Seems this thread died a month ago - I'll resurrect it with Alpha 3 being released:Ludeon posted:
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# ? Apr 10, 2014 22:58 |
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# ? May 4, 2024 15:51 |
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Oh hell yes. Time to play around with this again.
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# ? Apr 10, 2014 23:06 |
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Deadmeat5150 posted:Oh hell yes. Time to play around with this again. Just a wee thing like "build meals until have have this many" helps quite a ton. Tribes come over for a visit, but right now there's not much I can do for them. Maybe I have to build a communications station? Perhaps later builds will include a giant space TV where we can all sit and watch The Soup together...
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# ? Apr 11, 2014 04:37 |
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dll modding is the best thing he did for this game. I can't wait to see how expansive some of these mods get. They're already pretty awesome!
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# ? Apr 11, 2014 15:52 |
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Thankyou for updating, I've been wiped out with a chest infection so I didn't get around to it. I'm also curious what DLL modding will do for the game, also looking forward to trying out the new faction system, could make the raider mechanics a lot more interesting if you don't have to fight everything yourself.
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# ? Apr 11, 2014 21:21 |
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OwlFancier posted:I'm also curious what DLL modding will do for the game He had to do a lot of work to open up the game for modding but a lot of variables for moddable things were still locked away and would have required an absurd amount of work to manually open them up. For example, one mod right now adds medical beds that have increased healing rate, he wants to make them powered for balance but in Alpha 2 he couldn't change the accelerated healing state so even if the bed was unpowered you'd receive the full benefits. Tiny things that will add up to a big difference.
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# ? Apr 11, 2014 22:36 |
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I love the soundtrack, even as limited as it is so far. Best real time base management strategy game background music of the year.
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# ? Apr 12, 2014 08:17 |
Roadie posted:I love the soundtrack, even as limited as it is so far. Best real time base management strategy game background music of the year. It's very Fireflyesque, blending western and sci-fi. Owns, I agree.
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# ? Apr 12, 2014 17:10 |
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I was thinking borderlands, actually, which isn't a bad thing I guess.
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# ? Apr 12, 2014 18:07 |
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How do you move bodies into graves? I have all these dead raiders in my camp depressing everyone, but when I click on them it says 'cannot haul body, forbidden'.
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# ? Apr 13, 2014 12:07 |
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V for Vegas posted:How do you move bodies into graves? I have all these dead raiders in my camp depressing everyone, but when I click on them it says 'cannot haul body, forbidden'. Make sure the body isn't forbidden, they are by default (they have a little cross next to them if so) I tried a couple of the modpacks just now and they add some pretty neat things, just having a bunch more stuff in the game massively enhances the gameplay by giving you more reason to build big bases, and more stuff to put in them, as well as more research to do. I really am looking forward to when this gets more filled out.
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# ? Apr 14, 2014 01:30 |
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OwlFancier posted:Make sure the body isn't forbidden, they are by default (they have a little cross next to them if so)
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# ? Apr 14, 2014 01:53 |
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It's especially egregious when it applies to animals you've tagged to hunt.
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# ? Apr 14, 2014 08:27 |
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Roadie posted:The whole "everything is forbidden by default" thing is really annoying. It feels like a weird, clunky way to try and solve the 'my dwarves keep running into a burning room to pick up the stuff of the last dwarf who ran into a burning room and died' problem. I admit I've never had reason not to immediately untag everything. A better solution would be some sort of lockdown mode which you can activate to keep non-drafted colonists inside.
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# ? Apr 14, 2014 10:16 |
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OwlFancier posted:I admit I've never had reason not to immediately untag everything. I'd rather see a 'red alert' button that tells your colonists without combat skill to hide somewhere and tells your colonists with combat skills to defend the home area you have marked (rather than any manual drafting/undrafting at all).
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# ? Apr 14, 2014 16:02 |
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Roadie posted:I'd rather see a 'red alert' button that tells your colonists without combat skill to hide somewhere and tells your colonists with combat skills to defend the home area you have marked (rather than any manual drafting/undrafting at all). I'd like to keep the manual control, the combat is one of the best parts of the game and it benefits from playing like a real time tactics game. So if you were to have that I'd like it to maybe work a bit like the old XCom games, where you can assign soldiers a set of equipment and when you launch a mission (or hit the red button in this case) they all get into their gear and head to a rally point. I wouldn't trust the game to pick the right loadout and figure out who you want to fight. Sometimes even skilled soldiers are good enough at other things or injured enough that I don't field them. A button to quickly put the colony into a preset combat mode would be nice though, so I'd agree with that, so long as I get to control the specifics. OwlFancier fucked around with this message at 16:45 on Apr 14, 2014 |
# ? Apr 14, 2014 16:24 |
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Just got an email about an update, but I'm at work. Anyone played around with the new version yet? Sounds like a lot might have changed.quote:Major improvements in this build: I can post the full work log later if people want to see it, this is just what was in the kickstarter update. I'm particularly interested in the tweaked storytellers. Supposedly you will have a chance of recovery now, unlike previous versions where a slip up = colony crushed. The storytellers are supposed to focus more on your colony's overall value, so getting your colony wrecked up will lower the value which will trigger less severe raids/etc. Might be nice?
