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Arsenic Lupin posted:Why passive coolers? To avoid the venting-hot-air-into the-halls problem? Because wow, that adds up to a lot of tree-chopping and log-hauling. I only actually fuel them in response to heat waves because the colony is in a cooler location, but yes it is not the most efficient way to do things. If I did redo it, I guess I would figure out how many rooms one heater/one cooler can service and group them up with vents and just let the hallways get warm, or vent them to the outside. edit: I mean vent the hallways to the outside BattleMaster fucked around with this message at 00:17 on Aug 28, 2021 |
# ? Aug 28, 2021 00:14 |
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# ? Jun 3, 2024 01:02 |
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How fast should i be gaining pawns? Im using Prepare Carefully with a points limit to start with seven fairly specialized tribesmen.
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# ? Aug 28, 2021 00:27 |
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punishedkissinger posted:How fast should i be gaining pawns? Im using Prepare Carefully with a points limit to start with seven fairly specialized tribesmen. If you start with more than five the storyteller will be a bit slower about giving you potentials for the first few seasons.
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# ? Aug 28, 2021 00:41 |
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punishedkissinger posted:How fast should i be gaining pawns? Im using Prepare Carefully with a points limit to start with seven fairly specialized tribesmen. There's no real expectation here, just a general rule that the more pawns you have the easier the game gets. At very low numbers the odds of wanderer joins events goes way up, and at at very high pop counts the storyteller gets pissed and starts ramping up raids. Unless you're playing Randy, who doesn't give a poo poo.
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# ? Aug 28, 2021 00:50 |
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There's a few mod storytellers that are pretty fun too and don't penalize population at much, like save our ship (I think) comes with Sara Spacer that ramps entirely based on your highest tech research and number of high tech buildings
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# ? Aug 28, 2021 00:56 |
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punishedkissinger posted:How fast should i be gaining pawns? Im using Prepare Carefully with a points limit to start with seven fairly specialized tribesmen. this is entirely up to you, starting with more pawns (especially specific statted ones) is a huge advantage you're already giving yourself. whatever is fun
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# ? Aug 28, 2021 00:58 |
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Arsenic Lupin posted:Can I hear peoples' opinions on their standard bedroom sizes? I just stick with a barracks until I have the time and resources to give everyone at least 5x5s. An unbelievably impressive barracks is a +3 mood so their bedrooms should be easy to get above that to be worth building.
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# ? Aug 28, 2021 03:29 |
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Flesh Forge posted:this is entirely up to you, starting with more pawns (especially specific statted ones) is a huge advantage you're already giving yourself. whatever is fun To be fair, I'm not going crazy with the stats, no one is getting higher than a 10 and maybe one burning passions. I just really like filling roles with specialists straight off. Maybe that's the wrong way to play idk. Azhais posted:There's a few mod storytellers that are pretty fun too and don't penalize population at much, like save our ship (I think) comes with Sara Spacer that ramps entirely based on your highest tech research and number of high tech buildings this sounds great! my biggest issue with how Cassandra plays is it feels like I'm having to rush through techs to not die. As such I have soldiers with automatic shotguns and medieval plate armor. I would love to be able to approach the tech tree somewhat more leisurely while having groups of enemies my Neolithic or medieval society can properly deal with.
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# ? Aug 28, 2021 04:15 |
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this is season 7. i don't even have my final perimeter walls built because i am constantly behind on construction. tribals are loving insane.
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# ? Aug 28, 2021 04:38 |
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Maybe you'd get more construction done if you weren't hugging the tree so much
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# ? Aug 28, 2021 05:00 |
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OwlFancier posted:Maybe you'd get more construction done if you weren't hugging the tree so much you'd think but this is basically 2 hours a day right before bed for everyone in the colony. though i did have help from an early guest quest; buddy of a local tribal leader wanted to hang out, so i set his schedule to 10 hours of meditation a day and he got lots of anima grass growing done for us to earn his meals.
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# ? Aug 28, 2021 05:56 |
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ShadowHawk posted:Make some wooden (or plasteel) maces, you're much more likely to pain shock them and get captives that way. this, I did not appreciate how much of a difference it makes that the downing hit be someone with a mace. If you're trying to capture dudes alive, you really gotta stop shooting/stabbing em and focus on bashing em with maces and then kidnapping them to program into your cult.
