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ShadowHawk posted:I gotta say I'm not a fan of the more change to armor a few patches back. The current system: There a mod for that?
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# ? Oct 27, 2018 00:34 |
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# ? May 25, 2024 07:42 |
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Warmachine posted:When I think about what isn't covered by current in-game items, I think of armor. There's no armor south of power armor on the tree that acts as full plate. Put a stuffed armor option (one that uses metal, one that uses cloth/leather) in between tribal and industrial, and allow flak gear to be stuffed. Well, I would balance the Mace/Sword/Spear/Axe branches as Blunt: Its blunt. gets past armor and knock outs more likely. Spear: High puncture, can be suddenly lethal. Axe: High Slash. Good at delimbing. Sword: Moderate Puncture, Moderate Slash. Balanced as light, medium, heavy based on speed and armor penetration Armor would be fine to me acting like dusters in coverage. Torso, Shoulders, Arms, Hands in one item, Legs and Feet in another. Padded, as a skin layer, Chain in middle layer. Plate as a shell+mid layer. Give them a move+work penalty so you dont go around in padded all the time.
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# ? Oct 27, 2018 00:48 |
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Does it bug you when a hunter shoots a deer and then all the hive minded deer on the map get mad and destroy your colony? Not that there aren't tactics to cheese this when it happens, yes we've had that conversation before, but do you find that behavior annoying and want to make it less frequent? Well now you can, there's a scenario stat adjustment called Hunter Stealth that makes that behavior controllable. 200% = half as often, 300% = 1/3 as often, etc Or if you want it the other way 50% = twice as often 0% = every time you damage an animal, it will get mad and become a manhunter
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# ? Oct 27, 2018 00:49 |
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I only play in jungles because I like year round grow periods. Maybe it's time to finally branch out to something else.
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# ? Oct 27, 2018 00:58 |
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LegoMan posted:I only play in jungles because I like year round grow periods. Maybe it's time to finally branch out to something else. Same, but I generally always play in arctic maps with the map configuration mod making the map 80% mountain tiles. Next game I think I'll switch it up and do a flat jungle map
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# ? Oct 27, 2018 01:03 |
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Cold Bog is my favorite biome these days, and if you're playing with Rainbeau's Archipelagos then Cold Biome Archipelago is objectively the neatest biome: Cold, dank, rainy, the perfect place for a coven of witches who just want to worship Shub-Niggurath in peace Pick Up And Haul + Allow Tool's Priority Haul designator makes just too much goddamn sense to not use together, even people who don't want any content mods, you should try them because gosh they make a lot of dumb UI busywork just go away: https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058 https://steamcommunity.com/sharedfiles/filedetails/?id=761421485
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# ? Oct 27, 2018 01:05 |
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ShadowHawk posted:I gotta say I'm not a fan of the more change to armor a few patches back. The current system: I've found this to be a non-issue in practice. In fact, I'd say my pawns are even more durable now, on average. Yes, freak deaths do happen, but at a much lower rate than the steady deaths of the old system. With the current system, my pawns in full armor can fight and win in an open field against your average raid, and come out alive. I think pawns down a little more than they did in the past, but damage converted to blunt doesn't cause bleeding, so they aren't in a life-threatening situation and I have less need to risk active pawns to rescue them. Essentially, I feel safer sending valuable pawns into battle if they're wearing some kind of iron coffin armor.
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# ? Oct 27, 2018 01:26 |
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Warmachine posted:When I think about what isn't covered by current in-game items, I think of armor. There's no armor south of power armor on the tree that acts as full plate. Put a stuffed armor option (one that uses metal, one that uses cloth/leather) in between tribal and industrial, and allow flak gear to be stuffed. Full plate armor is craftable in vanilla now, since b18 I think. It's available pretty much right away, super low on the research tree. I've never actually used it because of the movement penalties but the option is there if you really want it.
