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OwlFancier posted:In fairness they don't know how to do either of those until you research them. Pretty sure I've never had to research for the tailoring and blacksmithing benches. Machining and Electric Smelting, yeah, those do need to be.
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# ? Jan 16, 2015 19:05 |
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# ? May 22, 2024 18:13 |
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Can I just say that Mechanoids should absolutely be affected by solar flares.
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# ? Jan 16, 2015 19:06 |
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So last night I had a crashed ancient ship...crash at my colony Denial. So I went and poked it with my best shots with m24s, the usual happened. Then about halfway dealing with that a bunch of Mechanoids attacked from off map immediately. The Scythers cutting off and luckily only knocking out two of my soldiers. My turret trap dealt with them, and in between the Scythers and the Fat Fucks I was able to get my two soldiers and start healing them. Then there was an awful battle with about 7 of the Fat Fucks against all ~25 of my colonists, most of my colonists were hurt and several bad enough to need rescuing, but no one died and only a few had scars and replaceable lost limbs. Spent at least 2 days getting people back in shape to fight. Everytime I would approach the remaining Mechanoids at the crashed ship with m24s the Scythers would charge my dudes. So I ended up sending everyone out for another battle, drew in the Scythers and murdered them, and then while killing the 5 or so centipedes, the drone went to High and everyone started freaking out. So I had a dude with grenades and full power armor Hail Mary to it and blow it up. The majority of my colonists were in immediate breakdown and somehow not even a single colonist broke before moral shot back up and they murdered the last centipedes. Probably the worst timed events I've ever had in this game, as I was also out of steel to shore up my defenses after the first battle with the Scythers. Edit: Oh, and I have plenty of steel now. Thanks assholes! This game just hates me today. Mechanoids drop podded directly into my base, including roofed areas and then shot my best grower right in the brain. Time for mods I guess. Didn't drop pods use to go for trade beacons? Bondematt fucked around with this message at 21:09 on Jan 16, 2015 |
# ? Jan 16, 2015 19:24 |
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Is the any way to lock the mouse to the window when fullscreened on multi-monitor setups?
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# ? Jan 16, 2015 21:28 |
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How are you guys dealing with sieges? If they decide to set up in an open area, my guys just get mauled a lot of the time. Do they eventually run out of ammo and leave?
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# ? Jan 16, 2015 23:07 |
Bold Robot posted:How are you guys dealing with sieges? If they decide to set up in an open area, my guys just get mauled a lot of the time. Do they eventually run out of ammo and leave? Considering shells aren't used, no. Considering I always base in the hills or mountains, I can usually set up with a couple guys with m24s and pick away at them till they decide to assault. In your case, the answer, hilariously, may be to have mortars yourself and bombard them. Incendiary mortars to set fire to their emplacements may be the ticket if you're ok with their supplies burning up. Else a good volume of mortar fire is what you'll want. There's no real 'true' way to handle it. But you can be creative. Sometimes I'll put sandbag or wall emplacements around places I think they may camp out or around choke points. It's given me the cover I need to close in if I have the spare resources. Drakenel fucked around with this message at 23:14 on Jan 16, 2015 |
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# ? Jan 16, 2015 23:12 |
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Bondematt posted:This game just hates me today. Mechanoids drop podded directly into my base, including roofed areas and then shot my best grower right in the brain. Time for mods I guess. Didn't drop pods use to go for trade beacons? They can drop anywhere on base or the beacon. As far as I can tell, if they land on a fully roofed area they'll appear at the nearest unroofed position once they pop out of the pod. I had one of my first colonists take a crippling bullet to the brain from a turret when a squirrel attacked him. He just hobbled to his current task but could barely move, so he never actually got to where he wanted to go. He had the 'Too Smart' trait, so when he took too long to eat he would almost break down. I eventually had to put him in cryo, the poor sap.
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# ? Jan 16, 2015 23:19 |
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Drakenel posted:Considering shells aren't used, no. Considering I always base in the hills or mountains, I can usually set up with a couple guys with m24s and pick away at them till they decide to assault. In your case, the answer, hilariously, may be to have mortars yourself and bombard them. Incendiary mortars to set fire to their emplacements may be the ticket if you're ok with their supplies burning up. Else a good volume of mortar fire is what you'll want. Oh that's interesting - if I harass them with snipers, they will eventually charge my base?
