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Leal
Oct 2, 2009
Had 2 raids thrown on me at once, the first raid was just a single guy and I almost felt insulted. Then the second one arrived with 5 guys. I get read to take out the single guy when I see 2 guys from the other group broke off to attack that same direction, and this single man who only had a hammer on him proceeded to murder the other guys no sweat, which were the only 2 of 3 who had ranged weapons. I captured him, I *almost* want to keep him just for that bit of badassery but you know... C'thulhu is feeling particularly hungry for souls, and the kibble is running a touch low...

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boar guy
Jan 25, 2007

can i fit everything i need to launch the ship and 8 colonists on to 1 structural support beam, or should I plan for 2?

Coolguye
Jul 6, 2011

Required by his programming!
definitely plan for two. i THINK you can cram everything you need on one but it's a just barely sort of affair. you just know that some wanderer or whatever will join and make it 9, and there's no way you can fit 9 colonists plus all the infrastructure on one beam.

Coolguye fucked around with this message at 02:11 on Feb 17, 2017

funbar
Jan 1, 2008
Can we just dump our pretty RW pics here?
OK great, I'm gonna show you all my base now:

This section houses the specialist crafters and their partners, pawns with mobility problems, and prisoner cells:



All hydroponics basins are reserved for psychoid and hops production for the better part of this colony's profitable industry.
Dress code is strictly alpaca wool dusters and leather cowboy hats. Full armor for the people that can handle firearms or swing a sword.
Colonists are restricted to beer/smokeleaf consumption once every 2 days and only if they're in a very foul mood. Penoxycyline is to be taken every 5 days, no exceptions.


Additional housing for the less-specialized colonists. The big freezer is where produce overstock, reserve fine meals and hay are stored safely. Reserve foodstuffs are distributed throughout the base by manually changing the priorities of stockpiles from normal to important:



For defenses, three chokepoints into the base are secured by improvised turrets. This one in particular is regularly attacked so it was convenient to have the cemetary here.
There are similar corridors to the north and south, while the eastern mountainous coast denies all entry:



Here lies Pitts. Pitts arrived with a luciferium addiction and was chemically inclined. Pitts spent his final hours walled into a remote cavern, freezing and vomiting in pitch darkness until he expired from extreme hypothermia.
I'm very careful with batteries and they are usually left unconnected to the grid. Five thermal generators and two each of solar and wind generators are enough for a colony of this scale:



Sometimes the art really nails the story down for you. This one tells the tale of a 40-strong manhunter muffalo pack that ended in glorious molotov fire. The statue is displayed at the site where the last muffalo fell:



The title of this statue reflects the spirit of this place; the lodgings are tight and bones are frequently broken, but food is never a problem and the lights are always on.
The space next to the electric stove is a fireplace. There are a few more around the compound:



With the exception of the tomb, no parts of the base are under overhead mountain. I'm a wimp and so I only gently caress with Randy at 'some challenge' at most, and down to peaceful after any difficult events. I don't mind microing either. Oh, and no mods.

Coolguye
Jul 6, 2011

Required by his programming!
speaking of, finally home and screenshots as promised:



this is the basic defensive fortification i was talking about earlier today. a long, single-wide hallway with a turret behind a sandbag on each side. rock chunk/sandbag/other non-standable thingy is required at the intake to keep shooters from taking cover around the corner. you may optionally also put a deadfall trap or incendiary IED at the entrance to the fortification. the incendiary IED idea is particularly vicious because it starts a brush fire that spreads backward into the enemy force you're ostensibly repelling. and burns are loving hella painful.

the doorways at the end are actually double doors. the door you see closed is a wooden door for normal use, right behind it is a held-open stone door that can be closed if things get real. this arrangement also allows a dude with a sniper rifle to lean out and use the turret, sandbag, and wall as cover to attack the dudes in the hallway. power is supplied through a conduit on the settlement side of the wall and is quite secure; even inferno cannons and incendiary launchers cannot ignite it. battery backup is entirely possible as well if you're paranoid, as is double-thickness walling the outer wall to frustrate sappers. finally, the kill zone is floored and roofed.

basically, when an enemy tries to penetrate this, they have no choice but to stand in this long, narrow corridor that is right in the crossfire of two gun turrets. multiple shooters will have to spread out single file down the line with no cover, which means they will hit each other as much as they hit my guns, if not more. melee guys are straight hosed too. if anyone does start to penetrate the zone, because i have a dual door setup, i can close and lock the stone door for long enough to just throw a wall up on the other side of the stone door and really deny access. the one time that has come up, the raiders just loving gave up, battered and bloody, and went around to the next fortification - which looked EXACTLY LIKE this one. it was really loving mean.

going on the same idea, though, this scheme is also duplicable in order to provide a defense in depth strategy:


where you can leave one square open for easy access by your colonists, and if it looks like the first defensive line is going to fall, you can quickly fill in the one gap to force enemies to go through the rest of the hell maze. alternately you could set up a normal sandbag-wall-wall-sandbag setup facing the door for your colonists to hole up at to open up on anyone coming through. it's kind of up to you. anyway, the biggest thing i like about this setup is that it allows for largely automated defenses (most normal raids, be they human or mechanoid) will be sorted out by the turrets without your intervention, but during peace time it does not make it too hard to go outside the compound.

funbar
Jan 1, 2008

https://www.youtube.com/watch?v=iLC1fSLnJNY&t=48s

Coolguye
Jul 6, 2011

Required by his programming!