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# ? Aug 28, 2021 06:27 |
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I like to arrest the best refugee/beggar in the group and then shoot up the rest for meat and bonus survivors You would think they wouldn't ask the cannibals with the skulls and gibbeted corpses everywhere for help but they do anyway
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# ? Aug 28, 2021 06:36 |
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Coolguye posted:
it's good poo poo, yes! you have to spend the daily meditation time to have a buffer of focus to cast the big poo poo and you definitely don't want every pawn trying to maintain 100% focus all the time but it's a pretty great benefit for low tech start/slower research (stuff I would be playing with anyway just because I like that phase of the game) some psycasts really change the way you look at big combats, especially that one and berserk/blinding/barfing pulse.
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# ? Aug 28, 2021 06:52 |
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ryde posted:Just curious, but do the multiplayer mods generally work and result in gameplay that is not fundamentally broken? Did a full playthrough with a ton of mods back in March/April (so pre 1.3) and it was pretty solid for the most part. The only issues we hit were when a mod suddenly updated in a way to sorta broke MP compatibility, so it's worth switching the workshop mods to local mods once you have a stable setup
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# ? Aug 28, 2021 10:12 |
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BattleMaster posted:I like to arrest the best refugee/beggar in the group and then shoot up the rest for meat and bonus survivors Suddenly remembering that bit in Texas Chainsaw Massacre where there's a mobile made of bones on the front porch. Only it'd be a human skull and the kids are still like 'pff I'm knocking on the door anyway, it's not *my* skull'
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# ? Aug 28, 2021 10:43 |
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OwlFancier posted:Maybe you'd get more construction done if you weren't hugging the tree so much Honestly, since meditation fills recreation need, you can simply sub out part of your recreation time with meditation time. A crashlanded colony might get lucky to have 2 or 3 high level psycasters(who have onerous clothing/bedroom/throne room requirements that spike your wealth) in a year or two of relatively favorable quest RNG. Meanwhile, tribals get to make basically everyone a superpowered brain baby in no time flat because more people meditating = faster anima grass = faster psylinks. Your only real tradeoff is slower research - which truly doesn't matter past the initial "getting established" phase because you can simply throw an extra person or two at research if you really need to make up the difference - and the rough start before you have stuff like electricity and furniture.
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# ? Aug 28, 2021 12:24 |
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I like playing as a raider, but I also like being a nice guy. Its lead to some confusing playthroughs. At the very least I try not to hurt anyone who isnt hostile
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# ? Aug 28, 2021 16:19 |
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Colin was on the edge of the settlement when raiders struck and sustained a minor eye injury when he fled through the field of combat. Adjustments will be made to enhance his safety.
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# ? Aug 28, 2021 16:24 |
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Danaru posted:I like playing as a raider, but I also like being a nice guy. Its lead to some confusing playthroughs. At the very least I try not to hurt anyone who isnt hostile a lot of my quandary with playing as a faction that likes slaves is that there's actually not too many niches that it makes sense to have a slave instead of just a normal old colonist. the main use case is when you need dumb labor. since slaves are easier to keep happy and engender no revolt risk with the slave stuff on, you can have two slaves fed on paste for the price of one full colonist. but beyond that it's like boy howdy that -15% global work speed sure does suck for literally everything huh
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# ? Aug 28, 2021 16:58 |
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Do slaves count less for colony wealth than actual colonists? I haven't actually interacted with the new slave system at all yet.
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# ? Aug 28, 2021 17:03 |
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Kanos posted:Honestly, since meditation fills recreation need, you can simply sub out part of your recreation time with meditation time. Ohhhhh.
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# ? Aug 28, 2021 17:23 |
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Danaru posted:I like playing as a raider, but I also like being a nice guy. Its lead to some confusing playthroughs. At the very least I try not to hurt anyone who isnt hostile Ooh, this gave me a fun-idea - playing an Empire-affiliated raider ideology that exists solely to help pacify the planet.
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# ? Aug 28, 2021 17:33 |
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Kanos posted:Do slaves count less for colony wealth than actual colonists? I haven't actually interacted with the new slave system at all yet. not directly, but their use case means that you end up with less wealth to sustain them. lower expectations from slaves means that you can much more easily put them in a barracks rather than a personal bedroom, not wanting them in combat means that you don't make expensive armor, blah blah blah.