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# ? Jan 16, 2015 23:36 |
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Bold Robot posted:Oh that's interesting - if I harass them with snipers, they will eventually charge my base? They will attack on their own, but shooting them seems to speed it up for me. Uncomfortable Gaze posted:They can drop anywhere on base or the beacon. As far as I can tell, if they land on a fully roofed area they'll appear at the nearest unroofed position once they pop out of the pod. My grower couldn't even get out of bed with a 1/10 brain I ended up installing that Surgery Extended and Bionics mod, it uses an AI core to replace and improve the brain or a new AI chip to repair it. The AI chip feels kinda cheatish though, as it is about $1,500 and repairs a brain back to normal. You can also steal someone's brain, but after the hit from harvesting organs and executing the prisoner, I don't think I want to mess around with it too much.
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# ? Jan 16, 2015 23:49 |
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Bold Robot posted:How are you guys dealing with sieges? If they decide to set up in an open area, my guys just get mauled a lot of the time. Do they eventually run out of ammo and leave? I usually have a half dozen or so mortars (more, if I have a bigger colony) and just bombard them right back. Besieger camps are usually clustered pretty tightly and make a better target for mortars than your base probably does depending on how dense your base is and how widely your colonists are spread out as their do their daily work (my colonies tend to be pretty spread out, so sieges usually don't do much other than take out some walls here and there). If you blow up one of their mortars it'll explode like a turret and any other damaged mortars in range will usually have a nice chain reaction. Since raiding and siege parties have mood modifiers just like your colonists, the hardships of living outside (eating off the ground, being in the dark/rain),casualties, and negative personality traits can cause siege groups to fall apart to infighting if you get some good hits in. Besiegers also need to sleep and eat, and they all come onto the map with the same amount of rest/food, so after a couple days they'll be forced to sleep all at the same time, so if you time it right and micromanage carefully you can kill siege groups one by one as they sleep (pawns are apparently only woken up when directly attacked, so they should not be woken up from the gunfire as you shoot up their friends). If you're bombarding them in return you can also often take out their food supplies with lucky shots, though instead of waiting to starve they'll just assault when they get hungry and have no food. It can give you some negative mood modifiers that make some besiegers have mental breaks, though. I have not played since the last alpha, though, so take this with a grain of salt as they may have changed siege behavior.
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# ? Jan 17, 2015 01:02 |
Bold Robot posted:Oh that's interesting - if I harass them with snipers, they will eventually charge my base? Pretty much yes. if they take so many casualties (Do not quote me on this, but I think anywhere between 15-25% of their siege group? That usually is the breaking point for me) they'll give up the mortar fire and charge your base. You can then beat a hasty retreat assuming you didn't take too many hits yourself from enemy snipers (They will have em. They love their m24's but you should be taking hard cover behind walls hopefully.) and lead them into your death trap of turrets.
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# ? Jan 17, 2015 01:23 |
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Skaw posted:Pretty sure I've never had to research for the tailoring and blacksmithing benches. Machining and Electric Smelting, yeah, those do need to be. Huh, I was sure that I did have to research those.
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# ? Jan 17, 2015 01:26 |
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Pornographic Memory posted:I usually have a half dozen or so mortars (more, if I have a bigger colony) and just bombard them right back. Besieger camps are usually clustered pretty tightly and make a better target for mortars than your base probably does depending on how dense your base is and how widely your colonists are spread out as their do their daily work (my colonies tend to be pretty spread out, so sieges usually don't do much other than take out some walls here and there). If you blow up one of their mortars it'll explode like a turret and any other damaged mortars in range will usually have a nice chain reaction. Since raiding and siege parties have mood modifiers just like your colonists, the hardships of living outside (eating off the ground, being in the dark/rain),casualties, and negative personality traits can cause siege groups to fall apart to infighting if you get some good hits in. It is also very fun to bombard them with mortars, to look at all the damage you are doing. It's amazing how many broken bodyparts they will attack with. Shredded liver, CHAAARGE!
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# ? Jan 17, 2015 06:46 |
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So someone else asked, and I never saw an answer: Are Mortars effected by shooting skill?
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# ? Jan 17, 2015 07:24 |
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This loving game ... Colony with 28 colonists, one of them almost impaired with brain damaged, i arrested him and put him on a pretty cell and the warden goes there and talks to him for a bit (not recruiting). I have another one that had an "accident" with a frag grenade and is in cryo-sleep with a brain scar that makes him not move, i take him out of the chamber once in a while.
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# ? Jan 17, 2015 18:15 |
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Gibbo posted:So someone else asked, and I never saw an answer: Are Mortars effected by shooting skill? I'd say no, as pacifist colonists can use em.
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# ? Jan 17, 2015 19:48 |
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I put power claws on one of my guys, but his character sheet melee damage is still the usual 7. Am I missing something? e: The guy doesn't have bionic arms, I know there's some kinda bug there.
