Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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khun_poo

Quote from: mlzovozlm on July 23, 2018, 12:07:55 PM

the list of colonists at the top, those colonists' icons, right mouse pressed then drag along the "bar"

i tend to sort it by weapon range, then melee then non-violent last

Thank you. aww... so it's right-clicked, that's explain why I can't drag it *shy*.

mlzovozlm

well, they play cards without actually picking, throwing cards on table, watch a blacked-out TV screen, play chess with only the board xD

EvadableMoxie

Quote from: mastertea on July 23, 2018, 11:33:00 AM
Am I the only one who thinks that taming animals isn't worth it anymore. I've played multiple Cassandra extreme games on some of the latast 1.0.xxxx builds and have notice that games where I keep no tamed animals vs taming 2:1 animal to pawn ratio, its like play easy mode vs actual extreme mode.

Nothing is worth doing in Cassandra Extreme.  The optimal move is to leave your colony in poverty and never develop it. It's the only way to consistently survive. In short, the only winning move is to not play.

Copperwire

RE: Training

It can be done in the winter, when your not harvesting.  There is no reason to always have your trainer on training.

mlzovozlm

#3604
boomalope x 3, hauling animal <no limit>, caravan animal x3-x5 're what i usually have in my base, of course, among them, only hauling animals need training, i often fully train them <though i never really see them doing rescue, i'm sure -_- >
and the important part is that i dont use them in fight, so they never die, i never have to train them again & again, retrievers+husky being pets with 0% wildness require no time to train at all, and with 0% the training "deterioration" is also small, so well, eventhough i said that i have a dedicated trainer, he/she never actually spend all day on taming/training at all, just a few walk around at morning and that's enough to keep the whole "army" running

mastertea

Quote from: EvadableMoxie on July 23, 2018, 12:22:25 PM
Nothing is worth doing in Cassandra Extreme.  The optimal move is to leave your colony in poverty and never develop it. It's the only way to consistently survive. In short, the only winning move is to not play.
Cassandra Extreme is actually quite easy if you know all the tricks and cheese tactics in the game.

Koek

Quote from: mlzovozlm on July 23, 2018, 12:14:43 PM
Quote from: Koek on July 23, 2018, 12:08:50 PM
Wood deterioration: Now it is back to unroofed and outdoors. Why not just have unroofed as a factor for wood deterioration?
irl just a roof is enough. Just keeping it dry should suffice for it not to rot.

Just my 2 cents. Cheers.

well, if there's no deterioration, i'd devise a chessy trick as to chop off all the wood on map, leave it there, if i have dogs to haul them back, good, to some outdoor stockpile, and basically, now i dont have to worry about toxic fallout, poison, etc. etc., whatever that may set my map on fire & in some measly seconds cut off my wood supply

I'm not talking about no deterioration at all. I'm talking about removing the indoors parameter for deterioration. I want my cute little woodshacks back :)

mastertea

Quote from: mlzovozlm on July 23, 2018, 12:30:31 PM
boomalope x 3, hauling animal <no limit>, caravan animal x3-x5 're what i usually have in my base, of course, among them, only hauling animals need training, i often fully train them <though i never really see them doing rescue, i'm sure -_- >
and the important part is that i dont use them in fight, so they never die, i never have to train them again & again, retrievers+husky being pets with 0% wilderness require no time to train at all, and with 0% the training "deterioration" is also small, so well, eventhough i said that i have a dedicated trainer, he/she never actually spend all day on taming/training at all, just a few walk around at morning and that's enough to keep the whole "army" running

You still need to feed them and there eat as much as a full human so your essentially hunting/growing food for an extra person. That takes work as well as clean there mess there drag around.

EvadableMoxie

Quote from: mastertea on July 23, 2018, 12:30:58 PM
Quote from: EvadableMoxie on July 23, 2018, 12:22:25 PM
Nothing is worth doing in Cassandra Extreme.  The optimal move is to leave your colony in poverty and never develop it. It's the only way to consistently survive. In short, the only winning move is to not play.
Cassandra Extreme is actually quite easy if you know all the tricks and cheese tactics in the game.

You mean cheese tactics other than keeping yourself poor to limit raid size? I'd define that as a cheese tactic, personally.

