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Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

Tommofork posted:

All those trees to the south/east of your wall are on marshes? Or do trees grow on marshes? Genuinely curious cause I don't know.

P.S. I love your username combined with your colony's story.


I'm glad fertilizer pumps are getting the axe, every time I've used them they look like they're doing nothing for ages and just as I'm convinced they're bugged they fart out another piece of good soil. Fuckers don't do anything without an audience. :colbert:


Hahaha I think the key difference is Tynan is making a game. Toady is making... well whatever dwarf fortress is, it's that first, and a game a long distant second.

I've gotten more hours of enjoyment out of Dwarf Fortress than pretty much any other game? :psydwarf:

And it's not a game. It's a Dwarf Simulator / Storyteller / Autism detector.

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Swedish Horror
Jan 16, 2013

Tommofork posted:

All those trees to the south/east of your wall are on marshes? Or do trees grow on marshes? Genuinely curious cause I don't know.

P.S. I love your username combined with your colony's story.

I don't think they do, but I'll expand there soon if possible.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Swedish Horror posted:

I don't think they do, but I'll expand there soon if possible.

Just select a grow zone and click-drag it over the area. Any places you could grow crops will be highlighed and you could focus on throwing up a wood room to grow in there. If nothing is highlighted welp, good luck with your hydroponics!


Gibbo posted:

I've gotten more hours of enjoyment out of Dwarf Fortress than pretty much any other game? :psydwarf:

And it's not a game. It's a Dwarf Simulator / Storyteller / Autism detector.

Yeah, I've gotten plenty of fun out of DF too. It's good fun and I especially love reading the patch notes. The bugs are so good. :allears:

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

DF, like SS13, are good games to read about, but the fun stuff doesn't actually happen very often. Games like this are slightly better, IMO, because they're new, and so lots of the bugs haven't been discovered yet.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Speaking of weird bugs, I think whatever the surgery mod I was using let me harvest bionic limbs off of corpses... multiple times. Unless this dude had 8+ bionic left arms installed before I cremated him.

poo poo did I kill Doctor Octopus? I did find him in one of the cyropods...

boner confessor
Apr 25, 2013

by R. Guyovich

Swedish Horror posted:

I don't think they do, but I'll expand there soon if possible.

Hydroponics are like the third thing I research, after stonecutting and the turret upgrade. They allow you to grow berries, which grow extremely quickly and can be eaten raw without penalty.

Bold Robot
Jan 6, 2009

Be brave.



What guns are you guys finding the most effective? Tempted to switch my entire military over to M24s for the range, but I wonder if pirates would just charge me and then kill my guys in melee if I tried that.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I use a mix. Colonists who are irreplaceable (good doctors pretty much) gets the M24s and stand well back, more for their own safety. The M24 is beastly in that it can one hit kill dudes, but it's so slow to fire that rushes of dudes can get in close and mess you up.

I preference R4s for close range damage and M16s for slightly more range to sit between the close dudes and the snipers. I want to try using those incendiary launchers as they can really gently caress with people and make them run around in circles doing nothing when they've been used on me.

I've started keeping stockpiles of spare guns and EMP/normal grenades in central locations so I can switch it up quickly if I need to. I also keep spare fast melee weapons on hand in case there's an outbreak of psychotic squirrels. Always be prepared for squirrels.

Guns I'd avoid are enfields (too slow), pistols (too little damage), uzis (too little damage). LMGs are about as good as M16s at close range and better at point blank, and fire enough bullets that even when they're missing they might still hit other dudes, so they get much nicer on the front line in kill a zone. From what I've seen of miniguns they are awful but might be useful if you put a few of them on the front line of your kill zone.