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# ? Aug 28, 2021 18:15 |
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Coolguye posted:can slaves prune? i'm really annoyed at the entire slave mechanic because to get the really good specialists (the combat ones) you flatly require Supremacy (or Raider, which is worse). the associated memes kinda strong-arm you into having at least a slave or two. slaves seem like mostly a waste of time and energy but not having a recreation need would actually make them good dryad tenders. I don't think anyone answered this. Yes, slaves can prune.
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# ? Aug 28, 2021 18:58 |
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Dick Trauma posted:Colin was on the edge of the settlement when raiders struck and sustained a minor eye injury when he fled through the field of combat. Adjustments will be made to enhance his safety. Dear God
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# ? Aug 28, 2021 19:18 |
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Not only can slaves prune, they’re great for it and eventually they’ll skill up enough to help with sowing Devilstrand I’ve got a non-tree-fucker embark on a Desert tile atm, and I’m running basically a farm gulag with a Jubilee conditional on having converted to our Blind Undergrounder cult and picked up a couple of Psylink levels. It’s left me with two free colonists who spend most of their time touching Dryads, but also with a couple non-tribal-origin slaves who will be miserable about their disgusting jelly eyes and constantly pruning until I can get them titles or just buy them neuroformers It’s probably the most evil playthrough ive ever done, before the trees came online I was also murdering or enslaving everyone at every logging camp I could find, just to keep the boiler going through the winter for hot showers and radiators, and have enough left over for wooden beds e: wounded or surrendered combatants being allowed to live in exchange for their labor for some fixed length of time, as opposed to just being executed, is the format that human practices of slavery mostly took according to my understanding, in pastoral or agricultural cultures with few or no cities, so it’s struck me as weird that there’s no Precept option for set terms of slavery. Then, basically, in addition to extracting labor from a pawn and keeping them from escaping or rebelling, you’re also trying to build relationships with them and keep them reasonably comfortable, if you’d like them to join you instead of taking their set of new clothes, knife, ten kilos of Pemmican and loving off home. LonsomeSon fucked around with this message at 19:47 on Aug 28, 2021 |
# ? Aug 28, 2021 19:40 |
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with supremacist you can just set slavery to 'acceptable' and your colonists wont really give a poo poo if there are slaves or not
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# ? Aug 28, 2021 20:01 |
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Dick Trauma posted:Colin was on the edge of the settlement when raiders struck and sustained a minor eye injury when he fled through the field of combat. Adjustments will be made to enhance his safety. This is unreasonably important to me. Have you considered chroming out Colin with A Dog Said or similar?
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# ? Aug 28, 2021 20:13 |
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Olanphonia posted:I don't think anyone answered this. Yes, slaves can prune. ok, THAT makes them useful, then. my quandary with pruning has always been that it takes so much time, but doesn't build up your pawns in any particular way. so an otherwise 'important' pawn has a lot of time being used in a way that doesn't progress them at all. most activities you can justify on some level even if it is monkey business to some extent; having unskilled pawns butcher animals until cooking 6 means that any important pawn around can cook acceptably, for example. but pruning doesn't appear to train anything, which is annoying. slaves, it seems to me, are best used doing the essential but "unpaid" work of the colony. cleaning and hauling are the two big ones there, but pruning? THAT is handy.
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# ? Aug 28, 2021 20:15 |
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Coolguye posted:ok, THAT makes them useful, then. my quandary with pruning has always been that it takes so much time, but doesn't build up your pawns in any particular way. so an otherwise 'important' pawn has a lot of time being used in a way that doesn't progress them at all. most activities you can justify on some level even if it is monkey business to some extent; having unskilled pawns butcher animals until cooking 6 means that any important pawn around can cook acceptably, for example. but pruning doesn't appear to train anything, which is annoying. Stone cutting is another big one, especially since 1.3 provides some real incentives for double and triple layering curtain walls so stone requirements are relatively up.
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# ? Aug 28, 2021 20:33 |
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Coolguye posted:ok, THAT makes them useful, then. my quandary with pruning has always been that it takes so much time, but doesn't build up your pawns in any particular way. so an otherwise 'important' pawn has a lot of time being used in a way that doesn't progress them at all. most activities you can justify on some level even if it is monkey business to some extent; having unskilled pawns butcher animals until cooking 6 means that any important pawn around can cook acceptably, for example. but pruning doesn't appear to train anything, which is annoying. I know that pruning is based on plants skill and is prioritized with plant cut. I think it might train plants but could be wrong.
