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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Hieronymous Alloy posted:

Oh god. I need help

Would folks here be able to lend me a hand by taking a look at my old guide here:

https://steamcommunity.com/sharedfiles/filedetails/?id=813720217

and pointing out what's changed and/or needs updating now that 1.0 is released? The prospect of re-writing it is . . . daunting.

I'll try to think of some things tomorrow that I can suggest for additions/things that have changed. But I just want to say I really appreciated this guide back when it was current. While my current game is using a defensive entry area with bunker setup, the internals of my base are still somewhat set up like the "urban warfare" idea you had, and boy did it come in handy tonight when some mechanoids drop podded right into the middle of my warehouse expansion project!



Cup Runneth Over posted:

Just that if you add EPOE to a pre-existing save, it creates weird bugs like that

Nah I meant I added it before I even started the colony.

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Luigi Thirty posted:

Which mod gives you that pawn overview tab?

RimHUD, it is very good:

https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Coolguye posted:

Even if you are playing vanilla you can just drop a sleeping spot under an injured pawn and mark it as medical to treat them on the spot.

Is there any way to get pawns to carry around medicine like when they're in a caravan? Or do you just throw down the spot and have your doctor/medic treat them with no medicine?


Colony continues to go well. Though frustratingly my only good miner is over 70 and became frail on her birthday. She now moves so slow I've basically restricted her to tasks inside the base only. Not much I can do about that I think.



New armoury setup works a lot better, at least if there is time for everyone to suit up. But if there isn't time to suit up, there wasn't really gonna be time to do that at the defensive positions either. The defensive positions mod is really useful for being able to have everyone draft and head to grab their armor with one click.



Can you drop pod straight into a mission site? I had an event tell me there is a Legendary Shield Belt (!) up for grabs some distance from my base, but it has become fall, so shits already getting cold and slowing travel (its a slightly cold planet and I'm on Boreal climate), so I figure I'd just drop a combat team in then pod in what they'll need to come back or at least supplies for a caravan back.

OwlFancier
Aug 22, 2013

As far as power goes I would suggest wind/solar is actually quite viable. Particularly because you don't actually need to run things during the night most of the time. The only thing that really needs to run during the night is hydroponics beds.

Otherwise, just build a lot of solar panels and everything will turn on during the day even without batteries. You especially want to use them for load balancing your grow lamps.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Galaga Galaxian posted:

Is there any way to get pawns to carry around medicine like when they're in a caravan? Or do you just throw down the spot and have your doctor/medic treat them with no medicine?

Pick Up And Haul does this:

https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058

bitterandtwisted
Sep 4, 2006




Demon_Corsair posted:

I have always struggled with hauling especially in the early game. Everyone has priority stuff to work on, so I tend to just abuse the haul urgently action when I need something moved.

Any tips for how to set things up for reasonably efficient hauling before you can just have 2-3 pawns do it as their primary job?

I had two packs of dogs randomly join me early on. Once they were trained, they were on hauling duty and burial detail.

Warmachine
Jan 30, 2012



bitterandtwisted posted:

I had two packs of dogs randomly join me early on. Once they were trained, they were on hauling duty and burial detail.

I like the idea of one of your pawn's logic being "Dogs dig holes and hide bones... dogs dig holes and hide corpses? :aaa: GUYS!"

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Holy poo poo game, NOT COOL :argh:

Phoenix Taichou
Jun 23, 2010

"Movie reference."

Flesh Forge posted:

Holy poo poo game, NOT COOL :argh:



That's some tough love right there

Thufir
May 19, 2004

"The fucking Mayans were right."

Flesh Forge posted:

Holy poo poo game, NOT COOL :argh:



Might be worth using some shock lances there, if you had them.

deathbagel
Jun 10, 2008

Galaga Galaxian posted:

Colony continues to go well. Though frustratingly my only good miner is over 70 and became frail on her birthday. She now moves so slow I've basically restricted her to tasks inside the base only. Not much I can do about that I think.

Time for bionic conversion!

boar guy
Jan 25, 2007

about 12 hours into my first 1.0 game...it seems much, much easier than the other 800 hours i put in to it :tipshat:

Donkringel
Apr 22, 2008

Galaga Galaxian posted:

Wow, I just loaded my save for the day and noticed one of my colonists has a shattered Pelvis, I don't remember him picking that up, but loading back the oldest of my rolling saves, ten days back, he has it even then. And nothing in his personal log that indicates when he got it. :psyduck:

[edit] Wait, no this is some kinda weird bug, I just loaded a save from winter of the year previously and he has a shattered pelvis there. This was not the case because I sent him on a combat mission. What the heck.

I had a similar problem. Loaded the game and both legs were gone, then my colonist collapsed a few moments later. It was a naked brutality start so that run was over. Unfortunately I've been getting a weird bug after 5 days where my pawn tries hauling something unknown and just stands still. Haven't been able to figure out what mod is doing it. Unfortunately the bug only manifests after a week or so of game time, so really hard to diagnose.

