|
DogonCrook posted:Its surprisingly accurate compared to the rest of the survival genre. Without antibiotics we will all rapidly die of diarrhea instead of some heroic last stand. I don't mind it that much compared to last alpha, at least now it's not a guaranteed death sentence for low techies. It is typical for me to go through 150+ herbal medicine per year though and if you're not able to grow it you're hosed. The whole "advanced pharmaceuticals" branch of production in the vanilla game is really dubious since everything depends on large amounts of neutroamine and you have to buy it, and you probably can't unless you go to specific high tech towns to trade, and you have stuff they want (I guess quality wooden sculpture?) Even if you're the crashlander faction I don't see how the higher end drugs or medicine are practical to produce until like, 10 years in
|
# ? Jun 21, 2017 10:24 |
|
|
# ? Jun 5, 2024 04:14 |
|
So I stopped following this game a while back. Is the end goal still "get off the planet because it'll eventually kill you via ramp up" or is it more "just survive".
|
# ? Jun 21, 2017 10:52 |
|
Flesh Forge posted:. The whole "advanced pharmaceuticals" branch of production in the vanilla game is really dubious since everything depends on large amounts of neutroamine and you have to buy it, and you probably can't unless you go to specific high tech towns to trade, and you have stuff they want (I guess quality wooden sculpture?) I thought this was a good part of the game. When i could make advanced drugs I was happy because now my dudes were no longer dying from basic diseases and it felt like I was making good progress.
|
# ? Jun 21, 2017 11:01 |
|
Garfu posted:This may be a long shot, but does anyone know what mod causes random roof collapses? I'm thinking it might be Fluffy Breakdowns but I'm not sure. A little late, but Recon and Discovery mod adds a thing that causes random roof collapses on the world map.
|
# ? Jun 21, 2017 12:06 |
|
dogstile posted:So I stopped following this game a while back. Is the end goal still "get off the planet because it'll eventually kill you via ramp up" or is it more "just survive". I think most people play with the AI setting (Randy) that doesn't have the 1-way ramp up, which makes it more of the latter.
|
# ? Jun 21, 2017 12:27 |
|
I'm a little disappointed that the Manhunter Pack of Megaspiders that I got wasn't more hilariously lethal, with a name like that.
|
# ? Jun 21, 2017 12:32 |
|
SetPhazers2Funk posted:I think most people play with the AI setting (Randy) that doesn't have the 1-way ramp up, which makes it more of the latter. Randy still has the ramp up, but he doesn't have a set schedule of 'okay time to throw more poo poo at the player now' like the other two AIs.
|
# ? Jun 21, 2017 12:47 |
|
Man that cult mod is engorssing
|
# ? Jun 21, 2017 15:55 |
|
That Guy Bob posted:A little late, but Recon and Discovery mod adds a thing that causes random roof collapses on the world map. Good call, it was the tremor incident in R&D. Disabled it, thanks
|
# ? Jun 21, 2017 18:55 |
|
Do infestations only happen in certain maps and not others? I've built 3 underground forts across 3 different playthroughs and never had an infestation take place. Then I built a traditional land fort that happened to have an underground hydroponics room, and infestations occur like once every three raids. I've played Cassandra classic every game so far so I don't think it's the storyteller Also, do you guys go on raids/form caravans to go elsewhere? The cost, time and effort setting up an attack force with pack mules seems way too high. Once I got the comms center up, I can do all my trading remotely, or have them come to me. I can see caravanning as a viable option if you drained your current map of resources. But at that point, shouldn't you have won by then? It's another step back having to bring your new site to the standard of the old one. buglord fucked around with this message at 20:30 on Jun 21, 2017 |
# ? Jun 21, 2017 20:20 |
|
i think infestations are triggered mainly by having large areas of unused/unlit underground tunnels/rooms, but I may be wrong about that
|
# ? Jun 21, 2017 20:38 |
|
Flesh Forge posted:Man that cult mod is engorssing I'm loving it. Through random chance all three of my starting characters were a mom, a dad and their kid. Two of them were cannibals so I wanted to run with that as a theme for my colony. I will be performing a lot of cthulhu worship to make my colony actually a ritualistic cannibal cult full of psychopaths that simply cannot wait to enjoy the fruits of their labors from each and every pirate raid. You get a hell of a big mood boost for cooked cannibalism. The hills will have eyes in my world.
