Toxic Fallout

Started by Edixo, August 01, 2017, 11:22:02 AM

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Snafu_RW

#15
WRT pawn protection, IMO power armour should provide some just like it does for other environmental effects; WRT animal protection simply set up your covered animal & pawn zones (including covered walkways)  carefully: use growing zones for crops you don't care about in your killbox(es) to keep the trees down & provide food for the covered animals

It's a PITA that I wouldn't miss if it was discontinued, but OTOH I've found no decent reason to force-mod it out..
Dom 8-)

Lowkey1987

Shortforms i didnt know. Like WRT. Or PITA


Why should power armour protect you? Because it filters the air arround you? When it have a filter, power armour head gear should lose ... how is the english word... it should slowly destroy itself because there is no way to repair the filters.
Its an Armour against high energy and bullets. Not against everything. Because then i want it fireproof. And you should go out when its -40°C or +40°C. Because Power Armour. It says its in the name: Omnipotent Armour....oh wait.

My point is, there shouldnt be an amour against everything. Power Amour is for Combat. Its not ABC-Amour (Atomic, Biological, Chemical).
Perhabs there could be such thing which would be nice.

Fallout isnt the hardest thing, if you can survive a winter.

Jibbles

Couldn't you just separate the hay that's going to expire so they eat that first by filtering items in the zone with hit points? 3 seasons is a good amount of time and could get you through most fallouts. If you're growing 100k worth of hay and have plenty of hay rotting then maybe you don't NEED to grow that much hay, or not grow it all at once.

Quote from: Lowkey1987 on August 01, 2017, 05:07:54 PM
Did anyone try to pack his animals in drop-pods? Will they die?

I believe they'll be alive. But a pod can only hold so much weight, around 160?

Snafu_RW

#18
Quote from: Lowkey1987 on August 01, 2017, 05:37:35 PM
Shortforms i didnt know. Like WRT. Or PITA
WRT = With Regards To; PITA.. someone else can explain if you haven't come across it elsewhere already ;)

QuoteWhy should power armour protect you? Because it filters the air arround you? When it have a filter, power armour head gear should lose ... how is the english word... it should slowly destroy itself because there is no way to repair the filters.
All armour (& any other clothing) currently degenerates if worn
QuoteIts an Armour against high energy and bullets. Not against everything. Because then i want it fireproof. And you should go out when its -40°C or +40°C.
Power armour isn't an exoskeleton (cf Ripley in Aliens); it's fully enclosed as is implied by its environmental boost vs heat/cold & lack of other clothing options when worn. Not sure why it doesn't protect legs tho.. I'm not saying it should have top protection vs fallout; just some, as it currently does vs heat/cold; likewise a duster/pants/cowboy/tinfoil hat combo could provide minimal protection if made from the right materials

Poison = ingested; toxic = blood/nerve invasion (& just for completeness, (en)venom = blood/nerve poisoning via injection, usually by snakes/spiders or envenomed weapons)

Radiation fallout IRL tends to be problematical WRT alpha & beta particles which are easily stopped by heavy clothing/thin metal, although the physical particles themselves are often poisonous/toxic; poisonous (alpha/beta emitting particles)/toxin should be stopped by gas masks (poison) & heavy/advanced clothing covering all the body + extremities (toxin)

OFC this method would be useless in a tribal start, but then tribal starts tend to have other priorities..
Dom 8-)

horus

Quote from: Jibbles on August 01, 2017, 05:53:38 PM
Couldn't you just separate the hay that's going to expire so they eat that first by filtering items in the zone with hit points? 3 seasons is a good amount of time and could get you through most fallouts. If you're growing 100k worth of hay and have plenty of hay rotting then maybe you don't NEED to grow that much hay, or not grow it all at once.

you can't seperate the rotting hay because it does not lose hit points. impossible.
I'm not growing 100k worth of hay, but that's what you need for large herds if you don't plan to micro them all the time during the toxic fallout.
and that's exactly what the problem is with toxic fallout, the massive amount of micro. there is 0 difficulty of surviving the fallout as long as you do the constant micro of pawns and animals. you don't even ever need to prepair for it as long as you micro and it makes it just a boring 0 challange funruining event.

Jibbles

#20
It's possible. I just tested it lol. But I understand your issue with micro part. I was genuinely curious about managing large herds of animals since I don't usually have that many. are you the guy with the 100 boars?  ::)

The freshness of that item could be filtered through hit points.  The max for hay is 60. If you filter the items with 50 hit points then it would sort hay that has been degraded to 30.  I believe that's how that works but could be wrong.