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# ? Jan 17, 2015 20:38 |
^^^ From what I can tell, melee skill is more your chance to hit than anything else. The actual damage depends on what you're using to attack. The power claw likely just does a shitton of damage when it does hit.TheChad posted:I'd say no, as pacifist colonists can use em. Which, to me, Is hilarious. "Hey you, get on that mortar" "But I'm a pacifist! I can't hurt those people" "You'll never hit anything or anyone with it, quit your bitching and hop on." "..." And then they manage to hit every squirrel around the enemy siege and leave the pirates unscathed. Drakenel fucked around with this message at 20:40 on Jan 17, 2015 |
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# ? Jan 17, 2015 20:38 |
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Got some kind of bug (I think) where an invader I recruited whose right leg was shot off can't get a peg leg for some reason. I put him in cryosleep until I can buy a prostetic or bionic leg and hopefully I will be able to install that. Might be one of the many mods I installed though. Also made me realise I don't have a mod yet where I can craft my own bionics. Definitely going to get that, because my colony that started out with two androids (with maxed skills, I like an easy start) and a bunch of MAIs is doing fine but I do want to enhance all the biological cretins I recruited. Flesh is weak.
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# ? Jan 17, 2015 20:50 |
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Drakenel posted:^^^ From what I can tell, melee skill is more your chance to hit than anything else. The actual damage depends on what you're using to attack. The power claw likely just does a shitton of damage when it does hit. I mean when you click the little "i" and go to the character sheet page with detailed info about the guy, not his melee skill. There's a section about melee damage. A normal colonist has damage 7, cooldown 1.67s, warmup 0s. The dude I put power claws on has those exact same figures.
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# ? Jan 17, 2015 20:54 |
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Bold Robot posted:I mean when you click the little "i" and go to the character sheet page with detailed info about the guy, not his melee skill. There's a section about melee damage. A normal colonist has damage 7, cooldown 1.67s, warmup 0s. The dude I put power claws on has those exact same figures. Try chopping off his other arm and seeing what happens? I don't think those figures update. Does the power claw show up in their gear? If it does, right click on it in the list and click info.
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# ? Jan 17, 2015 21:07 |
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The bug with bionic arms is if they have bionic arms they won't use melee weapons they're holding. If they attack someone, and you pause, zoom in and look at their opponent's health, it'll say, 'bruise (human fist)' even when they're holding Excalibur. I don't know if power claws are affected by that but I'd be interested in finding out.
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# ? Jan 17, 2015 21:09 |
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Taeke posted:Got some kind of bug (I think) where an invader I recruited whose right leg was shot off can't get a peg leg for some reason. I put him in cryosleep until I can buy a prostetic or bionic leg and hopefully I will be able to install that. Might be one of the many mods I installed though. Also made me realise I don't have a mod yet where I can craft my own bionics. Definitely going to get that, because my colony that started out with two androids (with maxed skills, I like an easy start) and a bunch of MAIs is doing fine but I do want to enhance all the biological cretins I recruited. Flesh is weak. Are you on a desert map with no wood? Probably a dumb question but I found out you need wood for peg legs that way.
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# ? Jan 17, 2015 21:45 |
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So, back on page 38, Tommofork posted his list of QoL mods for the game. I'm still chugging along with my newbie map, plugging through content, but I'm getting more towards the end of what I think there is to do, and I'm interested in adding more for my next map. Does anyone have any other mods that they've tried and liked? I'm looking to add new things to make, do, collect, and basically flesh out the game more.
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# ? Jan 17, 2015 21:58 |
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I find that most of those mods just try to make the game easier or more convenient which I don't really get. But some of them are fun, especially the more aesthetic/flavour ones.
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# ? Jan 17, 2015 23:43 |
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Oh wow, one of my original colonists just got his nose shot off in a raid. Ouch. Thankfully, he's not the cook. EDIT: So, how do sandbags actually work for cover? Because my colonists seem content to just stand behind them like lemmings and get shot. Is there some button I need to press, or do they only use them for cover if they're not drafted, or what? neogeo0823 fucked around with this message at 00:00 on Jan 18, 2015 |
# ? Jan 17, 2015 23:58 |
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No special requirements, just stand behind them. If you select a guy with a gun, including an enemy, and hover your mouse over a target it will show you the breakdown of the chance to hit including cover, so you can tell if you're getting it or not. I don't actually understand the chance to hit calculations at all but you can view them. Sandbags suck compared to stepping out from behind walls as cover, but it can be hard to set up a defence with enough walls to stand behind without curtailing your line of sight, so having a mix is a good thing. Opal posted:I find that most of those mods just try to make the game easier or more convenient which I don't really get. But some of them are fun, especially the more aesthetic/flavour ones. I will fight you IRL over mod opinion differences! I really like the more hair/faces one, the tribals coming in with face tats is seriously cool.