P.S. there's a bug with melee damage and bionic arms. Dudes with bionics will punch their enemies for jack poo poo damage even if they're carrying a legendary sword. It's sad because dudes with swords and armour are actually really bloody effective if they can get in range without being shot. They are amazing for stacking around corners and beating the poo poo out of dudes who have guns, because they'll be trying to punch you while you're cutting them up, or giving them bionic legs so they can chase down routers. :getin:

I think what I might try next time is get some close range brawlers with shotguns and those bionic claw things and see how they go, they should be able to switch roles on the fly and do well at both.

Always keep EMP grenades handy for when centipedes show up. Stunning them makes them so much easier to deal with it isn't funny.

Drunk in Space
Dec 1, 2009
One thing to note about m24s is they're not quite as lethal as they used to be, as clothing now has damage reduction and someone with a vest can take a few hits before going down. Thus it tends to be a liability if you only rely on them, especially against tribals who love to close you down. One thing I can suggest is that you prioritize bionic eyes on M24-users, as the sight stat greatly influences shooting accuracy (much more so that the shooting skill itself, it would seem), and with M24s it's important that every shot counts to make up for their slow firing rate.

The M16/charge rifle are my go-to general purpose weapons if I have them available. I think the charge rifle is better, though range can sometimes be an issue if you're not defending well-designed kill boxes.

Of course if you don't mind modding, you could always install the Glitterworld mod, which adds ridiculously overpowered energy weapons that fire every 0.3 seconds and do about 30 damage a pop. :getin:

Tommofork posted:

Guns I'd avoid are enfields (too slow), pistols (too little damage), uzis (too little damage)


A lot of people have trouble with hunting incidents, generally because they have a bunch of dudes using sniper rifles blowing each other's limbs and faces off, and I do think that uzis have some niche value in mitigating this problem. Their low damage means that errant bullets won't affect friendlies too much (unless it's an unlucky headshot that hits the brain), while the size of the burst and the rapid firing rate means they're actually reasonably effective against the sort of game that's worth hunting, such as muffao, deer etc, as these animals are easy to hit. The rapid firing rate also makes uzis useful for training up the shooting skill. Their actual combat effectiveness is a pretty meh, though, yeah, especially following the aforementioned introduction of damage reduction into the game.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

What's the best way to get guns? I only had 1 arms dealer fly by so far, and his prices were ridiculous. Can you eventually manufacture your own guns?

EDIT: Also, what's the radius for standing lights? I want to light up in interior hallway, but I don't wanna use more power than I have to.

neogeo0823 fucked around with this message at 03:46 on Jan 12, 2015

Drunk in Space
Dec 1, 2009
You can't make guns in vanilla (the dev only just recently introduced the ability to craft primitive weapons), though there are of course mods that let you do so. Generally speaking, your most reliable source of guns is likely to be from the mangled hands of dead pirate scum. I don't usually have much need to buy weapons from traders, unless they have charge rifles in stock, as these tend to drop from enemies quite rarely.

You can check a light's radius by just counting how many squares from the light it takes before it becomes 'dark.' Off the top of my head, I think it's about 7 squares. It would be nice if there was some kind of overlay when placing them, though, like with the sun lamp.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Well, I look forward to the day when I can make my own AK-47 or whatever, then. I checked the lights, and the radius is ~8 or 9 tiles. Is there any point to raising goodwill with the natives as of yet? Like, if I get it above a certain threshold, can I trade with them or something?

Weremacht
Nov 4, 2002

THE ONLY THING THAT TURNS ME ON MORE THAN A MONKEY IN A FURRY SUIT IS SPOILING PLOTS

neogeo0823 posted:

Well, I look forward to the day when I can make my own AK-47 or whatever, then. I checked the lights, and the radius is ~8 or 9 tiles. Is there any point to raising goodwill with the natives as of yet? Like, if I get it above a certain threshold, can I trade with them or something?

if a faction likes you enough you can spend some of your goodwill to call them for help when you're under attack, and if a faction likes you and hates whoever's attacking (or visiting) there's a small chance they'll swoop in to save the day/all go hostile because a turret exploded.

just be careful because you can end up with like tribal gang wars in the middle of your colony if say, two tribal societies like you and decide to visit at the same time or whatever

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

neogeo0823 posted:

Well, I look forward to the day when I can make my own AK-47 or whatever, then. I checked the lights, and the radius is ~8 or 9 tiles. Is there any point to raising goodwill with the natives as of yet? Like, if I get it above a certain threshold, can I trade with them or something?

