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CopperHound posted:Beep sure is taking their dismemberment pretty well. Beep is the best
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# ? Sep 15, 2019 07:09 |
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# ? Jun 7, 2024 05:15 |
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Shek tribute band showed up. They said they would take some of my food. Being skeletons, we had no food. They left satisfied.
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# ? Sep 15, 2019 15:06 |
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Addamere posted:Shek tribute band showed up. They said they would take some of my food. Being skeletons, we had no food. They left satisfied. You gave them 10% of 0, so mission accomplished.
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# ? Sep 15, 2019 15:20 |
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The humans are welcome to our complete lack of food. What is food by the way?
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# ? Sep 15, 2019 15:28 |
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So I'm trying to mine in Stack. I have a small house in Stack and there's three copper nodes to the SE. I have a Storage: Copper set up by the nodes and another in my house, but is there any way to automate the transfer from one the mining box to the house box?
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# ? Sep 15, 2019 17:58 |
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No, I don't think so, but a storage expansion mod would do something like blow the number of units it can contain up to something like 500 each. It makes storing things much more convenient and when it is full, you just pick it all up at once and have guy slowly march it back into the city. There is no maximum to how much you can carry, just to how fast you can walk while you're carrying it. You can also just place multiples. Dudes will automatically pick an empty one if they have a collection to choose from.
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# ? Sep 15, 2019 18:14 |
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Eventually inventory tetris got to me too much for me after like 20-30 hours so I started using a backpack mod that let you stack like traders backpacks in all backpacks and increased stack size. Felt entirely justified after having to sort out the storage for another ancient ruin looting parties return trip for the 10th time
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# ? Sep 15, 2019 18:32 |
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Anyone using reactive world? I tried to hand in the bugmaster to the shek but i cant talk to either Esata nor Bayan. The police npc says to hand him in to bayan.
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# ? Sep 15, 2019 20:11 |
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I just stuffed the Kral leader guy into a prison cage without knowing who he was and everyone treated me like I had killed him or something so I think that's all you have to do?
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# ? Sep 15, 2019 21:03 |
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Canuckistan posted:So I'm trying to mine in Stack. I have a small house in Stack and there's three copper nodes to the SE. I have a Storage: Copper set up by the nodes and another in my house, but is there any way to automate the transfer from one the mining box to the house box?
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# ? Sep 15, 2019 21:11 |
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So what's the best light armor for blunt and best for cutting?
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# ? Sep 16, 2019 03:50 |
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TipsyMcStagger posted:So what's the best light armor for blunt and best for cutting? Is there really a distinction? For light armor - dustcoat, leather turtleneck, samurai clothpants, drifter's leather boots, an iron hat. It's almost no penalties, full overlapping coverage in many areas, full acid protection.
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# ? Sep 16, 2019 04:54 |
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litany of gulps posted:Is there really a distinction? For light armor - dustcoat, leather turtleneck, samurai clothpants, drifter's leather boots, an iron hat. It's almost no penalties, full overlapping coverage in many areas, full acid protection. This is pretty much the best light armor combo. I like to use sandals instead of boots for the movement bonus, though
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# ? Sep 16, 2019 08:19 |
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The important part is having everything be Specialist or better.
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# ? Sep 16, 2019 08:23 |
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Always be wearing crab helmet.
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# ? Sep 16, 2019 08:56 |
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Put some trenchcoats and katanas on those robots.
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# ? Sep 16, 2019 09:05 |
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Early scavenging was a mistake. Too squishy, too slow, and I didn't make enough to cover food costs. Three copper nodes is making enough cash that I can easily afford the larger building in town and as much lvl 2 research as I could need. For some reason the wandering herbivores lose their poo poo on my miners and force my ambulance to come out of town, but that's a good thing right? Starving and escaped dudes cause few problems now, but dust bandits will still wreak me. Good game after that false start.
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# ? Sep 16, 2019 11:54 |
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Just be careful, occasionally Garru will tear off a leg and your dude will bleed out if you're not paying attention
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# ? Sep 16, 2019 12:47 |
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litany of gulps posted:Is there really a distinction? For light armor - dustcoat, leather turtleneck, samurai clothpants, drifter's leather boots, an iron hat. It's almost no penalties, full overlapping coverage in many areas, full acid protection. Same except my melee guys get masked helmets when not in acid rain
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# ? Sep 16, 2019 16:14 |
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is there any special armour optimization for skeletons since they can only use 2 slots
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# ? Sep 16, 2019 16:21 |
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I usually throw the heaviest armor I can find on them. I dont know if it's a mod but the cannibal plate armor is as strong as anything else and gives off a fun, Tin Man vibe. Oh but never not samurai cloth pants because they're super OP.
