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And this is why you don't bother to build the ship. Also why I really miss the Zombies mod because it keeps you so busy.
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# ? May 1, 2015 03:29 |
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# ? May 22, 2024 05:27 |
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Well, I think colony number 2 just wasn't meant to be. In my first year I've had two alien ships and more sieges than raids. Currently attempting to mortar the ship to death but mortars are so loving inaccurate I've dropped a few dozen shells on a stationary target and haven't even brought it down to half health.
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# ? May 1, 2015 11:41 |
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Do you feel a lack of Diablo-like prefix/suffix bonuses on your items? https://ludeon.com/forums/index.php?topic=12783.0
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# ? May 1, 2015 20:23 |
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Flesh Forge posted:Do you feel a lack of Diablo-like prefix/suffix bonuses on your items? oh my god yes this is so going on my modpack. the default prefixes suck
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# ? May 1, 2015 21:33 |
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I'm having trouble selling someone into slave labor. Can anyone tell me what I'm doing wrong? Haven't played in a while so maybe I'm just missing something. There is nothing to drag to trade? I put the prisoner in a bed near the orbital beacon. Trying to sell Verea if that is not clear.
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# ? May 2, 2015 05:45 |
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Mouse over the '0' on Verea's line, hold down mouse button and drag right. The trade interface is a glaringly clunky part of the game.
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# ? May 2, 2015 05:55 |
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Alternatively: carve her up, sell her organs, make snacks out of her flesh and turn her skin into a sofa.
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# ? May 2, 2015 06:04 |
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Flesh Forge posted:Mouse over the '0' on Verea's line, hold down mouse button and drag right. The trade interface is a glaringly clunky part of the game. Wow, that is awful. Thank you. Drunk in Space posted:Alternatively: carve her up, sell her organs, make snacks out of her flesh and turn her skin into a sofa. I went this route. She was already sick so all I got is a leg. Interesting to see it doesn't decay.
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# ? May 2, 2015 06:11 |
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Are there any mods that will let you upgrade walls and floors in place? Cause that would be cool.
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# ? May 2, 2015 06:46 |
I cant wait for herding to become a thing.
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# ? May 2, 2015 06:57 |
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There was a mod for that a while back and it actually worked pretty well (animals could even breed). Sadly it was made by Minami, who stopped working on the game earlier this year, and as such it hasn't been updated since A8.
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# ? May 2, 2015 09:05 |
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Flesh Forge posted:Mouse over the '0' on Verea's line, hold down mouse button and drag right. The trade interface is a glaringly clunky part of the game. A lot of people say that but I genuinely never had a problem with it? If anything I prefer it to most other trading systems I've used.
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# ? May 2, 2015 09:12 |
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At the risk of getting looked down upon, I know a lot of you hate these sort of things, is there any "Mega Mods" for this game that currently work with Alpha 10? I seem to remember last time I played, Alpha 8, I was using the Epyk Pack, which added an absolute ton to the game, but it appears that the guy running that collection gave up on it after all his, somewhat entitled, users came to the thread and whined incessantly for new stuff. Can't blame him. I mean, I could go and download all the mods individually, but I would currently be unsure as to which ones are no-longer necessary in Alpha 10 given the pace of changes to the game, or indeed which ones are just plain incompatible anymore, or introduce more bugs than they are worth. So, if anyone else has already done the legwork and thrown a bunch of mods together, I'm all for leeching off their time and effort. I have to admit, I do love having an absolute bunch of, sometime superfluous, stuff added to the game, I find it adds variety to each play-through.