Could you perhaps provide some gameplay examples in 1.0 of people playing and consistently beating Cassandra Extreme? Or at least provide even some anecdotal evidence to back this up?  How many hours of Cassandra extreme have you played in 1.0? How many times have you escaped? What strategies did you use to be able to do that consistently?


mlzovozlm

#3609
Quote
You still need to feed them and there eat as much as a full human so your essentially hunting/growing food for an extra person. That takes work as well as clean there mess there drag around.

well, i have a cleaner even if i dont have animals, so that basically no problem for me about dirt and what not, restrict them at certain area works too, structuring your rooms so necessary parts not having animals walking around also help
i have 1 full-time cook and 1 "on-reserve" so yeah, no problem, i just let them eat the spare vegetables/food when i already get more than enough, so no problem with that either, for boomalope and caravan animals, those 're grazing animals, so i just let them graze outside when there's grass, if not, well, hay/vegetable/kibble
and well, aside from training feeding, animals can feed themselves, hauling food themselves, so meh....
i set everyone capable of shooting on hunting 1, so all of them go out and hunt at the morning, traing a bit in shooting, so no problem, the hauling the dogs bring back worth much more than the cooking, growing space that it costs, which well, i "pay" for it even if i dont have animal, so actually not pay any cent at all
i dont see how a trainer+5 dogs dealing with a colony's worth of hauling not being more efficient than having only 1 hauler since as i said, i've a lot of next-to-work-bench stockpile, secondary low-priority stockpile, basically, having 5 dogs pay off all the load of crafters moving around getting crafting materials

i dont think i can 1 single hauler can do all the
1. hauling vegetable from fields into stockpiles+freezer
2. hauling finished crafting product to stockpile
3. hauling strangers' corpses to dumping zone, strangers' dropped item to stockpiles
4. hauling materials to next-to-bench stockpiles
5. hauling hunted animals' corpses
6. rescuing
7. hauling materials to building sites
8. haul all chunks lying around maps+mines to home's stockpile<s>
9. hauling cargo pods' drops

it's all about reducing colonists' time losing in walking around getting materials for me

the change in 1.0 basically is a nerf in mass animal strategy, so if u keep only a neccessary, effective, efficient number of animals, that u can support, there should be no problem
basically
1. how many colonists can u put as trainers?
2. how much power can u produce with ur power grids?
3. how many farm fields can u build and how many growers do u have?
4. how much hauling do u need?
5. what kind of animal do u need? animals for hauling? for war? for caravaning? for animal products?
if u have problem with 1 of the questionsl, u need adjustments to ur "army" of animals then

mastertea

#3610
I had 8 yorkshire terrier join my colony event and then 31 pirate raid happen next. The previous raid was only 19 pirates. I don't know how it could jump so much in difficultly with 8 useless dogs joining my colony. Should I have killed all the dogs?

I also had the same thing happen when megasloth self-tamed at the start of the game and the next raid was 6. Previous was 1.

mlzovozlm

Quote from: mastertea on July 23, 2018, 01:08:04 PM
I had 8 yorkshire terrier join my colony event and then 31 pirate raid happen next. The previous raid was only 19 pirates. I don't know how it could jump so much in difficultly with 8 useless dogs joining my colony. Should I have killed all the dogs?

for me, any animal except for caravaning animal, hauling animal<preferably husky+retriever since 0 wildness>, and boomalope, 's useless, i vote yorkshire meats

mastertea

What I trying to say is that the amount of tamed animals you have shouldn't effect the size of the raid by that much.

mlzovozlm

#3613
there'snt much provided to really "analyze" if the 8 yorkshire really "make" a 19 pirates raid "turn into" a 31 one
since the 2 raids' types can be fundamentally different, the 19 might 've been sapper or raid with doomsday, while the 31 one might 've been "just a normal pirate raid with "normal" weapons", then there's the increase in wealth during the gap, etc. etc.

my last run, i 've got attacked once by a "smaller" group of pirate, and once by a "bigger" group, but i saw nothing wrong, since the smaller one 've got a doomsday launcher with them, while the bigger one's pirates just have normal guns
then there'were also the 2 mech raids, 1 with measly 5 mechs, the other with 20 of them, but 1 of them was right after i got a big ass infestation <the maller one>, while the other was when my colonists 'd been enjoying a peaceful month

Razzoriel

Quote from: mastertea on July 23, 2018, 01:13:41 PM
What I trying to say is that the amount of tamed animals you have shouldn't effect the size of the raid by that much.
It doesn't. One yorkshire terrier is worth $200. Your wealth increased by $1600, which is not a lot. You probably had an increasingly difficult raid depending on how many pawns you have, their equipment, art you have installed... sometimes the game decides to ramp up the raid difficulty. Yorkies are not supposed to be something a new colony would want, being useless for work and only giving a modical mood boost for colonists from nuzzling. You're better off either slaughtering them for meat/leather or selling them. I'd opt for the latter if you're not having food problems, because the money can be actually used for something useful, and their leather is not very useful nor profitable.