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# ? Sep 16, 2019 19:44 |
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Yeah, it's from Cannibals Extended, which is a pretty good mod. Personally, I just play with a mod that unlocks all slots for skeletons and hivers. The game is, surprisingly enough, completely capable of displaying all armor slots on your characters even if they're technically not meant to have them. It kind of makes skeletons even more hilariously powerful, but not being able to play proper dressup with all of my little pixel mans just annoys me too much.
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# ? Sep 16, 2019 19:47 |
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Agreed. Oh and apparently the wierd extra "cut effectiveness" stat doesn't work correctly in that it determines some % of the cut damage gets instantly converted to blunt (60% effectiveness = 40% blunt damage instantly with an additional % of cut damage passing through to the next layer). Which is cool in theory but apparently leads to situations where crappy outer armor can cause so much instant blunt damage that taking it off and letting your mail initiate the damage calculation actually results in lower damage (or wearing WORSE outer armor). I don't really understand it myself but there's a mod that supposedly addresses it with sub-mods for a bunch of other armor set mods. Fun.
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# ? Sep 17, 2019 00:28 |
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The armor system in this game is some of the most bizarre and counterintutive not-invented-here nonsense I've seen in a while. All you really need to do though is get your rear end kicked a whole lot and then you can dress your people in anything you please
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# ? Sep 17, 2019 00:39 |
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It makes a certain kind of sense for a system that is trying to be simulationist about armor penetration (like the reasoning that not cutting through your armor doesn't mean the kinetic energy of the impact is suddenly gone), but that still doesn't really excuse just how opaque and badly-explained it all is.
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# ? Sep 17, 2019 00:42 |
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Cardiovorax posted:It makes a certain kind of sense for a system that is trying to be simulationist about armor penetration (like the reasoning that not cutting through your armor doesn't mean the kinetic energy of the impact is suddenly gone), but that still doesn't really excuse just how opaque and badly-explained it all is. dwarf fortress does something similar but its armor calculations usually work properly
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# ? Sep 17, 2019 00:55 |
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dylguy90 posted:Agreed. Oh and apparently the wierd extra "cut effectiveness" stat doesn't work correctly in that it determines some % of the cut damage gets instantly converted to blunt (60% effectiveness = 40% blunt damage instantly with an additional % of cut damage passing through to the next layer). Which is cool in theory but apparently leads to situations where crappy outer armor can cause so much instant blunt damage that taking it off and letting your mail initiate the damage calculation actually results in lower damage (or wearing WORSE outer armor). I don't really understand it myself but there's a mod that supposedly addresses it with sub-mods for a bunch of other armor set mods. Fun. The mod is called No Cut Efficiency and just makes the amount of protection you get from armor a lot more transparent. It also results in a more consistent amount of damage being taken and dealt against armored targets. I recommend it!
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# ? Sep 17, 2019 00:57 |
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Addamere posted:dwarf fortress does something similar but its armor calculations usually work properly But yeah, complex mechanics tend to fail in complex ways and having lots of multiplicative effects is pretty much at the top of the list for causing weird edge-case math behaviour. Could've been implemented (and certainly explained) better, no doubt.
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# ? Sep 17, 2019 01:00 |
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On the other hand, nerds like us love explaining and analyzing poorly designed multiplicative systems so maybe they're onto something...
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# ? Sep 17, 2019 02:39 |
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I've set up mounted crossbows on top of my storm house but they seem buggy as hell. Half the time I can't get them to fire. Half the time I can't get people to even man them. Right now I've got all 5 of my dudes standing beside my array of mounted crossbows and none of them have any jobs and not a single one of them will actually man the turret. What the gently caress am I doing wrong?