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# ? Oct 27, 2018 01:29 |
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Are flak vests and pants worth bothering? I've mostly stuck to Vests and helmets only. I could see making some for drop pod combat deployments, but not use around the base. Then again, so far I don't have most of my colonists wear armor all the time due to the movement penalties. I agree a non-powered hardshell/carapace armor suit would be pretty cool mid ground between flak armor and marine/power armor.
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# ? Oct 27, 2018 01:36 |
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Galaga Galaxian posted:Are flak vests and pants worth bothering? I've mostly stuck to Vests and helmets only. I could see making some for drop pod combat deployments, but not use around the base. Then again, so far I don't have most of my colonists wear armor all the time due to the movement penalties. For that level, I do like Rimsenal's Protective Suit. It offers a lot of protection, but at an EXTREMELY stiff movement penalty. It's the quintessential "you only wear this when you know you're gonna get shot at" armor. Of course, it also takes like 12 to 15 seconds to don, so the gear up phase of a fight becomes very tense. I usually designate a handful of pawns as dedicated soldiers who have their armor on at all times, to buy time for everyone else. Very useful when faced with a sapper raid that will cut through your walls before your main force even has a chance to get there. Doesn't do poo poo for drop pods, but if I'm getting dropped on, I'm usually just having everyone bum-rush to cut off the drop zone and kill the raiders in a cross fire. Gadzuko posted:Full plate armor is craftable in vanilla now, since b18 I think. It's available pretty much right away, super low on the research tree. I've never actually used it because of the movement penalties but the option is there if you really want it. I'd seen something like that, but I didn't know if it was from a mod or not. I lose track.
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# ? Oct 27, 2018 01:55 |
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8 Ball posted:Is it possible to start with an android companion using any of the mods? If you have both prepare carefully and an android mod, then yes. When using prepare carefully select add new pawn from an android faction, this will add an android to your starting lineup. similar can be done for other races, so you can actually start with a multi-race colony.
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# ? Oct 27, 2018 02:12 |
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Hieronymous Alloy posted:Oh god. I need help Decided to skim through this, rambling train of thought stuff below: Initial Start: Choose your Colonists Social skill is perhaps less important due to the change in prisoner recruitment. You now have to reduce resistance before you can actually recruit which seems to be based as much on the prisoner's mood as the recruiter's social skills. I had one tough nut that was being stubborn about dropping resistance cause he was miserable. So I just dosed him up with blunts to turn that frown upside down. Planning for Happiness :Spaciousness, Beauty, Comfort, and Room Bonuses I THINK the room size calculations changed here and that most furniture no longer counts against the space in a room? (If you can move through it at least, I think?) I also think they changed it so that even up against a wall a colonist will still get a mood bonus from a large room. Either way things definitely changed here so hopefully someone else can elaborate better. Planning for Efficiency: Crops, Workshops, and Stockpiles Food has definitely changed a bit. Strawberries, as mentioned earlier, can cause food poisoning when eaten raw. Efficiency ratios are probably different and the TL:DR of it is that while Rice is best(?), Corn is almost as good and requires less labor if you're fine with the slower grow time (making it more vulnerable to blight, weather, and other events/hazards). It might be worth mentioning lighting your hallways, as speed in the movement dark is reduced by 20%. Combat/Defense I am pretty sure shooting at a target in the dark no longer gives a penalty. Mortars have been simplified into a single unit and instead there are now several different types of mortar shell (HE, Incendiary, EMP, Firefoam)
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# ? Oct 27, 2018 02:14 |
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I love the idea of the android mod but in practice all my droids sucked rear end regardless of tier, and also the T5 droid I spent a ton of resources rescuing and recruiting kept popping off and murdering random colonists regardless of his mood
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# ? Oct 27, 2018 02:16 |
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Galaga Galaxian posted:Is there a mod that lets you change a colonists's title? The stuff like Mira, Settler, Raven, Rancher, or Vegica, Geologist? A lot, if not most, of the titles are kinda useless inside your colony, so it'd be neat if I could rename their title to what their job is now, instead of what it was in their old life. Mod proselytizing aside, this is a vanilla feature
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# ? Oct 27, 2018 02:30 |