|
# ? Jun 21, 2017 21:11 |
|
buglord posted:Also, do you guys go on raids/form caravans to go elsewhere? The cost, time and effort setting up an attack force with pack mules seems way too high. Once I got the comms center up, I can do all my trading remotely, or have them come to me. I can see caravanning as a viable option if you drained your current map of resources. But at that point, shouldn't you have won by then? It's another step back having to bring your new site to the standard of the old one. One of my recent games I chose a spot to colonize that was right on a road. It was about a day's hike to a nearby village. I would walk things over there to trade fairly often. Once I got around 9 Yorkshire terriers that joined. Instead of keeping them around waiting for someone to come by that would buy them, I took a colonist with a few meals and walked them to the next colony and sold them.
|
# ? Jun 21, 2017 21:34 |
|
Efexeye posted:i think infestations are triggered mainly by having large areas of unused/unlit underground tunnels/rooms, but I may be wrong about that Infestations can pop up anywhere revealed on the map where the roof is "Overhead Mountain". I've had them pop up in little 3x3 mine outcroppings in the side of a hill where I mined out a steel vein.
|
# ? Jun 21, 2017 22:55 |
|
Kanos posted:Infestations can pop up anywhere revealed on the map where the roof is "Overhead Mountain". I've had them pop up in little 3x3 mine outcroppings in the side of a hill where I mined out a steel vein. gotcha, for me they only seem to pop up when i leave a big section of underground base unlit, unheated and unpowered. confirmation bias im sure
|
# ? Jun 22, 2017 00:05 |
|
Efexeye posted:gotcha, for me they only seem to pop up when i leave a big section of underground base unlit, unheated and unpowered. confirmation bias im sure Since they can pop up anywhere there's overhead mountain, having big areas of overhead mountain(such as extensive mine tunnels) will generally cause them to appear there. I've had them appear in my loving bedrooms or kitchens enough times in mountain bases that I rarely do mountain bases anymore.
|
# ? Jun 22, 2017 00:14 |
|
I just disable the infestation event from the scenario editor now. The whole mechanic is just ridiculous and dumb, and mountain bases have enough challenges as it is (though they do make defense easier).
|
# ? Jun 22, 2017 00:24 |
|
Flesh Forge posted:The whole "advanced pharmaceuticals" branch of production in the vanilla game is really dubious since everything depends on large amounts of neutroamine and you have to buy it, and you probably can't unless you go to specific high tech towns to trade, and you have stuff they want (I guess quality wooden sculpture?) Balanced Neutroamine Production https://steamcommunity.com/sharedfiles/filedetails/?id=903253578
|
# ? Jun 22, 2017 05:01 |
|
bird food bathtub posted:delicious long pig roast It may not be obvious why but Dagon is super rewarding
|
# ? Jun 22, 2017 08:28 |
|
enraged_camel posted:I just disable the infestation event from the scenario editor now. The whole mechanic is just ridiculous and dumb, and mountain bases have enough challenges as it is (though they do make defense easier). Eh, if you have 2-wide hallways it's just a big pile of meat and leather ILL Machina posted:Balanced Neutroamine Production Thanks
|
# ? Jun 22, 2017 08:30 |
|
enraged_camel posted:I just disable the infestation event from the scenario editor now. The whole mechanic is just ridiculous and dumb, and mountain bases have enough challenges as it is (though they do make defense easier). Out of curiosity, what challenges? Without infestations the only extra challenge from mountain bases is the time they take to dig out. You get nearly impregnable defenses(because every single enemy has to come from the same direction so you can killbox them into oblivion), immunity to most ways to bypass your defenses(siege and sappers don't really do poo poo to a mountain base and drop pods can't fall onto overhead mountain), and basically free temperature regulation. Pretty much the only real difficulty that gets added is having less space to farm/grow wood, but the former is solved pretty easily by hydroponics farms and the latter is mostly a difficulty until you get stonecutting running since you have Infinite Stone Blocks to build except doors out of. Oh, also, massive beauty bonus from smooth stone floors for free. Infestations in their current incarnation are pretty much an RNG gently caress you, though, and in a way I don't like.