Vengarr
Jun 17, 2010

Smashed before noon
Maybe he just had Boneitis?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Thufir posted:

Might be worth using some shock lances there, if you had them.

Look at the temperature, everyone died before they even got to my base :smith:

Those super cold maps are neat but the main challenge is getting a sustainable food and heat setup, once you have that you basically just dash out and grab the corpses from time to time.

Coolguye
Jul 6, 2011

Required by his programming!

boar guy posted:

about 12 hours into my first 1.0 game...it seems much, much easier than the other 800 hours i put in to it :tipshat:

the difficulty scaling with respect to time got cranked way the gently caress down when the tech tree got revised, way more so than the added time it tacks on to the game, so it literally is easier. and that's a good thing.

Viva Miriya
Jan 9, 2007

Put the game on Randy Rough. So far I got one colonist dead because I missed out on healing them in time with a few folks down, two that nearly died of infections/surgery complications, and one messed up colony. loving chinchillas lol, I slacked on the perimeter wall and paid for it.

boar guy
Jan 25, 2007

Coolguye posted:

the difficulty scaling with respect to time got cranked way the gently caress down when the tech tree got revised, way more so than the added time it tacks on to the game, so it literally is easier. and that's a good thing.

i agree. it shouldn't be nearly impossible to win a vanilla game without save scumming

Kestral
Nov 24, 2000

Forum Veteran

Viva Miriya posted:

Put the game on Randy Rough. So far I got one colonist dead because I missed out on healing them in time with a few folks down, two that nearly died of infections/surgery complications, and one messed up colony. loving chinchillas lol, I slacked on the perimeter wall and paid for it.

Today was my first time doing on Randy Rough after playing for the first two seasons on Medium to get my feet under me. It's, uh. Wow. Here are my first few days:

Midnight: cargo pods full of wort drop on literally the exact opposite corner of the map. At first light my hunter and her apprentice trek across the boreal forest, and a grizzly aggros them. Yep, should have seen that coming. Extended kiting battle toward the pods finally drops it - just in time for another grizzly to come charging out of the forest. Frantic micro ensues, the drat thing finally dies, we retrieve our precious wort, and start to hike back to base, exhausted. Before they can even get there, Randy decides it's time for :siren: manhunter pack! :siren:

... of dromedaries. In the boreal forest. Okay, sure, gently caress it we don't have time to think about this, run for the base. We get inside, slam the doors, heave a sigh of relief, and go back to butchering and making statues and nope it's pirate raid time motherfuckers! And because I am bad I didn't realize that there was a point on the map where raids could spawn which could bypass my defenses, so they just waltz right into the courtyard of my base and start shooting up the joint.

My three Shooting-capable colonists scramble for defensive positions and start taking pot-shots with a rifle and a couple of lovely pistols, but there's too many pirates and we're only wounding them, not scoring kills, and we're taking shots ourselves. Soon they force us back into the base proper, where one fighter is immediately tended and put into bed while the pirates start dismantling all my generators. The construction and mining colonists scurry around inside the compound, tearing out portions of my base's walls to install new doors to snipe from, and even mining out part of the mountain for the same purpose. No luck - the wind turbine goes up in flames, and the fire cuts the power to the compound. I withdraw to consider new tactics, and hope the pirates don't decide to set fire to the wooden parts of the base I hadn't managed to replace yet.

A few moments later I scroll back to the courtyard to watch for fires, and see two pirates down on the blood-soaked earth, and the remaining three running for their loving lives from manhunter camels. The two remaining Shooting pawns jump out from the base and open fire, dropping the last two pirates, but one of my guys takes a lung shot in return, and we fall back behind the doors.

We are now besieged by camels.

A full day goes by. The hunter's apprentice, just a kid with Shooting 3, is sent out to make a mad dash for a Good-quality rifle left behind by one of the pirates, and spends the rest of the day popping out of various doors shooting at camels, putting out the eye of one but not quite managing to lift the siege. Finally, the hunter gets back up and I'm thinking maybe we can focus-fire these things down one at a time. Alternatively, raid. Tribals coming up the same riverway the pirates used, not knowing that Satan's Dromedaries have laid claim to my base. The hellcamels rush out to attack, I fling open my doors, and soon it's a threeway battle of tribal warriors with melee weapons and bows fighting rabid camels in chest-deep water while getting sniped by my guys on the bank until at last the river is choked with the corpses of men and dromedaries, and only my colonists remain.

Game is real good, folks.

Vengarr
Jun 17, 2010

Smashed before noon
Here's my review of Medieval Times:



Don't.

Synthbuttrange
May 6, 2007

Not even a single vat grown sex slave, shameful

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Huh, apparently being in the dark reduces your movement speed to 80% normal. Suddenly I feel validated for putting up lights in the (roofed) corridors of my base.