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# ? May 2, 2015 10:36 |
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OwlFancier posted:A lot of people say that but I genuinely never had a problem with it? If anything I prefer it to most other trading systems I've used. When you have literally 100+ different items to trade (the gear from all those raiders you killed) or you have some really large quantities of excess food (think like 20,000 units total) it starts to really get on your nerves. The base idea is all right, but there aren't any shortcuts to do things like "sell all the tribalwear because it's crap" or "sell all damaged items" or "sell all items below quality X" or "sell all of this type" (e.g. raw food) or "type in how many units of this you want to sell". A collapsible treeview in which you can sell all in any collapsed branch would be great. Etc. It was a little less annoying last alpha because you had to actually strip stuff in order to collect equipped items but now you get buried in rubbish gear unless you actually bury corpses forever. e: actually I just suggested a bunch of this stuff in the Suggestions forum: https://ludeon.com/forums/index.php?topic=12808.0 Flesh Forge fucked around with this message at 12:57 on May 2, 2015 |
# ? May 2, 2015 12:44 |
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Flesh Forge posted:It was a little less annoying last alpha because you had to actually strip stuff in order to collect equipped items but now you get buried in rubbish gear unless you actually bury corpses forever. I was super pumped to be buried in rubbish gear until I realized it was balanced to take like five tribal togas to get one silver. It's also a pain because it counts every "condition" of an object as a separate object, so there can be 7 different "wood" on the list.
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# ? May 2, 2015 12:53 |
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Being able to automate trading so you could trade all of a certain item type, quality, and condition would be so rad.
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# ? May 2, 2015 13:15 |
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Someone had asked this earlier: if you want to reveal hidden parts of the map, enable dev mode -> click the "Open the viewsettings" button -> uncheck "Draw Fog". You're welcome. e: this setting stays off between embarks/new games until you turn it on again which means wow I'm gonna use the hell out of that ugh, when you re-enable fog it redraws it over EVERYTHING, including exposed walls Flesh Forge fucked around with this message at 13:57 on May 2, 2015 |
# ? May 2, 2015 13:21 |
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Tindahbawx posted:At the risk of getting looked down upon, I know a lot of you hate these sort of things, is there any "Mega Mods" for this game that currently work with Alpha 10? I was using Rim+ in Alpha 9 and it was pretty great, but I don't think it's been updated for 10 yet.
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# ? May 3, 2015 02:07 |
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Mister Bates posted:I was using Rim+ in Alpha 9 and it was pretty great, but I don't think it's been updated for 10 yet. I ended up throwing together this little lot and it works fine after a little fiddling about with the load orders: Mod List
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# ? May 3, 2015 09:26 |
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It's really weird how there's a small but super vocal and super dedicated group of people on the official forum that keep making threads about "THE ~~PROBLEM OF KILLBOXES~~" I don't get that there's particularly a problem.
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# ? May 3, 2015 12:33 |
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Flesh Forge posted:Someone had asked this earlier: if you want to reveal hidden parts of the map, enable dev mode -> click the "Open the viewsettings" button -> uncheck "Draw Fog". You're welcome. If you turn it off after you queue up orders/use the plan tool to mark useful things, you won't have that problem.
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# ? May 3, 2015 12:54 |
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Woo, thanks!
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# ? May 3, 2015 12:58 |
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Flesh Forge posted:When you have literally 100+ different items to trade (the gear from all those raiders you killed) or you have some really large quantities of excess food (think like 20,000 units total) it starts to really get on your nerves. The base idea is all right, but there aren't any shortcuts to do things like "sell all the tribalwear because it's crap" or "sell all damaged items" or "sell all items below quality X" or "sell all of this type" (e.g. raw food) or "type in how many units of this you want to sell". A collapsible treeview in which you can sell all in any collapsed branch would be great. Etc. Mmm, it's true about the gear selling, it's not great for lots of individual things, and would be tedious for selling thousands of units of something. i do find it works well for trading up to a couple of thousand of a variety of things, though, which is probably what it was designed for. Makes it easy to see what you have, what they have, what you're trading, and make changes quickly. Ways to manage gear and the selling thereof would be a good addition though.
