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Rougey posted:Muzzy-Utils – Quality of life mod that makes some changes to the UI, install it before your first play through IMO. Not entirely sure why I'd need a fresh filter as my people drag spoiled stuff to the dump quickly enough, but the mood indicator would be nice (and conveniently is a default UI element in A15)
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# ? Aug 26, 2016 01:38 |
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# ? May 22, 2024 07:55 |
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Industrial mod is fun, giving nuke generators, concrete, high quality steel aluminum and copper to the game. I'm really enjoying it. Oh yeah, and deep mines which are a godsend on barren maps. The startup cost for them is steep but once installed you can harvest any mineral you want at that point.
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# ? Aug 26, 2016 01:43 |
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Panfilo posted:Industrial mod is fun, giving nuke generators, concrete, high quality steel aluminum and copper to the game. I'm really enjoying it. If you get industrialization you should go to the forums and get the add-on to allow building paths out of concrete.
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# ? Aug 26, 2016 02:18 |
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Rougey posted:On the topic of mods, I'd highly recommend the following (ranked in order of my appreciation): please make a mod pack
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# ? Aug 26, 2016 04:36 |
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The most important mod is doormats so Pawns wipe their feet when they enter buildings.
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# ? Aug 26, 2016 04:56 |
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Most of those mods make the game easier without anything balancing it back the other way. That's fine if that's what you want to play, but I think having ways to trivially capture people and call in traders on demand and completely avoid zzt events will make the mid game dull. Just be warned. I think most people would find the game more fun as a crises management game and as a "sims-like" game it's probably lacking. To each their own though.
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# ? Aug 26, 2016 05:20 |
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Fuses doesn't completely avoid ZZT events. It costs components to upkeep fuses, it just prevents it from exploding your base. And circuit breakers, which just need to be flipped back on afterward, are a late-game research project.
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# ? Aug 26, 2016 05:32 |
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Squeegy posted:Fuses doesn't completely avoid ZZT events. It costs components to upkeep fuses, it just prevents it from exploding your base. And circuit breakers, which just need to be flipped back on afterward, are a late-game research project. OK, but in vanilla the way you minimize that impact is by not putting everything on one grid. Fuses make it more feasible to have a central power producing field which takes the challenge of managing multiple grids away. Again that's fine, but it inarguably makes the game easier and I'd suggest taking it easy before tossing in a bunch of mods that make things that are supposed to be a lot of work easy.
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# ? Aug 26, 2016 05:39 |
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Lockback posted:OK, but in vanilla the way you minimize that impact is by not putting everything on one grid. Fuses make it more feasible to have a central power producing field which takes the challenge of managing multiple grids away. Managing multiple grids is stupid and boring, if I wanted that kind of gameplay I'd go play Prison Architect where it's completely mandatory past a certain size.
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# ? Aug 26, 2016 05:52 |
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random explosions are part of the game and you are bound by law to suffer any dumb loving thing that pops into noted islamophobe tyrial's dumb head who wrote a book on game design, u see?
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# ? Aug 26, 2016 05:59 |
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playing on Rough Randy and nothing has happened in almost two months except for crashing escape pods, who I let die because I can't recruit them without mods and I'm bad enough at managing food and healing items as it is lol I'm talking like, 4 escape pods back to back, a single melee raider attack, and then another escape pod
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# ? Aug 26, 2016 06:14 |
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You can Capture and recruit them.
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# ? Aug 26, 2016 06:37 |
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I didn't see an option for it while they were laying in the medical bed but I didn't look hard enough I guess? or do I have to arrest them rest in peace those 8 dudes I guess lol just kidding only colonists get graves bitch
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# ? Aug 26, 2016 06:38 |
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Babe Magnet posted:I didn't see an option for it while they were laying in the medical bed but I didn't look hard enough I guess? or do I have to arrest them When they are on the ground after crashing, select Capture instead of Rescue. Rescue just patches them up and they leave. Capture treats them as a prisoner you can recruit.
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# ? Aug 26, 2016 07:00 |
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oh sick, alright, thanks
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# ? Aug 26, 2016 07:03 |
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They really need to change that in a future update. There's no reason whatsoever why a rando that crashed from space wouldn't join up with you after you rescue them rather than leaving to die of malaria offscreen or some poo poo. It's really dumb. Rescued people from other factions should default to going back to those factions, but they should also have a small chance to decide to stick with you instead, or something.