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Cup Runneth Over posted:Mod proselytizing aside, this is a vanilla feature Wait, does the rename button do that now? Holy crap it does. Teach me not to look
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# ? Oct 27, 2018 02:43 |
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Flesh Forge posted:Does it bug you when a hunter shoots a deer and then all the hive minded deer on the map get mad and destroy your colony? Not that there aren't tactics to cheese this when it happens, yes we've had that conversation before, but do you find that behavior annoying and want to make it less frequent? Well now you can, there's a scenario stat adjustment called Hunter Stealth that makes that behavior controllable. 200% = half as often, 300% = 1/3 as often, etc Observing this for a while now, I'm fairly sure that stat affects a radius from the hunter and not an actual % chance, so a large adjustment means the target simply cannot see the hunter and thus cannot target them, so large adjustments effectively disable the animal revenge behavior completely Cup Runneth Over posted:Mod proselytizing aside, this is a vanilla feature Aha, thanks, I figured it was coming from one of my mods
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# ? Oct 27, 2018 02:46 |
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How many mortars do you want in a colony anyway? 6 or 9?
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# ? Oct 27, 2018 02:56 |
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drat I had no idea there were firefoam mortar shells now, that sounds pretty helpful.
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# ? Oct 27, 2018 03:17 |
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In a truly egalitarian society, every citizen should have a mortar
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# ? Oct 27, 2018 03:25 |
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Flesh Forge posted:In a truly egalitarian society, every citizen should have a mortar Seize the means of mortaring comrade
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# ? Oct 27, 2018 03:31 |
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Citizenship Guarantees A Mortar
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# ? Oct 27, 2018 03:32 |
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Viva Miriya posted:How many mortars do you want in a colony anyway? 6 or 9? However many it takes to land a reliable alpha strike on a mass of raiders/manhunting elephants.
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# ? Oct 27, 2018 04:42 |
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Warmachine posted:However many it takes to land a reliable alpha strike on a mass of raiders/manhunting elephants. So about 50
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# ? Oct 27, 2018 06:03 |
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LegoMan posted:So about 50 Or just one, if you're cooking with Antigrain
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# ? Oct 27, 2018 06:09 |
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What does destroying plants have to do with raids?
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# ? Oct 27, 2018 08:19 |
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I usually scale my mortar barrages for most of the game to one mortar operator per two colonists on the firing line, since mortars will never actually destroy raids outright unless you land some insanely lucky hits or deploy antigrain so you'll need bodies on the trench step to win the day. Artillery is a great use for colonists who can't shoot or fight their way out of a paper bag, and in larger raids where trying to close distance is suicidal, melee guys can also be used on the mortars. Once you hit post scarcity and you can maintain so many turrets/traps that you don't need colonists firing guns, do whatever. Kanos fucked around with this message at 08:31 on Oct 27, 2018 |
# ? Oct 27, 2018 08:28 |
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Sillybones posted:What does destroying plants have to do with raids? if you blow up all the plants then the elephants won't have anything to eat and they'll go away
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# ? Oct 27, 2018 09:28 |
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In order for that to work you need to blow up all your colonists too though.
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# ? Oct 27, 2018 10:39 |
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Are the health monitors at the feet of my hospital beds blocking off the television's effective zone here? EDIT: Just figured I should move the monitors to the monitors to the head of the bed instead just to be safe. moot the hopple fucked around with this message at 18:35 on Oct 27, 2018 |
# ? Oct 27, 2018 18:29 |
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explosivo posted:drat I had no idea there were firefoam mortar shells now, that sounds pretty helpful. They're really not since they have the same innate spread to them that other mortar shots do; you'll never plop shots exactly on what you need to be shooting. If I remember right the diameter for the foam mortar rounds is even smaller than the popup foamers too. Party Plane Jones fucked around with this message at 18:50 on Oct 27, 2018 |
# ? Oct 27, 2018 18:44 |
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I've spent the last 10 waking hours of my life attempting to make 230 mods work well together.