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# ? Jun 2, 2014 00:56 |
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USMC_Karl posted:Just got an email about an update, but I'm at work. Anyone played around with the new version yet? Sounds like a lot might have changed. Huh, that was fast, Ty's been on holiday for two weeks and only got back a few days ago, wasn't expecting a release that soon after. I'll give it a download and have a look.
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# ? Jun 2, 2014 00:58 |
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OwlFancier posted:Huh, that was fast, Ty's been on holiday for two weeks and only got back a few days ago, wasn't expecting a release that soon after. Maybe it was done before he went on vacation and he didn't want to release it when he wasn't around to deal with people's issues. At least that's what I thought when I, too, realized he'd been off on holiday!
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# ? Jun 2, 2014 01:34 |
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Midrena posted:Maybe it was done before he went on vacation and he didn't want to release it when he wasn't around to deal with people's issues. At least that's what I thought when I, too, realized he'd been off on holiday! Maybe, actually thinking about it I think that was mentioned before he went. So far I've seen the new wood economy, it's kinda nice, I guess? I admit it's not... quite what I'd call necessary. Wood stuff isn't a significant change from metal stuff I don't think. Personally I'd change it so that metal walls have, like, 700HP and aren't flammable, but make them cost more metal to produce. Also maybe make metal more scarce, at the moment I'm not really having much reason to use wood as a material. The menu has more categories and is ordered better, also there are some new graphics in for doors and for the new wood stuff. It's a bit more detailed than the existing stuff so there may be a graphical upgrade in the works?
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# ? Jun 2, 2014 02:05 |
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OwlFancier posted:Maybe, actually thinking about it I think that was mentioned before he went. Yeah, the wood walls are OK, and I like the change-up on wood/plank requirements for beds and the like. The crafting menu on meals is a bit more humane--"do until I have X many" is way better than "make 30, of which 10 will spoil." I have noticed a bit more ruins than in the previous builds. So far I haven't encountered the mechanoids but they sound kind of menacing. Plus, there's a whole technology just to rip them apart to get metal? Huge improvement to hunting interface--draw a box, it will flag every creature for colonists to hunt.
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# ? Jun 2, 2014 02:19 |
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You know when you heard 'mechanoids' and thought it was just going to be cylons or something? Basically the same as raiders only made of metal? Well... It's not like that.
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# ? Jun 2, 2014 02:50 |
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OwlFancier posted:
Haha, don't leave us hanging man. What's it like?
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# ? Jun 2, 2014 02:58 |
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Please say they're like megabeasts from DF.
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# ? Jun 2, 2014 03:26 |
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I'm not going to give details because it would sort of spoil the effect. Suffice to say they are most definitely not just normal raiders, and your conventional approach of hiding behind cover and plinking at them will not go well for you. I've only encountered one so far, I don't know if there are different varieties or different weapons for them to use, but the one I had came at a very lucky time and had a rather funny weakness, but if it had attacked with backup I would have been pretty hosed I think. They aren't quite DF megabeasts but they're definitely going to require a different approach to deal with them. If I had a single mechanoid weapon, it would completely trivialise all raider encounters for the rest of the game. OwlFancier fucked around with this message at 03:45 on Jun 2, 2014 |
# ? Jun 2, 2014 03:36 |
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Included in the most recent backer update is a 20-minute video on the behind-the-scenes data manipulation the game does to run. It's pretty fascinating, really, lots about optimization for larger maps, the dev tools built into the game, and so forth. The first video includes a bit on the new units, which I still haven't encountered.
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# ? Jun 4, 2014 21:14 |
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Alpha 4f is now out, looks like it rebalances stuff and simplifies the wood economy--now I think it's just logs instead of logs and planks as two separate items.
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# ? Jun 8, 2014 04:51 |
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Aw, I kinda liked having them separate. It really gave me more of a sense of starting up a new colony and having work your way up to a fancy outpost, even if you could technically just skip straight to metal poo poo. But this may be because I'm working at a Woodworking museum this summer and currently have a great appreciation for carpentry in general. e: Also, holy poo poo, he's been implementing sieges and they sound awesome. changelog posted:June 3: Generation Internet fucked around with this message at 05:03 on Jun 8, 2014 |
# ? Jun 8, 2014 04:56 |
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Generation Internet posted:Aw, I kinda liked having them separate. It really gave me more of a sense of starting up a new colony and having work your way up to a fancy outpost, even if you could technically just skip straight to metal poo poo. But this may be because I'm working at a Woodworking museum this summer and currently have a great appreciation for carpentry in general. I suspect it will come back to that. He'll need to find a way to differentiate wood/stone/metal as something other than mostly cosmetic options. (I think stone walls are slightly tougher than metal/wood, and the raw logs couldn't carry a current, but that was about it.)