:D

also, i told you all i wasn't joking about my constructor's weird loving art:



to be clear, no, a goshawk is not a thing in the game right now and, if you're not familiar with it, is a small raptor. this is on a loving double bed she made.

Leal
Oct 2, 2009
"im not a hauler! im not a haler!!", i continue to insist as i slowly shrink and transform into an onion.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Leal posted:

"im not a hauler! im not a haler!!", i continue to insist as i slowly shrink and transform into an onion.

lmao

Coolguye
Jul 6, 2011

Required by his programming!
yeah like half of her art reminds me of dril tweets it's loving great

e:

here's another good one



like

what?

Coolguye fucked around with this message at 05:51 on Feb 17, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

Holy poo poo I want more of these, they're right up there with DF art descriptions. I'm glad both games have nailed that down.

Coolguye
Jul 6, 2011

Required by his programming!
well I need to manufacture a fair number of beds to trade for the things I need so I'll keep you informed.

on a related note, who all accepts furniture as goods? exotic goods merchants for sure because I see them selling that crap all the time but who else?

cugel
Jan 22, 2010
I like this one.


Feral Integral
Jun 6, 2006

YOSPOS

Hey I see a lot of you guys have cave bases, how do you deal with the drat infestations? That poo poo always owns my rear end

Dejawesp
Jan 8, 2017

You have to follow the beat!

Feral Integral posted:

Hey I see a lot of you guys have cave bases, how do you deal with the drat infestations? That poo poo always owns my rear end

Wide corridors. Wide open rooms. Concentrated fire from a long range.

Use guns to shoot down doors and walls into infested rooms so the bugs don't have you at melee range when you enter.


The art you guys have is nothing like the type I get.

Dejawesp fucked around with this message at 09:38 on Feb 17, 2017

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Man, I need to build more artwork.

One of the pawns I rolled is a 20 year old Beautiful Nudist Brawler female :raise:
....will she increase the happiness of male colonists, just by being around?

Dejawesp
Jan 8, 2017

You have to follow the beat!

AAAAA! Real Muenster posted:

Man, I need to build more artwork.

One of the pawns I rolled is a 20 year old Beautiful Nudist Brawler female :raise:
....will she increase the happiness of male colonists, just by being around?

No she will lower it because they will constantly hit on her and she will reject them!

cugel
Jan 22, 2010
You'll also have 3/4 of your produced arts be about the nudist. I've been a student of beaux-arts in another life and I must admit that make sense.

NOT_A_VIRUS.EXE
Dec 10, 2001
I send you this file in order to have your advice!
I am on the 2nd biggest map with scattered hills/mountains. I walled it off in such a way that most raiders are forced to path next to this ancient danger in the middle of the map. It had bugs in it, and once again they make for a great defense.

Only registered members can see post attachments!

Dejawesp
Jan 8, 2017

You have to follow the beat!
Are Mechanoids just placeholder enemies for the "ancient danger" event?

Seems like "ancient danger" should have its own themed enemies.

Coolguye
Jul 6, 2011

Required by his programming!
i don't think anyone's asked tynan about the state of that particular feature?

Carcer
Aug 7, 2010
The game could use some more non-human enemies.

Coolguye
Jul 6, 2011

Required by his programming!
the threat profiles given in the game right now are fairly complete i think

human enemies are by design supposed to give you a fairly even match, and do so pretty well

mechanoid enemies are designed specifically to be superior to you individually, requiring rock-hard early defenses to deal with - they are also basically unbeatable in melee so you absolutely must attack at range (which they are also no slouches at).

bugs are designed to swarm you and mandate some amount of defense in depth.

somewhat related, just having a devilstrand button down shirt makes a lot of attacks way more survivable, holy buckets. i'm glad i went that route instead of trying to make the dusters first this game.

cugel
Jan 22, 2010
I could see a melee mechanoid; maybe a fast four legged thing with a shotgun-like weapon on his back or in his mouth.

Dejawesp
Jan 8, 2017

You have to follow the beat!
The ancient evil should have lovecraft themed enemies and the "loot" unique. Then there should be a chance of infecting random colonists with mutating curses as punishment for digging into places you don't belong.

Dejawesp fucked around with this message at 16:19 on Feb 17, 2017

Alchenar
Apr 9, 2008

What's the difference between button-down and t-shirts?

Azhais
Feb 5, 2007
Switchblade Switcharoo

Dejawesp posted:

No she will lower it because they will constantly hit on her and she will reject them!

Yeah, beautiful is a colony destroyer

Coolguye
Jul 6, 2011

Required by his programming!