|
# ? Jun 22, 2017 11:52 |
|
Kanos posted:Out of curiosity, what challenges? Without infestations the only extra challenge from mountain bases is the time they take to dig out. You get nearly impregnable defenses(because every single enemy has to come from the same direction so you can killbox them into oblivion), immunity to most ways to bypass your defenses(siege and sappers don't really do poo poo to a mountain base and drop pods can't fall onto overhead mountain), and basically free temperature regulation. Pretty much the only real difficulty that gets added is having less space to farm/grow wood, but the former is solved pretty easily by hydroponics farms and the latter is mostly a difficulty until you get stonecutting running since you have Infinite Stone Blocks to build except doors out of. Oh, also, massive beauty bonus from smooth stone floors for free. My biggest problem so far is growing crops. I tried to set up some hydroponics but ~whoops power surge and they all died
|
# ? Jun 22, 2017 12:30 |
|
power is also harder without a nuclear reactor mod since there's no good way to make it inside the mountainhome. but that said, this is all easily solvable by having power and food set up in the land outside the mountainhome and simply keeping large stockpiles inside. you can even stockpile power by simply storing charged batteries. the time it takes to do anything in a mountainhome is also a real consideration. that said, after a mountainhome is established, unlike basically everything else ever it's practically impossible to dislodge. smaller footprints on the power and food infrastructure mean you can cover them much, much easier with pillboxes and turrets as the area you need to cover is 1/4th the size, and after physical defenses like that are sorted out there's literally nothing the game can do to gently caress with you, unlike a more traditional settlement where it can always throw drop pod mechanoids or something right into your freezer.
|
# ? Jun 22, 2017 17:08 |
|
a mountain base feels like cheating, sorta. a mountain/coastal start removes like half the difficulty from the game
|
# ? Jun 22, 2017 17:15 |
|
Apparently Tynan thought bug meat was too good because now there's an unhappy thought from eating it, and also they don't give leather (I thought they used to but maybe I misremember) But gently caress you colonists that is good meat and you are e: autocorrect does not like 'god' Flesh Forge fucked around with this message at 17:38 on Jun 22, 2017 |
# ? Jun 22, 2017 17:17 |
|
Flesh Forge posted:Apparently Tynan thought bug meat was too good because now there's an unhappy thought from eating it, and also they don't give leather (I thought they used to but maybe I misremember) The mood debuff has been there for several patches already. It's only good for kibble. I turn them off cause they're dumb.
|
# ? Jun 22, 2017 17:19 |
|
Speaking of mountainous starts, anyone seen Zhentar around lately? His impassable tile maps were my jam but I haven't seen him post in forever
Danaru fucked around with this message at 17:27 on Jun 22, 2017 |
# ? Jun 22, 2017 17:25 |
|
Do power surges travel through power switches that are turned off? For example, if I have spare charged batteries connected to my grid via a switch in the "off" position, would a power surge drain those batteries, or can I quickly flip the switch after a surge to avoid hydroponic crop death?