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# ? Jan 18, 2015 00:16 |
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Tommofork posted:Sandbags suck compared to stepping out from behind walls as cover, but it can be hard to set up a defence with enough walls to stand behind without curtailing your line of sight, so having a mix is a good thing. You can also combine the two, if you put sandbags next to where your colonist is going to step out to, they will use both at the same time.
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# ? Jan 18, 2015 00:22 |
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Tommofork posted:No special requirements, just stand behind them. If you select a guy with a gun, including an enemy, and hover your mouse over a target it will show you the breakdown of the chance to hit including cover, so you can tell if you're getting it or not. I don't actually understand the chance to hit calculations at all but you can view them. Speaking of cover is the wiki accurate when it said that tall cacti are the only plant that gives cover bonuses?
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# ? Jan 18, 2015 00:22 |
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Communist Zombie posted:Speaking of cover is the wiki accurate when it said that tall cacti are the only plant that gives cover bonuses? God no, almost all plants give minor cover I think and large trees give quite good cover. If you want to test your cover you can put one colonist in cover and one where they will get shot from, select the shooter colonist and hover over the cover colonist, should give you to-hit percentages.
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# ? Jan 18, 2015 00:22 |
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OwlFancier posted:You can also combine the two, if you put sandbags next to where your colonist is going to step out to, they will use both at the same time. Isn't there also a penalty for shooting into darkened areas or am I somehow making that up? In any case I've come to start liking concrete bunkers for defense, lets you combine darkness, sandbags, and corners as well as not looking like an ugly contrived killbox.
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# ? Jan 18, 2015 01:11 |
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You're not making it up, and darkness is pretty significant, so keeping your enemies lit while staying in darkness is a great move.
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# ? Jan 18, 2015 01:14 |
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Pornographic Memory posted:Isn't there also a penalty for shooting into darkened areas or am I somehow making that up? In any case I've come to start liking concrete bunkers for defense, lets you combine darkness, sandbags, and corners as well as not looking like an ugly contrived killbox. Yep, there is. A small, roofed bunker with a sandbagged opening in the front is a very good defensive position. Tommofork posted:You're not making it up, and darkness is pretty significant, so keeping your enemies lit while staying in darkness is a great move. Really hope we get directional floodlights at some point.
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# ? Jan 18, 2015 01:18 |
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Communist Zombie posted:Speaking of cover is the wiki accurate when it said that tall cacti are the only plant that gives cover bonuses? To add to this; I make a point of clearing the forests for about as far as my guns will shoot in front of my defenses, otherwise it feels like raiders get better cover in the trees than I do behind sandbags.
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# ? Jan 18, 2015 02:41 |
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Generation Internet posted:To add to this; I make a point of clearing the forests for about as far as my guns will shoot in front of my defenses, otherwise it feels like raiders get better cover in the trees than I do behind sandbags. This can backfire on you though as if they can't find any cover, they will bumrush your defences to get behind your cover. It might be worth piling up some debris or sandbags in front of your base to give them something to go for.
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# ? Jan 18, 2015 02:43 |
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OwlFancier posted:This can backfire on you though as if they can't find any cover, they will bumrush your defences to get behind your cover. It might be worth piling up some debris or sandbags in front of your base to give them something to go for. This is exactly what landmines and razor wire are for. There might be a mod floating around somewhere that deals with it?
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# ? Jan 18, 2015 02:50 |
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I make some single wood walls for baddies to take cover behind. They crumble quickly under a couple turrets shooting at them and slow down or prevent the bum rush situation.
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# ? Jan 18, 2015 03:03 |
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OwlFancier posted:Really hope we get directional floodlights at some point. The Turret Collection mod adds a spotlight turret. Plek posted:This is exactly what landmines and razor wire are for. There might be a mod floating around somewhere that deals with it? This post has a landmine mod, and I know there was a mod that had barbed wire but I cant find it anymore but this one is pretty close- a floor type that when powered deals damage to anyone walking over it.
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# ? Jan 18, 2015 04:22 |
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So, wow, I just lived through a combined heatwave, malaria outbreak, and invasion. Had 120 degree weather at night, with half my colonists sick in bed, when an invasion force of 20 tribesmen decide to come knocking. All my guys managed to survive, but I
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# ? Jan 18, 2015 04:44 |
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# ? May 22, 2024 18:13 |
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Communist Zombie posted:The Turret Collection mod adds a spotlight turret. Sure, they do require a hefty resource investment and even an AI persona core in some cases, but even that doesn't nearly balance them IMO. Haven't tried them all, but for example the Anti-Materiel turret is pretty much one shot, one kill on humanoids and often even Scythers. The big fat mechanoids lose a body ring like every second shot or so. And that thing has like 1.5-2x the range of a M24
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# ? Jan 18, 2015 11:51 |