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# ? May 3, 2015 13:33 |
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Flesh Forge posted:It's really weird how there's a small but super vocal and super dedicated group of people on the official forum that keep making threads about "THE ~~PROBLEM OF KILLBOXES~~" I don't get that there's particularly a problem. Unless you removed unmanned turrets from the game entirely, this is not a "problem" you can "fix". Anyway, anyone that's played Dwarf Fortress would know that making an ungodly death-trap for your enemies to witlessly wander into (at precisely the same time that a colonist decides the killzone needs a dust) is all part of the fun. Tame your environment! My killzone features a carefully constructed pathway in front of it, thousands of cells long. Most human invasion parties go mad just trying to traverse it, muhahahaha!
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# ? May 3, 2015 14:57 |
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I personally don't do it very much (I'm OK with 3-4 turrets, some or all of which will be blown up and repaired each wave) but seriously who gives a gently caress either way. There's a number of people though that a) complain the game is too hard to play on max difficulty without 50 turrets (which isn't true) and b) refuse to lower their difficulty. I do not understand these people
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# ? May 3, 2015 15:24 |
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Unoriginality posted:If you turn it off after you queue up orders/use the plan tool to mark useful things, you won't have that problem. or duh there is a 'refog map' button right next to it
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# ? May 3, 2015 16:52 |
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I don't get people who get super up in arms about balance issues or 'cheating' or whatever in single player games. If you think it's OP just don't use it problem solved. If it's too hard for you lower the difficulty. There's not even an epeen you can be showing to anyone.
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# ? May 3, 2015 18:35 |
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Yeah why should game developers spend even one minute on creating a fun single player experience? People will just play only the fun parts, problem solved.
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# ? May 3, 2015 19:06 |
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But there's obviously a whole bunch of people to whom building flawless killboxes is fun, so ... gently caress them I guess? I really don't see the problem.
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# ? May 3, 2015 19:09 |
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fart simpson posted:Yeah why should game developers spend even one minute on creating a fun single player experience? People will just play only the fun parts, problem solved. Difference between making your game fun and taking things out because a certain group doesn't think they are fair or good. That's the early Diablo 3 style of patching that really soured me on that game (don't nerf the poo poo that is doing well, buff the poo poo that isn't). If killboxes are 'too good' it's because there's no other toys we can use to make elaborate traps. Add in pressure plates and mechanisms and things like that instead of just nerfing kill boxes. You don't have to use a kill box. Their existence is not detrimental to a game without killboxes in any way. There'd be an argument if the difficulty was designed around killboxes and you need to use them to survive but it's not and you don't. What's the problem? Why is your single player experience affected by what other people might be doing in their single player game? It's like when someone mentions using a console and there's always that poster coming out of the woodwork to call them a cheater.
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# ? May 3, 2015 19:44 |
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There just isn't anything in the vanilla game that 15 or so dudes with guns cannot easily defeat. I just don't see there's a ~PROBLEM~ there.
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# ? May 3, 2015 20:00 |
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Flesh Forge posted:There just isn't anything in the vanilla game that 15 or so dudes with guns cannot easily defeat. I just don't see there's a ~PROBLEM~ there. I'd like them to flesh out the psychic threats. I thematically like the drone events, but right now it's just a blanket feelbad. If you wanted to remove the focus from turrets, certain threats could be invisible to turrets thanks to a psychic field they project, or create a very localised solar flare type thing. You could create a few new psychic focused traits also, people that have been modified for war or better workers and such; for instance, a trait that means the pawn doesn't need sleep, but has to be kept away from normal pawns because of a short range "disturbed sleep" penalty. Another could be a premonition power; very raised break point in exchange for "I've got a bad feeling about this" a day before a negative event. Ultimately I think the reason kill boxes are so effective is because AI pathing will never attempt to break down walls. Could make a sapper style enemy that sets 3x3 charges at constructed perimeter walls that are outside range of turrets, or miner enemies that dig through the rock towards you at a reduced pace. Don't necessarily have to be human, could be a borer mech or genetically modified earthworms.
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# ? May 3, 2015 23:49 |
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Space Station 13 has a worm-thing whose name I forget that lives out in the mining field. It doesn't target players, but ores instead. It'll rush for valuable ores and gobble them up like it's nothing. It's tough as nails and takes a severe beating to kill, but if you don't do it quick enough, it'll happily gobble up all your precious minerals. Once dead, it spits up whatever it ate in the past few seconds, so there is incentive to kill it quick instead of just grabbing your poo poo and running. I think it might translate well into this game.