|
# ? Jun 22, 2017 17:26 |
|
Kanos posted:Out of curiosity, what challenges? Without infestations the only extra challenge from mountain bases is the time they take to dig out. You get nearly impregnable defenses(because every single enemy has to come from the same direction so you can killbox them into oblivion), immunity to most ways to bypass your defenses(siege and sappers don't really do poo poo to a mountain base and drop pods can't fall onto overhead mountain), and basically free temperature regulation. Pretty much the only real difficulty that gets added is having less space to farm/grow wood, but the former is solved pretty easily by hydroponics farms and the latter is mostly a difficulty until you get stonecutting running since you have Infinite Stone Blocks to build except doors out of. Oh, also, massive beauty bonus from smooth stone floors for free. creatine posted:My biggest problem so far is growing crops. I tried to set up some hydroponics but ~whoops power surge and they all died Crops are a huge issue, yes. They require a shitload of power. A full set of 24 hydroponics, along with their sun lamp, requires 4580W, so you'll need about six solar generators to power them (each solar generates ~850Wd per day). That means that to feed/clothe/heal a colony of five people plus animals, you need 4600 steel and 40 components (and that is not counting the extra batteries you should build just in case), AND you need to ensure the hydroponics never run out of power for too long. On top of that, if they break (and believe me, they break often), you need to have them repaired quickly, otherwise the crops on them die. The other thing that makes mountain maps more challenging is that you need at least two colonists with decent mining skill, because every time you need a new room you need to dig it out. This is why mountain bases take a lot longer to grow. I just finished a mountain base game and started a small hills map, and holy moly do I appreciate how I can just put up a bunch of walls in 10 seconds and bam! New building. It's so easy in comparison. Oh yeah, you also need to deal with cabin fever mood debuff in mountain bases, and manually walk pawns outside for some fresh air on a regular basis because they are too stupid to do it themselves. One thing I should mention is that the defensive advantages of mountain bases are grossly overstated. Regardless of what base type you go with, you will need a killbox setup anyway, and sapper attacks are rare enough that a regular base is not that much more difficult to defend than a mountain base. They are also pretty easy to defend against. Snipers, mortars, traps, psychic weapons, etc. Slow News Day fucked around with this message at 17:39 on Jun 22, 2017 |
# ? Jun 22, 2017 17:31 |
|
Grey Fox posted:Do power surges travel through power switches that are turned off? For example, if I have spare charged batteries connected to my grid via a switch in the "off" position, would a power surge drain those batteries, or can I quickly flip the switch after a surge to avoid hydroponic crop death? If they're off the grid via switch, they keep their charge. They also keep their charge if uninstalled, and can be reinstalled quickly if you need to bypass a break in your grid.
|
# ? Jun 22, 2017 17:42 |
|
Flesh Forge posted:If they're off the grid via switch, they keep their charge. They also keep their charge if uninstalled, and can be reinstalled quickly if you need to bypass a break in your grid.
|
# ? Jun 22, 2017 17:43 |
|
The biggest advantage to me for mountain bases is the smoothed stone beauty (+3) which is higher than carpets (+2), somehow.
|
# ? Jun 22, 2017 17:54 |
|
i was doing nothing but mountain starts because i desperately want to win a permadeath game but i did a non mountain map start and it it's really nice not to have to have two pawns with mining priority 1 all the time
|
# ? Jun 22, 2017 17:59 |
|
HUNGRY e: MMM JUST LIKE MOM USED TO MAKE Flesh Forge fucked around with this message at 18:59 on Jun 22, 2017 |
# ? Jun 22, 2017 18:46 |
|
Efexeye posted:i was doing nothing but mountain starts because i desperately want to win a permadeath game but i did a non mountain map start and it it's really nice not to have to have two pawns with mining priority 1 all the time it's really easy to forget how much time mining takes, even with a good miner. there's also other logistical problems, like not being able to put conduits into the stone even with the smoothable stone walls mod, so in many cases you need to mine out more than you think you do.
|
# ? Jun 22, 2017 19:45 |
|
What mods are people using now? I've been reading through the older posts and it sounds like some new good ones have come out since my previous game last year.
|
# ? Jun 22, 2017 20:01 |
LLSix posted:What mods are people using now? I've been reading through the older posts and it sounds like some new good ones have come out since my previous game last year. I highly recommend the Discovery and Recon mod. Adds a lot of neat new quests.
|
|
# ? Jun 22, 2017 20:25 |
|
I wear no mask.
|
# ? Jun 22, 2017 20:28 |
|
Are there any mods that nerf solar flares without removing them? I found one for a shield, but I was hoping for a change to the event itself. For instance if it only shut down power generation, so you could just have batteries for your hydroponics and other critical things. Something like that.
|
# ? Jun 22, 2017 21:07 |
|
|
# ? Jun 5, 2024 04:14 |
|
The real problem is that power failure in the hydroponics tank should not instantly kill hosted plants, that's just kind of lovely. I don't see any mods that alter this although there are several alternatives that are just unpowered constructible growing areas.
|
# ? Jun 22, 2017 21:17 |