Alchenar posted:

What's the difference between button-down and t-shirts?

long sleeves and collars - e.g., they protect the arms and the neck. in addition to the torso coverage this covers most of the body for 55 material outlay. they also insulate slightly better, but i find that distinction academic - if you're in a biome where insulation matters, it's not your loving shirt that's going to make the difference.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Azhais posted:

Yeah, beautiful is a colony destroyer

Truly Helen of Troy

cugel
Jan 22, 2010
A fresh new art:



He was the colonist who started almost all the social fights; he destroyed one ear and nobody liked him. Good riddance.

Mzbundifund
Nov 5, 2011

I'm afraid so.

cugel posted:

A fresh new art:


HaulingBot?

cugel
Jan 22, 2010
it's the Misc. Robot mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=724602224

It's fitting since nobody was sad for the guy being beaten to death.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC

Dejawesp posted:

Are Mechanoids just placeholder enemies for the "ancient danger" event?

Seems like "ancient danger" should have its own themed enemies.

It's random. Sometimes bugs, sometimes mechanoids, sometimes just empty but the pods are filled with roided out spacers

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

AKA The Best Mod.

Mzbundifund
Nov 5, 2011

I'm afraid so.

cugel posted:

it's the Misc. Robot mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=724602224

It's fitting since nobody was sad for the guy being beaten to death.

Yeah I've got the misc. robot mod, it's a great mod, but why is a hauler bot making a sarcophagus? I thought that was a construction task.

cugel
Jan 22, 2010
He is not making the sarcophagus, just hauling the corpse; so he makes the art! They also burn the corpses.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Send help, every time I look at my domesticated female turkeys I see the Egg Progress %, Fertilized and sing to myself "How do you like your eggs, fried or fertilized?".

...

I read the wiki on handling animals but it was not very thorough - I am guessing I have to do some sort of training (the first level of obedience or whatever?) with, say, a Turkey, to get it to stay in an area. Also what do I do with its eggs once it lays them? The first time a domesticated Turkey laid eggs my people stuck 'em in my uncooked food storage and they were ruined. This time I turned that storage option off, but I'm not sure if there is something specific I should do.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

AAAAA! Real Muenster posted:

Send help, every time I look at my domesticated female turkeys I see the Egg Progress %, Fertilized and sing to myself "How do you like your eggs, fried or fertilized?".

...

I read the wiki on handling animals but it was not very thorough - I am guessing I have to do some sort of training (the first level of obedience or whatever?) with, say, a Turkey, to get it to stay in an area. Also what do I do with its eggs once it lays them? The first time a domesticated Turkey laid eggs my people stuck 'em in my uncooked food storage and they were ruined. This time I turned that storage option off, but I'm not sure if there is something specific I should do.

You can designate an animal area in the same menu you make growing zones and stockpiles. Then go to the animals tab and assign each animal to that zone.

Sound tedious? Download the Colony Manager mod which lets you set zones en masse and also lets you designate how many turkeys you want to keep around.

For eggs, they decay over time if left outside, but should hatch before they rot. Eggs that are stacked will average their timers and all hatch at once. You could make an indoor egg stockpile in or near the animal zone and let your colonists haul them there if you like.

cugel
Jan 22, 2010
You need a specialized animal area for your animals and a specialized stockpile for your eggs. Learning to use those features is very important; having played Dwarf Fortress before really helped me. Animals don't need training to be confined to an area, but you have to draw it first. Eggs should be under a roof. So lots of stockpiles and lots of areas.

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Coolguye
Jul 6, 2011

Required by his programming!

AAAAA! Real Muenster posted:

I read the wiki on handling animals but it was not very thorough - I am guessing I have to do some sort of training (the first level of obedience or whatever?) with, say, a Turkey, to get it to stay in an area. Also what do I do with its eggs once it lays them? The first time a domesticated Turkey laid eggs my people stuck 'em in my uncooked food storage and they were ruined. This time I turned that storage option off, but I'm not sure if there is something specific I should do.

animals can be restricted to a specific area without any training at all, and should be; otherwise they just become a colossal pain in the dick. if you're keeping domesticated birds, like turkey and chickens, be sure to have a heated barn for them in this area - most birds cannot handle temperatures much colder than -5C or so, which a cold snap will hit in basically any biome. you can include doors on this barn, domestic animals can open them at will.

as far as eggs specifically, you want them under a roof and in non-extreme temperatures, which again makes a barn very useful when handling birds since you can just make a stockpile in the barn and throw fertilized eggs inside. be careful that you don't make a stockpile too large, otherwise you can have literally hundreds of birds hatching at once and it gets real very quickly.

animal handling is used for two things, both of which follow the same general form:
1) the trainer walks up to the animal and has a few social interactions with it
2) the trainer feeds the animal some food
3) the trainer rolls some dice, modified by the overall wildness of the creature, its intelligence, and his/her own Animals skill, to try to make the animal do what they want.

this is used for turning a wild animal into a domestic one (taming, like muffalo) or teaching tricks to domestic animals (like hauling). the wildness of a creature determines the minimum skill the trainer needs to work with the animal - labrador retrievers are so un-wild that they have no minimum, while other animals like wargs are so wild that you need to have a very solid skill basis to even attempt it.

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