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# ? Aug 26, 2016 07:03 |
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The Shortest Path posted:They really need to change that in a future update. There's no reason whatsoever why a rando that crashed from space wouldn't join up with you after you rescue them rather than leaving to die of malaria offscreen or some poo poo. It's really dumb. I see what you mean, but I think it would make it too easy. There's a nice challenge to struggling toward recruiting a good survivor but avoiding getting stuck with the train wrecks (I'm looking at you man hating gay pyromaniac popstar)
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# ? Aug 26, 2016 07:21 |
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The Shortest Path posted:They really need to change that in a future update. There's no reason whatsoever why a rando that crashed from space wouldn't join up with you after you rescue them rather than leaving to die of malaria offscreen or some poo poo. It's really dumb. The hospitality mod adds all of this
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# ? Aug 26, 2016 07:27 |
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Panfilo posted:I see what you mean, but I think it would make it too easy. There's a nice challenge to struggling toward recruiting a good survivor but avoiding getting stuck with the train wrecks (I'm looking at you man hating gay pyromaniac popstar) Then make those events less common, or balance out the increased ease with something more difficult? It's just a really weird break in how you'd expect things to work.
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# ? Aug 26, 2016 08:24 |
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escape pod landing is like a beacon for raiders/tribals to drop by and see what's up or if it was a cargo drop
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# ? Aug 26, 2016 08:28 |
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I like the sound of those mods but yes, it sounds like it would make the game rather easy without some balance. Could always just hit random for your location and take the difficulty up a notch, I guess.The Shortest Path posted:They really need to change that in a future update. There's no reason whatsoever why a rando that crashed from space wouldn't join up with you after you rescue them rather than leaving to die of malaria offscreen or some poo poo. It's really dumb. High recruitment difficulty: *Crashes on a barren planet, badly wounded with no means of escape but by some miracle a friendly human picks them up, heals them with real medicine, puts them up in a comfortable, spacious room among beautiful sculptures and feeds you fine meals, where you're told they're currently building a ship capable of leaving this shithole* "So, wanna join?" "Nah, I'll take my chances"
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# ? Aug 26, 2016 08:36 |
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Yo its a game bro. Bishops move straight in real life all the time too.
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# ? Aug 26, 2016 08:41 |
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I'm not really sure how having rescued escape pod guys having a low chance of joining you is overpowered when their recruit chance is like 25% anyway. My last game went for like 3 years and I rescued a grand total of six people, only one of which offered to join me. I don't know why I'd risk those odds on a pawn I actually wanted
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# ? Aug 26, 2016 09:11 |
Walton Simons posted:
Fixed it. More realistic now.
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# ? Aug 26, 2016 09:36 |
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So I saw this in my Steam queue and decided to try it out since Gnomoria is kind of dead. Tried out the crash landing scenario and things started out well enough, at least until the dog died to a random animal and one of my dudes went nuts. Then the heat wave came and people started getting sick. I, uh, may not have realized how temperature controls worked at the time so I ended up just stripping the ill naked. Needless to say this did not work and one by one my people died, naked and gibbering from despair- and heat-induced madness. Pretty good first run for a game of this type, I think I'll keep playing.
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# ? Aug 26, 2016 13:11 |
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Yep, you missed accidentally telling one of your guys to eat a corpse but otherwise dying naked, insane, dehydrated and alone is a probably the true ending of the game.
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# ? Aug 26, 2016 13:26 |
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Capture is to recruit them Rescue is to build favour with other factions You guys don't even try sometimes do you
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# ? Aug 26, 2016 13:32 |
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really my only gripe with recent changes is that bulk traders come by so infrequently now as to make the comms console basically pointless. before alpha whenever you'd get a couple trade ships a season, now it's like once a year, maybe
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# ? Aug 26, 2016 14:38 |
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Panfilo posted:I see what you mean, but I think it would make it too easy. There's a nice challenge to struggling toward recruiting a good survivor but avoiding getting stuck with the train wrecks (I'm looking at you man hating gay pyromaniac popstar) Train wrecks are my go-to bullet sponges in raids, if they're really bad I turn off medical treatment to accelerate the process. It's like the RNG loves guys you're trying to kill sometimes, you'll end up with a peg legged, one eyed, deaf, gimp of a pawn that just keeps running toward the sound of gunfire
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# ? Aug 26, 2016 15:02 |
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This fucker is the protagonist of my colony. I named him Shaman because of his affinity for animals and medicine, and his bloodlust trait. One time a bear wandered into camp and instead of running, Shaman tamed it first try on a 3% attempt. He has since named the bear Shinichi and it follows him everywhere. Shaman was hunting turkeys once and a stray bullet hit a lynx, which tore off his left hand for it. He now wears a bionic hand made with hide from that lynx. More recently, Shaman was out in the field and got attacked by an enraged boomrat. When a fellow colonist came to his aid as he fled, she accidentally shot off his foot with a shotgun. He is having quite a life here.