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# ? May 4, 2015 00:26 |
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Konig posted:Ultimately I think the reason kill boxes are so effective is because AI pathing will never attempt to break down walls. Could make a sapper style enemy that sets 3x3 charges at constructed perimeter walls that are outside range of turrets, or miner enemies that dig through the rock towards you at a reduced pace. Don't necessarily have to be human, could be a borer mech or genetically modified earthworms. Didn't the centipedes with pyro cannons attack anything player-owned (including walls as well as pawns) when they were first teased/put into the game? They were probably stopped from doing that because it was massively unfun at the time, or maybe they used the same code as everything else and it meant random raiders would chew on your window frames instead of actually raiding. I think the current enemies will try to break the nearest wall if they can't find any open path, so maybe the search radius for the path just needs reducing significantly so you end up with a half-dozen openings in each cardinal direction. This'd probably make it even more attractive to build deeply into a mountain, though.
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# ? May 4, 2015 00:37 |
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I would love a space version of rimworld along the lines of SS13.
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# ? May 4, 2015 00:39 |
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Nullkigan posted:Didn't the centipedes with pyro cannons attack anything player-owned (including walls as well as pawns) when they were first teased/put into the game? They were probably stopped from doing that because it was massively unfun at the time, or maybe they used the same code as everything else and it meant random raiders would chew on your window frames instead of actually raiding. It's tricky to balance the difficulty right in such an open ended game. There's almost always going to be a way to cheese the poo poo out of threats, I guess the goal is to make people go "that's diabolical" when you show them your cheese strategy, rather than "that's lame." For instance, it would take forever for my colonists to path through the maze in front of my killbox, so I made a path with multiple strong autodoors next to it that I wall off during a raid. Cheesy as gently caress, and also kind of lame because it exploits the AI rather than being an in-universe solution.
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# ? May 4, 2015 00:46 |
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Konig posted:It's tricky to balance the difficulty right in such an open ended game. There's almost always going to be a way to cheese the poo poo out of threats, I guess the goal is to make people go "that's diabolical" when you show them your cheese strategy, rather than "that's lame." For instance, it would take forever for my colonists to path through the maze in front of my killbox, so I made a path with multiple strong autodoors next to it that I wall off during a raid. Cheesy as gently caress, and also kind of lame because it exploits the AI rather than being an in-universe solution. Getting the AI to recognize a killbox and react in some fashion would probably be best, right now they just sorta pile into wherever you want them to go.
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# ? May 4, 2015 00:50 |
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Also my maze is a popular target for artillery fire, because it's such a large number of constructions and afaik the AI just targets a random one out in the open. Another weird side effect I guess.
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# ? May 4, 2015 00:56 |
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Plek posted:Getting the AI to recognize a killbox and react in some fashion would probably be best, right now they just sorta pile into wherever you want them to go. Some sort of death heatmap might work well, where too many deaths over too short a time makes a tile be considered as a 'wall' for raider pathing and thus invoking the routines that make them break structures. They say if you hit Crashtown from the west nobody ever comes back, so we're going to blow a hole in the eastern fence. But Drop pods and sieges are already things, and centipedes take forever to kill unless you mod in some sort of beanbag gun with blunt damage, so I don't really see it being something that'd be added in the next update or three.
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# ? May 4, 2015 01:02 |
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# ? May 22, 2024 05:27 |
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Yeah, I think that some sort of sapper enemy that starts spawning in later raids is the way to go. Have them just follow the most direct path to the base through walls/mountains and use some sort of explosive, maybe with a timer.. Even in early raids wouldn't be that bad. It wouldn't be any harder than defending against a siege in the sense that you'd have to mobilize your guys and go out and end the threat. I think wall mounted turrets that are in that one turret mod would make this a lot more interesting.
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# ? May 4, 2015 01:13 |