If you're playing with Randy Random as your story teller, don't make friends with all the humanoid factions or you'll face back to back to back to back to back to back to back mechanoid attacks and raids. I guess if you really want steel and plasteel do it as you can harvest a fair bit from centipedes at the machining table.

I would rather have raids of 200+ humans than 12 centipedes.

FairyNuff
Jan 22, 2012

Weremacht posted:

just be careful because you can end up with like tribal gang wars in the middle of your colony if say, two tribal societies like you and decide to visit at the same time or whatever

This is a good thing though. Free equipment and corpses!

Weremacht
Nov 4, 2002

THE ONLY THING THAT TURNS ME ON MORE THAN A MONKEY IN A FURRY SUIT IS SPOILING PLOTS

Geokinesis posted:

This is a good thing though. Free equipment and corpses!

it's all fun and games until a missed arrow blows up a turret and turns the 150 tribals in the middle of your poo poo into blood crazed maniacs

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

It has come to my attention that I didn't know how the listed accuracies at ranges worked. The ranges are for the number of squares between shooter and target. Touch is 1-4 squares, short 5-15, medium 15-30, long 30-50. I had thought the breakdown was based on the gun's max range but nope.

So I need to try out a few weapons, and especially what happens when you give things like LMGs or miniguns to bionic super soldiers with a high shooting level. Maybe a super solder with a minigun would do really well for themselves vs centipedes given the massive bonus to hit large targets. Or maybe because the minigun isn't a good weapon for kiting they would be in a DPS race with the toughest critter in the game. :ohdear:


Weremacht posted:

it's all fun and games until a missed arrow blows up a turret and turns the 150 tribals in the middle of your poo poo into blood crazed maniacs

That sounds awesome actually.

e: the natives are rioting, they've gone mad!

Pornographic Memory
Dec 17, 2008
Seriously, if you design your colony like a real settlement with discrete houses and streets, street fighting is awesome, so having a pitched multiway battle with rival tribes in the middle of the settlement would be fun as hell.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
Maybe I'm dumb as hell but I don't understand how to give my guys points in Plant cutting using Prepare Carefully.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

Opal posted:

Maybe I'm dumb as hell but I don't understand how to give my guys points in Plant cutting using Prepare Carefully.

Plant cutting isn't a skill. I'm pretty sure it's just forbidden by certain backgrounds.

Bondematt
Jan 26, 2007

Not too stupid
So is the best defense still just a couple of rooms with a single turret in the center for it's blast damage when it blows up?

It was always hilarious having like 30 tribals cram in there and seeing a good 1/4 of them just blink out of existence.

Gooses and Geeses
Jan 1, 2005

OH GOD WHY DIDN'T I LISTEN?
What's the mod that displays your settlers along the top of the screen?

Broken Cog
Dec 29, 2009

We're all friends here

Bondematt posted:

So is the best defense still just a couple of rooms with a single turret in the center for it's blast damage when it blows up?

It was always hilarious having like 30 tribals cram in there and seeing a good 1/4 of them just blink out of existence.

I always found tribals and pirates to be very easy compared to the later mechanoid waves. Especially the caterpillars that can take a doomsday rocket to the face and not even blink.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Gooses and Geeses posted:

What's the mod that displays your settlers along the top of the screen?

EDB Interface UI mod. It makes a lot of changes that are pretty nice.


Broken Cog posted:

I always found tribals and pirates to be very easy compared to the later mechanoid waves. Especially the caterpillars that can take a doomsday rocket to the face and not even blink.

I just made what turns out to be horrible revisions to my defences and a group of about 8 tribals with clubs made it to my shooters and started going to town. It wasn't enough that nasty of a raid, only 70-80 of them I think.

