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BattleMaster
Aug 14, 2000

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

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punishedkissinger
Sep 20, 2017

How fast should i be gaining pawns? Im using Prepare Carefully with a points limit to start with seven fairly specialized tribesmen.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

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.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

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.

Azhais
Feb 5, 2007
Switchblade Switcharoo
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

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

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 :shrug:

Dire Lemming
Jan 19, 2016
If you don't coddle Nazis flat Earthers then you're literally as bad as them.

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.

punishedkissinger
Sep 20, 2017

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 :shrug:

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.

Coolguye
Jul 6, 2011

Required by his programming!


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.

OwlFancier
Aug 22, 2013

Maybe you'd get more construction done if you weren't hugging the tree so much :colbert:

Coolguye
Jul 6, 2011

Required by his programming!

OwlFancier posted:

Maybe you'd get more construction done if you weren't hugging the tree so much :colbert:

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. :v:

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

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.

BattleMaster
Aug 14, 2000

I like to arrest the best refugee/beggar in the group and then shoot up the rest for meat and bonus survivors :evilbuddy:

You would think they wouldn't ask the cannibals with the skulls and gibbeted corpses everywhere for help but they do anyway

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Coolguye posted:



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.

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.

Falcorum
Oct 21, 2010

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

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?

BattleMaster posted:

I like to arrest the best refugee/beggar in the group and then shoot up the rest for meat and bonus survivors :evilbuddy:

You would think they wouldn't ask the cannibals with the skulls and gibbeted corpses everywhere for help but they do anyway

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'

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

OwlFancier posted:

Maybe you'd get more construction done if you weren't hugging the tree so much :colbert:

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.

Danaru
Jun 5, 2012

何 ??
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 :saddumb:

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
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.

Coolguye
Jul 6, 2011

Required by his programming!

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 :saddumb:

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

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Do slaves count less for colony wealth than actual colonists? I haven't actually interacted with the new slave system at all yet.

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


Kanos posted:

Honestly, since meditation fills recreation need, you can simply sub out part of your recreation time with meditation time.

Ohhhhh.

death cob for cutie
Dec 30, 2006

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

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 :saddumb:

Ooh, this gave me a fun-idea - playing an Empire-affiliated raider ideology that exists solely to help pacify the planet.

Coolguye
Jul 6, 2011

Required by his programming!

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.

Olanphonia
Jul 27, 2006

I'm open to suggestions~

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.

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?

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

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

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

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


with supremacist you can just set slavery to 'acceptable' and your colonists wont really give a poo poo if there are slaves or not

GodspeedSphere
Apr 25, 2008

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?

Coolguye
Jul 6, 2011

Required by his programming!

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.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

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.

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.

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.

Olanphonia
Jul 27, 2006

I'm open to suggestions~

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.

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.

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.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Yeah I'm pretty sure I've seen it training Plants, myself

Coolguye
Jul 6, 2011

Required by his programming!

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.

Broken Cog
Dec 29, 2009

We're all friends here
Pruning absolutely trains planting, and not particularly slowly either. All my pruners are 17+ plants atm.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

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

Coolguye
Jul 6, 2011

Required by his programming!

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
the alternative is that i just flatly missed it or i planted my trees in a place that was so inconvenient i butchered the use of it from travel. the way i was using the trees was that i would note which entryways of my base were most popular with raiders and then i would plant trees right in front of the intake. i prefer combat forms for rather obvious reasons (those little fucks do a surprising amount of work and nobody gives much of a poo poo if they die) so i thought it best if they were where the action is.

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.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

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.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
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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Coolguye
Jul 6, 2011

Required by his programming!

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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