:18:17 PM
...  that way by the time you do slaughter 10 people it'll have the effect of 1 on a seasoned fighter as opposed to a new colonist.

I do like that. I was thinking that myself. Shouldn't people become more and more desensitized the more and more they see it. I mean that's what the news says. lol but yeah that should be a mechanic.
#8
Ideas / Observed corpse is too OP
July 05, 2014, 11:52:33 AM
Currently in the game I built up a pretty nice starter village. I had people cleaning, that's how well off the group was. lol The problem is the first major skirmish they got into, I went to face a mortar team I ended up winning the fight. I lost about 2 people and killed about 10+. On the way back to the town though, everyone either starved (I'm plying on the biggest map), gave up, or went crazy because they saw too many corpses. I ended up losing everyone that I had left just on the journey back to camp. I get that some people would freak out if they saw a bunch of dead people but the amount that it effects every single settler is unrealistic and frankly game breaking. You have to kill people in this game... have too. So there is no reason that the challenge of fighting off raiders is met with an even more impossible task of not having dead bodies around, the mechanics are counter intuitive. Maybe add a decomposition time to bodies. So your guys don't just up and leave when they see a body after a fight, but if you haven't taken care of bodies after they have started decomposing it starts effecting morale. Dead bad guys should be a good thing, rotting bad guys.. not so much.

I am not advocating that you get rid of the observe corpse debuff, cause I sure as hell wouldn't want to go to bed with a dead person in my room, but make it less damaging to the mental stability of the group as a whole, or progressive, not immediate, or maybe add a victory buff, like +30 to morale or something when all the bad guys are dead because that is more realistic, not being dead makes you happy not sad. Maybe just the fearful trait would be an immediate reaction to dead people, therefore they could have an immediate mental breakdown when seeing 3 or more bodies. The game now has large fights and noone can observe 15+ corpses and make it back to town. They all give up or go nuts.
#9
General Discussion / Re: Post Your Base
November 09, 2013, 11:28:36 PM
I've adopted this layout for funneling. Seems to give the most concentrated firepower with the staggered rows, with little ff (just keep automatics behind the first sand bags and the snipers behind the pillars and second line of sandbags, in line with the pillar gaps), and the side (top) row for close cleanup fire when they pass the funnel wall. I did have turrets in the top but they were more of a hassle than they were worth, cause they kept blowing up. Turrets, pretty useless imo and usually do more damage to you than they enemy in my experience. Also using debris locks them down very well for after they pass the wall.

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#10
Quote from: Zorbane on November 04, 2013, 10:42:37 PM
Quote from: ocelot113 on November 04, 2013, 08:42:13 PM
I'm getting close to stopping because my people just keep going insane and I can't find an explanation as to why. It says that dead bodies need to be buried and it needs to be clean, so I keep 1 person cleaning and hauling only but they still go nuts.

Any ideas?

Do you have a grave for the dead bodies?

Yeah, I figured it out. It has to be well lit and the potted plants are a must I guess. I do perfectly fine in my own room without lights on or a bush, so didn't think it'd be important.

Back the the original post though. The raiders are SO much better than most settlers at combat, especially early on when you are limited with people. Also, explosives HAVE to be toned down. Without using door glitches and all, they just mow down your entire town and never run out. I'd say limit explosives, 3 grenades, 5 Molotov's, etc. Never ending grenades is so op for attacking and almost useless for defense as you will be blowing the crap out of all your stuff.

This also brings me to doctors. No one needs a PhD to feed someone in a bed. That Is an unreasonable limitation to the settlers. Where as there have been many times that my guys are injured in a fight but I pull through with one guy. The only one left can't be a doctor, so I just restart. They can bring them to the bed but just let them starve to death. Most of the time the guy that's left has no social because they tend to be the better fighters, so I can't recruit and that's GG.

I get you want to make the roles matter they just need some major tweaking to not be game ending, but instead optimizers of your colony (personally I think they should have "perks" for being able to do a skill as opposed to making the game impossible to progress). The current spiral of GG is less fun than frustrating. I don't feel rewarded at all for surviving a fight because I can't pick back up, but just have to restart.
#11
I'm getting close to stopping because my people just keep going insane and I can't find an explanation as to why. It says that dead bodies need to be buried and it needs to be clean, so I keep 1 person cleaning and hauling only but they still go nuts.

Any ideas?