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# ? Oct 27, 2018 18:48 |
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that epoe thing broke my savegame too, legs removed everywhere and bionic spines implanted in pawns eyes... im not sure where to put the patch linked on the last page, though
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# ? Oct 27, 2018 19:04 |
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moot the hopple posted:Are the health monitors at the feet of my hospital beds blocking off the television's effective zone here? You can see the white box wraps around.
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# ? Oct 27, 2018 19:17 |
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moot the hopple posted:Are the health monitors at the feet of my hospital beds blocking off the television's effective zone here? They don't, but you also don't need a monitor per bed; like with other structures that give bonuses (end tables, dressers, tool cabinets, etc.) the limit is one per item effected. It looks dumb as hell, but you can actually attach eight beds to one monitor. Even if you want to keep your current configuration for the TV, you can still place them so that one monitor is effecting three beds at a time.
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# ? Oct 27, 2018 19:31 |
Keeshhound posted:They don't, but you also don't need a monitor per bed; like with other structures that give bonuses (end tables, dressers, tool cabinets, etc.) the limit is one per item effected. It looks dumb as hell, but you can actually attach eight beds to one monitor. Even if you want to keep your current configuration for the TV, you can still place them so that one monitor is effecting three beds at a time. This always confused me. So the monitor is effecting all the beds at once to one effect. So does that mean that if you had 5 colonists get sick, first one gets the monitor bonus to immune gain?
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# ? Oct 27, 2018 19:37 |
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Keeshhound posted:They don't, but you also don't need a monitor per bed; like with other structures that give bonuses (end tables, dressers, tool cabinets, etc.) the limit is one per item effected. It looks dumb as hell, but you can actually attach eight beds to one monitor. Even if you want to keep your current configuration for the TV, you can still place them so that one monitor is effecting three beds at a time. I do the 8 around one monitor, but would honestly would be ok with changing it up to 2 or 3 per. What do you do?
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# ? Oct 27, 2018 19:39 |
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I do a 4 attached to one setup so I leave room for the surgeons to not need to (but they always do) climb over beds when going to treat or surgerize someone. Monitor is in the middle, beds "attach" at each corner.
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# ? Oct 27, 2018 19:43 |
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Donkringel posted:This always confused me. So the monitor is effecting all the beds at once to one effect. So does that mean that if you had 5 colonists get sick, first one gets the monitor bonus to immune gain? No, it means that the item effected, in this case a hospital bed can only receive the benefit from ONE vitals monitor. If you arrange your beds so that you have eight beds to one vitals monitor, all the beds (and their occupants) will receive the benefit. It's just a poorly worded way of saying that connecting eight vitals monitors to one bed won't give you a massive bonus to immunity and surgery success chance. In the same way, you can place two tool cabinets in the center of your workshop and every workbench in it will receive +12% work speed (do this, by the way, it has massive long term benefits for your economy). Viva Miriya posted:I do the 8 around one monitor, but would honestly would be ok with changing it up to 2 or 3 per. What do you do? I usually have my beds sharing an end table, so I just do two or four to a monitor depending on my layout. It's not like they're terribly expensive once you've reached the point where you're building hospital beds anyway.
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# ? Oct 27, 2018 19:57 |
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I wish vital monitors were more like dressers or toolboxes and didn’t need to be right next to the bed. Just make it short ranged if you want. Crowding a bunch of beds around one monitor is bad for the most important part of these games, aesthetics! But like was said, it’s not like they’re that expensive.
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# ? Oct 27, 2018 20:06 |
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# ? May 25, 2024 07:42 |
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So is there any reason I should equip my melee guys with stuff other than steel/plasteel maces? I want more overall lethality even if the target's are armored but I'm ok with slightly suboptimal against armor if it means my guys will gut lightly armored/unarmored dudes.
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# ? Oct 27, 2018 20:15 |