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# ? Jun 8, 2014 05:04 |
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According to the thread on the forums he posted for feedback on whether to merge planks and logs, he may be returning to it with some sort of material system in the future. Feel free to register and add your feedback, most of the changes in the alpha 4 subversions were due to feedback on the forums. Also sieges sound pretty radical, I hope turrets get some balance changes to compensate for the manning requirement. Make them a bit more like emplaced machineguns.
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# ? Jun 8, 2014 06:52 |
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OwlFancier posted:Also sieges sound pretty radical, I hope turrets get some balance changes to compensate for the manning requirement. Make them a bit more like emplaced machineguns. quote:- Turrets can now require manning to work. This is the case for artillery. I read this to mean that SOME turrets will require manning (including artillery) but some turrets may not (essentially like existing gun turrets at present)
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# ? Jun 8, 2014 07:37 |
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^^ OwlFancier posted:According to the thread on the forums he posted for feedback on whether to merge planks and logs, he may be returning to it with some sort of material system in the future. quote:- Turrets can now require manning to work. This is the case for artillery.
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# ? Jun 8, 2014 07:39 |
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Jeez, mechanoids. At this point the only way I can see of really beating them even semi-reliably is to make an infinitely long maze corridor entrance dug into a mountain that curves around and around with turrets absolutely everywhere.
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# ? Jun 8, 2014 08:00 |
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Roadie posted:Jeez, mechanoids. Serious Dungeon Keeper vibe from what you just wrote.
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# ? Jun 9, 2014 09:14 |
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I made it to Day 175. The raiders were throwing themselves at me in giant human waves for a long time but defence in depth and minefields kept my guys just about alive. This time, Cleopatra decided that I needed 20+ mechanoids knocking on my front door. I had to kite them with sniper rifles to keep them away from the base because conventional bunkers hold up very poorly against inferno cannon and blasting charges hardly hurt mechs at all. I formed firing lines on the edge of their range with m24s, take one or two shots and then retreat because they're gonna be shooting fireballs all up in your face... Effective at wearing them down, but it takes 20 hits to kill a single mech and I only had 6 rifles in storage. I had to keep rotating out my shooters as they all got too tired and hungry to fight very quickly. Two days (and three shift changes) later, I had worn them down to about 5 remaining on poor health. Going great, until about eighty raiders showed up to see what all the noise was about. Pictured: The last few, highly weakened centipedes against a fresh wave of raiders. My base is to the north behind the bunkers with my colonists firing indiscriminately into the scrum. You can see Engie frantically trying to extinguish a burning mine right in front of my gate before it explodes and takes half the bunker with it. Somewhere in the mess are a couple of allied outlanders who picked the wrong gate to leave the base by. The raiders beat the mechs handily, but there were only a few left by then. At full strength they would have wiped the floor with them; the centipede wave had something like 17000hp in total. I just can't think of any stationary defensive measure that could possibly stop an attack like that. Picture the scene when ten of those guys cluster up on a door and all break through at once.
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# ? Jun 16, 2014 11:53 |
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Gonna resurrect this thread with a question. Does anyone have any mods they are particularly fond of? I've played alpha 4 to death, but I still have an itch to play this game, it just needs more stuff.
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# ? Jul 3, 2014 16:54 |
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Industrial is my favourite. I also loved the clutter mods too. There's one guy who coded in a bunch of really fantastic quality-of-life improvements like saving combat formations. It sounded like those were going to be folded into the base game but for now that mod is the one to get. I haven't played in a few weeks but the few active modders there are REALLY active so I'm bound to be swamped by how much new content there is in all my favourite mods.
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# ? Jul 3, 2014 17:02 |
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Alpha 5 is now out, with sieges, an escape ship, new obstacles, and clothing with effects. The escape ship makes for an interesting win condition, I wonder if building it will cause more attacks like it did in the first Civilization game.
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# ? Jul 5, 2014 05:33 |
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Oh man, just as I was starting to get an itch for more of this, too. I can't wait to try it after work, the siege additions sounded awesome in the change log.
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# ? Jul 5, 2014 15:11 |
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# ? May 4, 2024 15:51 |
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Haven't played since the first version, but all the new changes are pretty nice. I'm gonna have to try a gimmick run of playing as a tribe of cannibalistic cave dwellers or something.
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# ? Jul 6, 2014 01:12 |