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# ? Aug 26, 2016 15:18 |
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The most I've every had to deal was was one Scyther so I felt OK with my defences. Five Scythers and a Centipede. Two dead already. What the gently caress?
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# ? Aug 26, 2016 21:36 |
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Scythers are ridiculously threatening compared to Centipedes. Centipedes are a joke, but a Scyther can one-shot your colonist.
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# ? Aug 26, 2016 21:43 |
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Just had a third colonist one-shot and a scyther took a dead-on mortar hit without going down The berserk cycle has already started and my scientist has downed three of my other colonists. I think I'm at the end of the road, this is a ridiculous threat. e: In hindsight, I should have built more mortars knowing how poo poo we are from range since we don't have our sniper rifles and charge rifles crafted yet.
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# ? Aug 26, 2016 21:50 |
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Walton Simons posted:The most I've every had to deal was was one Scyther so I felt OK with my defences. Keep every EMP grenade drop you get, give them to pawns that cant shoot for poo poo. They stun the mechanoids for a good bit and you can keep tossing emp grenades while you wreck them. If you dont have EMP grenades it sucks.
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# ? Aug 26, 2016 21:51 |
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The trick with scythers is get behind walls, wait for them to get close, then ambush them en masse. Playing sniper wars with them rarely works. e: Unless it's like a psychic ship, then totally play sniper wars with them. Range on a sniper rifle is longer than their aggro range, so just edge closer one square at a time until your guy can shoot, then just plink at them for days Azhais fucked around with this message at 21:54 on Aug 26, 2016 |
# ? Aug 26, 2016 21:51 |
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That's a great point. I'll see if I can throw up an EMP mortar while they're chilling. It's a psychic ship so I can't bait them. e: Berserk really, really needs to be toned down in my opinion. If I lose a fight like I just did, annoying but it's the game, but if I lose because things got a bit tight and my more unstable colonists not only go uncontrollable for half a day but completely poo poo up everyone doing anything nearby, it feels cheap. Walton Simons fucked around with this message at 21:59 on Aug 26, 2016 |
# ? Aug 26, 2016 21:52 |
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Panfilo posted:I see what you mean, but I think it would make it too easy. There's a nice challenge to struggling toward recruiting a good survivor but avoiding getting stuck with the train wrecks (I'm looking at you man hating gay pyromaniac popstar) Is there any reason you wouldn't just leave them to die and rot away? Edit: The bad ones, I mean, since you can see the social stats just by clicking on them.
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# ? Aug 26, 2016 22:00 |
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Beef Hardcheese posted:Is there any reason you wouldn't just leave them to die and rot away? I generally rescue them and let them leave, it doesn't cost me anything but a minute of my doctor pawn's time and who cares about that. Especially if they're related to anyone, don't need their deaths in my needs window
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# ? Aug 26, 2016 22:17 |
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Yeah, I'm done. 180 days (not bad for a first go) and done in by a psychic ship and a berserk colonist loving everything up by downing three guys and killing one. A lot of what's caused this will be fixed in A15 so that's good. Basically, I ran out of what I needed (components, plasteel) on the map so I had to farm raw materials and make things (art, clothes) in the hope a trader came by. They didn't and I got rich on (over 4000 raw food ffs) without being able to invest in protecting the place enough. From what I've heard of A15's deep drilling, this shouldn't be a such a problem. Being able to call traders from other tribes or some way of abstracting a trip to see them if relations are good would be a good addition in future. Their position on the map could determine risk and what might happen to people you send as well as their traits, animals, vehicles you build and so on. Walton Simons fucked around with this message at 22:24 on Aug 26, 2016 |
# ? Aug 26, 2016 22:21 |
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# ? May 22, 2024 07:55 |
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I really should play A15 more and get to that point in the tech (or I suppose make a scenario where I just start with it and materials to see how it works)
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# ? Aug 26, 2016 22:22 |