Synthbuttrange
May 6, 2007

cyborg eyes for everyone

Vengarr
Jun 17, 2010

Smashed before noon

Synthbuttrange posted:

Not even a single vat grown sex slave, shameful

It does add a computer your pawns can use to browse porn. I assume that's how the commonfolk spent most of their time back in the middle ages. It also adds the Holy Hand Grenade of Antioch, with the entire bit from the movie copy-pasted into the description.

The factions are actually pretty neat conceptually, but they're wildly imbalanced now that melee is super-lethal instead of a hilarious joke. They send 2-3 times the number of guys other factions do, they're armed to the teeth with melee weapons and shield belts, and they don't break and run ever. You're almost guaranteed to lose a guy or two every raid.

Warmachine
Jan 30, 2012



Vengarr posted:

Here's my review of Medieval Times:



Don't.

I'm continually surprised that people still keep giving this mod good reviews. The art style doesn't fit, the item descriptions are glurgey, and half the poo poo isn't even "medieval." Like, yeah, there could be some more work on medieval tier weapons, armor, and clothing, but this is not the way to do that.

Randallteal
May 7, 2006

The tears of time

Vengarr posted:

Here's my review of Medieval Times:



Don't.

Bargain basement rear end Zhuge Liang self insert

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
I used to really like Medieval Times but yeah it just keeps bloating and bloating :(

Vengarr
Jun 17, 2010

Smashed before noon


This is why good base layouts place the hospital well away from the defenses.

I do not make good base layouts.

Unrelated, but this kind of serendipity is why Interaction Bubbles is essential.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
tortoises are no joke :stare:

Archenteron
Nov 3, 2006

:marc:

Flesh Forge posted:

tortoises are no joke :stare:



I had one snip the head off of a wolf before but that takes the cake. Need to modify my copy of A Dog Said to put tortoises in the full bionics category in case a reward is needed.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

I liked Medieval Times because it gave me caltrops and barricades that didn't need steel to build, just wood. But now I have some other mod installed that gives me wooden barricades and I don't need it anymore.

Flesh Forge posted:

tortoises are no joke :stare:



Which mod gives you babby Cthulhus? :pwn:

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Warmachine posted:

I'm continually surprised that people still keep giving this mod good reviews. The art style doesn't fit, the item descriptions are glurgey, and half the poo poo isn't even "medieval." Like, yeah, there could be some more work on medieval tier weapons, armor, and clothing, but this is not the way to do that.

It used to be a fun way to bulk out the medieval tech era if you wanted to deliberately play a low tech game since it adds a ton of variety to a part of the game that is almost completely barren, but as they've bulked it out with more and more poo poo like weapon nanites and crap it's gotten very bloated and most of the poo poo that has gone in is garbage.

Like a mod that adds the ability to boiling oil guys as they storm your walls or shoot ballistas at an invading wave while your halberdiers prepare to hold the breach is rad as gently caress. All the other poo poo not so much.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Luigi Thirty posted:

I liked Medieval Times because it gave me caltrops and barricades that didn't need steel to build, just wood. But now I have some other mod installed that gives me wooden barricades and I don't need it anymore.


Which mod gives you babby Cthulhus? :pwn:

They're part of the Cults mod

https://steamcommunity.com/sharedfiles/filedetails/?id=815039373

if you're really serious about hentai monsters invading your colonists' tender orifices you want the Cosmic Horrors sub mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=765890823

quote:

Adds the following cosmic horrors to your game:
Star-Spawn of Cthulhu
Shoggoths
Mi-Go
Deep Ones
Star Vampire
Dark Young
NEW Chthonian

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Rainbeau's Fertile Fields mod adds an item called Rotted Mush, left over when food of various sorts rots, so you can do something with it (make compost/make fertilizer) rather than just have it go poof. The thing is, animals find it super delicious:



:shrug:

it has very low nutritional value and it always causes food poisoning when eaten :shrug:

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Flesh Forge posted:

Rainbeau's Fertile Fields mod adds an item called Rotted Mush, left over when food of various sorts rots, so you can do something with it (make compost/make fertilizer) rather than just have it go poof. The thing is, animals find it super delicious:



:shrug:

it has very low nutritional value and it always causes food poisoning when eaten :shrug:

Rotted Mush does an interesting thing when it completely rots (i.e. its durability goes to 0).

It becomes another Rotted Much.

Great.

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
Is there a way to make pawns and make them part of the world population, so there's a chance they'll pop up in a raid or as a visitor?

At the moment I'm spawning them at game start and using 'send to world' from dev mode but I don't know if that poofs them out of existence.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
[RF] Editable Backstories and Names [1.0]

https://steamcommunity.com/sharedfiles/filedetails/?id=1539310979

Coucho Marx
Mar 2, 2009

kick back and relax
You can do it with Prepare Carefully, too, when setting up your colonists - there's a World tab on the left where you can create or load in preset characters, and choose what faction they end up joining (or leading, if you want), or make it random.

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
Sweet, thanks!

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8 Ball
Nov 27, 2010

My hands are all messed up so you better post, brother.
Is it possible to start with an android companion using any of the mods?

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