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# ? Aug 28, 2021 20:34 |
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Yeah I'm pretty sure I've seen it training Plants, myself
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# ? Aug 28, 2021 20:47 |
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LonsomeSon posted:Yeah I'm pretty sure I've seen it training Plants, myself if it does it does so incredibly slowly because i literally didn't notice any changes. annoying. Kanos posted:Stone cutting is another big one, especially since 1.3 provides some real incentives for double and triple layering curtain walls so stone requirements are relatively up. oh yeah that's another good one actually. that's the reason why my construction is so far behind this game, actually, i only have sandstone and marble on this map so every goddamn structure i make has to be of sandstone. in hindsight i should've just been grabbing any slave i could and i'd either sell them or release them after the stone was done.
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# ? Aug 28, 2021 20:53 |
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Pruning absolutely trains planting, and not particularly slowly either. All my pruners are 17+ plants atm.
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# ? Aug 28, 2021 20:57 |
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Broken Cog posted:Pruning absolutely trains planting, and not particularly slowly either. All my pruners are 17+ plants atm. Yeah I had a pawn without any flames and starting at like 4 Plants skill able to plant Devilstrand after a couple of years, which was right around the time she was passed through the ExOculation Kind of wondering if I’ve got a mod affecting it? I don’t have anything about the new trees downloaded that I can recall
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# ? Aug 28, 2021 21:00 |
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LonsomeSon posted:Kind of wondering if I’ve got a mod affecting it? I don’t have anything about the new trees downloaded that I can recall of course, the logical consequence of this is that my trees are on the outskirts of my base and there's lots of travel time to and from.
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# ? Aug 28, 2021 21:11 |
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Broken Cog posted:Pruning absolutely trains planting, and not particularly slowly either. All my pruners are 17+ plants atm. also if you put double passion plant workers on it they have the large "doing what I love" happy thought (I think it's +12) all the time.
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# ? Aug 28, 2021 21:40 |
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Using slaves for pruning works but kinda defeats the purpose of a disposable work force, like if they accidentally get domed during an escape attempt you've now got a bunch of problems instead of one problem. Even if you max out suppression you still get an attempt every four years or so, and if you're like me and forget the Field Hand is also considered a weapon in close proximity that's an attempt every year.
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# ? Aug 29, 2021 03:01 |
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# ? Jun 3, 2024 01:02 |
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isndl posted:Using slaves for pruning works but kinda defeats the purpose of a disposable work force, like if they accidentally get domed during an escape attempt you've now got a bunch of problems instead of one problem. Even if you max out suppression you still get an attempt every four years or so, and if you're like me and forget the Field Hand is also considered a weapon in close proximity that's an attempt every year. i mean, yes and no. unless you're going full treehugger, dryad trees are such an investment of time that they HAVE to be a bonus, not something that you form your primary strategy out of. and one of the singular problems with slaves is that, ultimately, you run out of busywork for them to do. even cutting stones starts looking silly after a few seasons of work and you're sitting on like 5k blocks. on one hand this is fine because slaves can be disposed of easily enough without any qualms in the colony. on the other, there ARE standards even for slaves (you still don't want pyros, volatile, etc) and scaling up and scaling them down can get awkward. making them hug the trees seems like a good compromise since that can basically scale based upon how much hauling and poo poo there is to do. if a harvest comes in and the slaves are needed to help bring the corn into the freezer, that's fine - you can let a dryad or two die off and you'll get to it when things are more calm. the entire point is just to have a clawer or two act as blockers for enemies in a kill hallway or something, to provide targets for raiders to attack without putting your own pawns in danger. my general idea would be to have a grove enclosed with its exclusion area next to a trap hallway, so when enemies come in, they charge through the traps in an attempt to get to the clawers, and then obviously at the end of the hallway, they have a two or three pack of loving clawers to deal with. it provides a theoretically automated defensive system that could repel medium sized raids without risk to the player's pawns - or much input from the player at all, really. in the case that the slave dies or whatever, fine; the dryads can be replaced by a single friendly pawn baiting people in (this is how i tend to do it right now). the entire dryad system is not required and can be put on hold until a replacement slave is found.
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# ? Aug 29, 2021 05:16 |