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# ? Sep 17, 2019 19:42 |
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dylguy90 posted:Agreed. Oh and apparently the wierd extra "cut effectiveness" stat doesn't work correctly in that it determines some % of the cut damage gets instantly converted to blunt (60% effectiveness = 40% blunt damage instantly with an additional % of cut damage passing through to the next layer). Which is cool in theory but apparently leads to situations where crappy outer armor can cause so much instant blunt damage that taking it off and letting your mail initiate the damage calculation actually results in lower damage (or wearing WORSE outer armor). I don't really understand it myself but there's a mod that supposedly addresses it with sub-mods for a bunch of other armor set mods. Fun. Assuming I haven't been misinformed, the math I read on it states that the cut efficiency stat converts a percentage of blocked cut damage into blunt that passes through. So, ideally, you want the highest cut efficiency available for your outer armor. I believe it works out like this: Let's say 100 cut damage comes in. The High Grade Plate Jacket wearer has 36% cut resistance, 70% cut effectiveness. 36% cut resistance eliminates 36 damage, 64 passes through to the next layer as cut damage. Of the 36 damage blocked, the 70% cut effectiveness means 30% of that 36 gets converted to blunt, so, 10.8 (rounded up probably) damage passes through as blunt to the next layer. So, 64 cut and ~11 blunt damage pass through. If the armor in question was instead High Grade Samurai Armor, it has 55% cut resistance and cut efficiency of 90%. 45 cut damage passes through, and only 5.5 damage passes through as blunt. Approximately 24 less damage passes through with the heavier armor. Significant reduction. Now, I don't know that this is 100% accurate, though I believe it to be, and I have not done any real testing to support it, but the example helped me understand what was otherwise incomprehensible.
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# ? Sep 17, 2019 19:42 |
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Also, is there any way to automate looting bandits and throwing their stuff into the appropriate bins?
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# ? Sep 17, 2019 19:51 |
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Addamere posted:I've set up mounted crossbows on top of my storm house but they seem buggy as hell. Half the time I can't get them to fire. Half the time I can't get people to even man them. Right now I've got all 5 of my dudes standing beside my array of mounted crossbows and none of them have any jobs and not a single one of them will actually man the turret. What the gently caress am I doing wrong? You have to give them a job to man the turret Addamere posted:Also, is there any way to automate looting bandits and throwing their stuff into the appropriate bins? Nope. You can give people jobs to incinerate corpses and toss intruders out but not to auto-loot them or auto-smelt trash equipment
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# ? Sep 17, 2019 20:02 |
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For the xbows make sure your guys are set to always be stationed on them (shift-click) otherwise they'll wander off constantly. Make sure they have a clear view of the gate. Also it's kinda silly but sometimes non-hostile factions will sometimes bang on your gate for a non-raiding reason and your dudes won't shoot them (slaver: dude stop being a dick open your gate I just wanna enslave your unconscious workers). The solution to this is obvious: manually shoot them until their faction becomes hostile.
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# ? Sep 17, 2019 20:06 |
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It was the lack of job. Thanks! As soon as I gave them the shift-click, they got their acts together and started mowing down bandits.
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# ? Sep 17, 2019 20:10 |
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Clark Nova posted:You have to give them a job to man the turret Mine auto man the turrets without jobs, just having the skill and being set to ranged seems to be enough. As evidenced by my melee guys that happened to have ranged on breaking into my turret tower (which let a pile of dust bandits in) to grab a harpoon with their 5 turret skill instead of attacking with their 65 melee skill.
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# ? Sep 17, 2019 20:21 |
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I got cocky and thought I was tough poo poo for being able to defeat a few roaming groups of paladins. Let's just say their retaliation was a little more than I had become accustomed to from dust bandits and swamp ninjas.
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# ? Sep 17, 2019 20:30 |
CopperHound posted:I got cocky and thought I was tough poo poo for being able to defeat a few roaming groups of paladins. Let's just say their retaliation was a little more than I had become accustomed to from dust bandits and swamp ninjas. I just pack up and leave for a week when those armies of like 50 pissed off highly skilled incel paladins show up
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# ? Sep 17, 2019 20:31 |
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Addamere posted:Also, is there any way to automate looting bandits and throwing their stuff into the appropriate bins? you can only do this for animals, not for people
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# ? Sep 17, 2019 20:36 |
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# ? Jun 7, 2024 05:15 |
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The outpost Foundry, belonging to the faction 'Ancillary', has researched weapons up to the Refitted Blade-level and will soon be outfitting all five members with Spiked Clubs and Planks. The outpost is holding at Tech Level 3, and is defended by four mounted crossbows on the top of the storm house. I'm thinking the next step in development will be to throw down a leather bench and make some dust coats. Right now everyone is wearing armoured rag skirts and heart protectors looted from bandits. We have basically no cats, but plenty of raw materials we could craft into weapons to sell. After getting my basic leather outfits and weapons geared up, what's a reasonable goal for the team? I'm thinking of relocating to the 'Rainbow Valley' area that's roughly equidistant between the Hive Village, Squin, and The Hub; there's this three-way road intersection that promises plenty of bandits and trade, plus it's actually flat there. Before going off and doing that I'm thinking of maybe looking for more recruits or at least some pack animals to make the move easier. And at some point I need to make the trek to someplace with a skeleton repair bed, as my robots have taken a little bit of wear. Thoughts?
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# ? Sep 17, 2019 22:45 |