The upside of that now I really want to make primarily melee colony.

Bondematt
Jan 26, 2007

Not too stupid

Broken Cog posted:

I always found tribals and pirates to be very easy compared to the later mechanoid waves. Especially the caterpillars that can take a doomsday rocket to the face and not even blink.

Oh yeah, those things are brutal. I usually have two or three turret rooms as my entrance which opens up to a large area with my dudes behind bags with walls. Tribals never make it, pirates with a ton of armor usually get to retreat and I chase them down, mechanoids walk in like nothing happened and get hosed by dudes that they can't return fire at.

Hunting Mechanoids when they come from that container thing is easy enough though, I just send out guys with m24s and peck at them from a distance.

This combat kinda needs a rebalance, as guns with long wind up times can be beaten by walking away or behind solid cover, as they have to re-aim at a different target now. This always makes using miniguns almost pointless as a player since the dude they were aiming at usually dies before they can fire.

Bold Robot
Jan 6, 2009

Be brave.



Bondematt posted:

This combat kinda needs a rebalance, as guns with long wind up times can be beaten by walking away or behind solid cover, as they have to re-aim at a different target now. This always makes using miniguns almost pointless as a player since the dude they were aiming at usually dies before they can fire.

Miniguns are great if you can give one to a Trigger Happy colonist. Otherwise yeah they seem pretty bad.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I keep forgetting trigger happy/careful shot are things I should be looking out for.

In other news, from the daily changelog,

quote:

Siegers now receive artillery shells and periodic replenishment thereof.
Machining table now allows manufacturing artillery shells.
Artillery shells can explode from damage and chain-react.

Wonder how hard it'll be to set up trap rooms with artillery shells.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

So, one of my colonists caught the flu, and he sat in bed for a couple weeks, using up all the medicine until he finally developed an immunity to the flu and got out of bed and began working again. However, even though he's apparently immune to the flu and should thus be cured, he still lists as having it and still shows that he's weakened in some aspects, and his health bar is not full. Will this go away, or is he forever crippled slightly by his past fight with the flu?

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

neogeo0823 posted:

So, one of my colonists caught the flu, and he sat in bed for a couple weeks, using up all the medicine until he finally developed an immunity to the flu and got out of bed and began working again. However, even though he's apparently immune to the flu and should thus be cured, he still lists as having it and still shows that he's weakened in some aspects, and his health bar is not full. Will this go away, or is he forever crippled slightly by his past fight with the flu?

It usually goes away. I think this is the case even with the harder bugs, like Malaria. Would be interesting to see polio or other long term crippling illnesses added.

Bondematt
Jan 26, 2007

Not too stupid

neogeo0823 posted:

So, one of my colonists caught the flu, and he sat in bed for a couple weeks, using up all the medicine until he finally developed an immunity to the flu and got out of bed and began working again. However, even though he's apparently immune to the flu and should thus be cured, he still lists as having it and still shows that he's weakened in some aspects, and his health bar is not full. Will this go away, or is he forever crippled slightly by his past fight with the flu?

It goes away. Immune just means it can't get any worse.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Cool. Yeah, I noticed that it went away after like 4 days.

How about this one: I've got a climate that gets up to ~100 in the summer, but down to ~40 in the winter. Not unmanageable by any means, but if I were to put a heater and an a/c in the same venting ducts and set them to the same temperature, would they both work in tandem to keep the temperature exactly at what I had it set for, or would they fight constantly and essentially use up a bunch of power making the temperature yoyo up and down?

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*
Just toggle the power?

Minarchist
Mar 5, 2009

by WE B Bourgeois
40F isn't even worth bothering with heaters. Make your colonists put a coat on or something.

OwlFancier
Aug 22, 2013

neogeo0823 posted:

Cool. Yeah, I noticed that it went away after like 4 days.