Serenity

What micromanaging? You simply set up zones to keep everyone under roofs. Then everything runs smoothly as long as you have food. Food is the main issue. You either need a large stockpile or a greenhouse. No hydroponics needed. With a greenhouse you could have toxic fallout indefinitely

It's more of an annoyance as it ruins the whole map and trees take ages to regrow

TheMeInTeam

Quote from: Snafu_RW on August 01, 2017, 05:17:59 PM
WRT pawn protection, IMO power armour should provide some just like it does for other environmental effects; WRT animal protection simply set up your covered animal & pawn zones (including covered walkways)  carefully: use growing zones for crops you don't care about in your killbox(es) to keep the trees down & provide food for the covered animals

It's a PITA that I wouldn't miss if it was discontinued, but OTOH I've found no decent reason to force-mod it out..

I agree.  The only thing I don't like about some of these events is that they have no grace period.  There are a couple biomes that are winnable for tribe tech, but if you get a cold snap, toxic fallout, or blight during the short growing window in year 1 you're basically dead.  Starting new crops after abandoning colony will take too many days, migrating to warmer climate too long, etc.

The solution, if you can call it that, is "don't play tribes in the tundra", but to me that's a boring solution.  Most of the events in the game have counter-play, and if these ones had a grace period they would consistently have counterplay also.

It's not like the game doesn't already have some restrictions, either.  You're not getting scyther drop podded on day 2, ever...so I think it's reasonable to expand grace period on some event types so that the player doesn't get instant game over and lives or dies on choices made AFTER the game starts.

asanbr

Interesting. It's one of the events I enjoy the most. It has so much story flavour to it.

I'm not a big fan of solar flares, but they have taught me a lot about food and preservation.

My most hated event is the mandatory mad squirrel that was always the first thing on Cassandra. But I play randy nowadays do not a problem anymore :D

cultist

The only thing I dislike about toxic fallout is that it plays out pretty much the same way every time. You huddle in your base to avoid dementia while everything on the map dies. Food isn't really an issue as long as the map has animals, you just go out and pick up some corpses as they drop dead from the toxins.

kubolek01

Quote from: Lowkey1987 on August 01, 2017, 05:07:54 PM
If you have such a great herd ... than you should have thing about it?
You can send one colonist with the herd away to graze on other map tiles. It sounds, that you normaly have good seasons.

But herd animals arent so easy, i know. I have many winter month and because of this i didnt use such animals.

Did anyone try to pack his animals in drop-pods? Will they die? Is it like the cat example: As long as you didnt look they are 50% alive and 50% dead?
I tried it,but why dat pod can't fit us all?
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

RemingtonRyder

Quote from: cultist on August 03, 2017, 08:05:01 PM
The only thing I dislike about toxic fallout is that it plays out pretty much the same way every time. You huddle in your base to avoid dementia while everything on the map dies. Food isn't really an issue as long as the map has animals, you just go out and pick up some corpses as they drop dead from the toxins.

You should get my mod called Really Toxic Fallout if you're getting bored dragging in animals that have been recently deaded by toxic fallout.

I think you're right though, it could do with a little bit of variation.

XeoNovaDan

Quote from: MarvinKosh on August 04, 2017, 05:28:41 AM
You should get my mod called Really Toxic Fallout...

Sounds interesting. What exactly does it do?

If it makes pawns poisonous if they have certain levels of toxic buildup, I'm all for it.

LiteEmUp

Quote from: XeoNovaDan on August 04, 2017, 06:35:04 AM
Quote from: MarvinKosh on August 04, 2017, 05:28:41 AM
You should get my mod called Really Toxic Fallout...

Sounds interesting. What exactly does it do?
lol it makes fallout even more dangerous lol... i've tried it, then deactivated it lol.. too hardcore for the timebeing for me
If it makes pawns poisonous if they have certain levels of toxic buildup, I'm all for it.

RemingtonRyder

Mentioned it over on Discord, but here's a recap:

It makes the usual complications occur at the lower levels of exposure, and make them more likely at the higher levels of exposure.

So you want to either have some kind of gear which protects you from toxic exposure (I think Remote Explosives had a Gas Mask back in A16, it may still do) or stay under roofed areas for the duration.

This indirectly means that any way you have of growing food indoors or extending your food supply suddenly becomes more useful.