How about this one: I've got a climate that gets up to ~100 in the summer, but down to ~40 in the winter. Not unmanageable by any means, but if I were to put a heater and an a/c in the same venting ducts and set them to the same temperature, would they both work in tandem to keep the temperature exactly at what I had it set for, or would they fight constantly and essentially use up a bunch of power making the temperature yoyo up and down?

Set your heater to achieve the minimum temperature you want, and the cooler to achieve the maximum temperature you want. If it drops below the heater will turn on, if it raises above the cooler will turn on.

hailthefish
Oct 24, 2010

Just make everyone wear dusters and only worry about cooling. 40F isn't worth worrying about.

Tahirovic
Feb 25, 2009
Fun Shoe
Did he ever say when/if he's gonna put this game on steam? It seems I am too lazy to keep downloading new versions via his website and then downloading the required mods as well, vs just having it on steam with mods in the workshop.

Pound_Coin
Feb 5, 2004
£


I haven't played in a while/few versions, is the long corridor still the best defence?

Broken Cog
Dec 29, 2009

We're all friends here

Pound_Coin posted:

I haven't played in a while/few versions, is the long corridor still the best defence?

Every time I try doing this, there's always some fuckers with m24's that end up taking potshots at the turrets.

The Scyther's charge lance also outranges them.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I dunno what it was like a few version ago, but enemies have weapons that can out-range your turrets, so putting in a back wall to cut their range is a good idea.

Also, instead of being a long corridor, making it into a box where the enemies enter from the middle of one side of the box, and turrets are drawn up in lines with a single wall built between them along the inside edge of the other three sides. So it'll look like where your sandbags are on the left, replacing sand bags with turrets. The walls between them mean when one blows up, the others are fine. Then run power lines about 4 squares back from the turret lines, so when a turret blows it doesn't cut off power to the others.

If you're insane though you could build something like the following. Please note that this is a better set up for a mountain defence. I built it in the open just to have a crack building it on a colony that was officially killed by mechanoids and now I just use it to test stuff. I also really like it cause it looks vaguely like Pacman.



The maze to the top left is the entrance to an incinerator trap. The main 'fast' entrance is the bottom left. The idea is to either build or de-construct walls diagonally to either trap or direct the AI. Any place on the picture marked with a W is where a wall will go by design. D stands for doors, L for lamps that just haven't been built yet. The circular hall on the right should have turrets surrounding it between the pillars but again not built.

If you want enemies to use the incinerator entrance, build the bottom right wall. If you want them to use the fast entrance to your turrets, leave the bottom right wall unbuilt. It's a good idea to have the top middle walls built to stop the AI screwing around and guide them into the shorter entrance.

To use the incinerator:
Build the bottom right wall to make enemies use the slow entrance.
When enemies get into the second/third kink of the sandbag maze, build the walls at the top left and top right to seal them in to the slow maze.
At the same time, have soldiers enter the maze from the top middle entrances and throw molotovs at the wooden walls, or shoot them with incendiary launchers. Once a few fires have started, retreat back through the doors and build walls sealing them off.
As the fire spreads the temperature will quickly climb and soon enough your new friends will be on fire.
When you're done, de-construct the top left wall to let all the heat out first and then de-construct the others.

It's very important to have building materials very close to the walls and have colonists just standing around drafted and ready to build them at a moments notice.
It's super critically important that the top left, right and bottom left walls are set up so that they can only be built diagonally. You are completely safe while building diagonally.

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theDOWmustflow
Mar 24, 2009

lmao pwnd gg~
It's too drat bad that the prisoner harvesting maluses stack. I almost lost a mature thriving colony because I went on a harvesting spree on some prisoners that had the misfortune of being captured after a deadly raid which killed my two best men.

Also, I'm pretty sure that giving prisoners peg legs, whether they need them or not, and then releasing them is the quickest way to build up faction relations. The average has been two prisoners released with (unnecessary) peg legs or your p rosthetic of choice to normalize relations.

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