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buglord posted:My pawns keep getting their eyes cut out and fingers bit off by foxes because their combat sucks so badly. It's a rifle dude. Point and shoot at the fox. The guy I sent to rescue you has to hang out in the infirmary because a maddened rat bit his neck and jaw. If you had a rabid fox scrambling on you biting your jaw off I imagaine it would be really, really hard to line up a shot with a full size rifle. In fact, it would probably be best to drop it. Pistols should be useful hth weapons though, that might be a cool mod.
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# ? May 31, 2017 15:34 |
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# ? Jun 4, 2024 11:40 |
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all six of my A17 colonies have ended with a manhunter pack attack. i can hold off 4 raiders with automatic weapons but if the one pawn who can't fight gets caught by that pack of yorkies, better watch it. loving lame
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# ? May 31, 2017 16:06 |
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I mostly forbid the front door and wait out manhunter packs but the last one occurred with a trade caravan on the map so it was a win-win all around for my colony.
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# ? May 31, 2017 16:10 |
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I just had a manhunting pack of about 10 bears come at my main colony. I had a small caravan travelling at the moment, so 6 turrets and 6 guys with assault rifles were just barely able to stop the bears. Oh and also I had 5 of my main colony with the plague at the time. It was wonderful and we painted the hospital walls with blood.
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# ? May 31, 2017 16:16 |
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Huh, is there a reason I can't alter skill levels on a "Make Smokeleaf joint" job? I want joint rolling to only be done by low level crafters so the higher level guy's stay doing important stuff like making clothes or weapons, but there's no "allowed crafting skill" slider in the job.
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# ? May 31, 2017 17:59 |
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It's probably implemented half assed, there's a new-ish mod that adds smokeleaf joint production to the drug lab: http://steamcommunity.com/sharedfiles/filedetails/?id=936629463
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# ? May 31, 2017 18:03 |
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Flesh Forge posted:It's a checkbox "Draw Fog" on the dev view filter menu. Thanks. I found it yesterday when I got home. I was in all kinds of wrong menus and just tore up from the floor up the other day when I couldn't find it.
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# ? May 31, 2017 18:40 |
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Mammon Loves You posted:I mostly forbid the front door and wait out manhunter packs but the last one occurred with a trade caravan on the map so it was a win-win all around for my colony. Eh, I'm pretty sure you get a reputation hit for each trader who dies while on your map, even if they are killed by wild animals. So if an entire caravan got wiped out, it may not have been a good thing unless it was an exotic weapons trader or something.
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# ? May 31, 2017 19:20 |
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I once had a visitor snort himself into a coma on my doorstep, pissing off the faction by -5 or -10. Didn't matter much to me since I appropriated the stuff he dropped. Doctor takes him to the hospital, shortly he recovers and leaves the map, giving me +15 relations. So I stole his stuff and his faction ended up liking me for it
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# ? May 31, 2017 19:22 |
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Danaru posted:I once had a visitor snort himself into a coma on my doorstep, pissing off the faction by -5 or -10. Didn't matter much to me since I appropriated the stuff he dropped. You saved his life. Whether you got all of his stuff before or after that is a question for your morality, but quid quo pro is satisfied either way! Honestly, considering he stole your drugs first, pretty cool of you to save his life, even if you did demand payment up front.
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# ? May 31, 2017 19:57 |
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Man, I just realized that the mood of prisoners affects recruitment chance! For some reason I thought it was just a matter of rapport and the recruiter's social skill, so I was dumping them into these tiny, cold, dirty rooms with shoddy wooden beds. I only realized the problem as I noticed the recruitment chance going down over time, when it should be going up.
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# ? May 31, 2017 20:05 |
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Toxic Fart Syndrome posted:You saved his life. Whether you got all of his stuff before or after that is a question for your morality, but quid quo pro is satisfied either way! I'm sorry but I really want to know the story behind the text under your avatar
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# ? May 31, 2017 20:18 |
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Lunethex posted:I'm sorry but I really want to know the story behind the text under your avatar Got it when I was IK in FYAD 10+ years ago. You'd have to ask DocEvil or EPG, but I doubt anyone remembers.
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# ? May 31, 2017 21:32 |
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Toxic Fart Syndrome posted:You saved his life. Whether you got all of his stuff before or after that is a question for your morality, but quid quo pro is satisfied either way! I actually sold the drugs to him and took back the stuff he didn't snort
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# ? May 31, 2017 21:40 |
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Danaru posted:I actually sold the drugs to him and took back the stuff he didn't snort
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# ? May 31, 2017 22:03 |
I am really enjoying a17, for a surprisingly different reason than before. All the past versions I modded to help and back, while this one is fairly vanilla. The amount of mods I had was kind of screwing with the experience, but this is a lot more survival oriented.
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# ? Jun 1, 2017 00:01 |
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Toxic Fart Syndrome posted:Got it when I was IK in FYAD 10+ years ago. You'd have to ask DocEvil or EPG, but I doubt anyone remembers. A likely story.
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# ? Jun 1, 2017 00:12 |
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Does the number of faction settlements within close proximity to your colony factor into frequency of caravan visits and enemy attacks?
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# ? Jun 1, 2017 04:57 |
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enraged_camel posted:Does the number of faction settlements within close proximity to your colony factor into frequency of caravan visits and enemy attacks? Current wisdom is no. I'm unsure of any hard proof. Maybe generate an island and check it out? Quick question, can your men set off your own IEDs? If so do they path around them?
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# ? Jun 1, 2017 05:06 |
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Yes and yes to the IED question.
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# ? Jun 1, 2017 06:42 |
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if you force them to walk over a deadfall or an IED there's something like a 0.4% chance that they will trigger it. so it's not like its' gonna happen any time soon, but it's enough to not honeycomb high traffic areas in traps because eventually someone's going to get their dick or dick analog blown off. a checkerboard grid works well if you want to do that, but realistically that junk is expensive enough that you want to be thoughtful about how you're using them.
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# ? Jun 1, 2017 07:07 |
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beerinator posted:I just had a manhunting pack of about 10 bears come at my main colony. I had a small caravan travelling at the moment, so 6 turrets and 6 guys with assault rifles were just barely able to stop the bears. Bears are slower than humans so a good tactic is to move your guys out and lure the bear into range, have a few shots, run away and repeat. Once you get a couple of hits in, they'll start slowing down even more. Wargs are the worst purely because they're so quick.
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# ? Jun 1, 2017 08:51 |
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I got attacked by a pack of 50 manhunter monkeys. It was the first time the game slowed down for me. I think it was because I had an intricate funnel made using walls and the pathfinding algo went nuts.
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# ? Jun 1, 2017 13:43 |
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Is there a good way to level up someone's shooting from 0? I have 5 colonists and one doesn't "do" shooting. 1 has 12 shooting but is trigger happy so I don't want to give her the sniper rifle, and 1 has 5 melee and a passion for it, but 0 shooting skill.
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# ? Jun 1, 2017 14:17 |
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I thought trigger happy was good for the slow firing weapons because volume of fire more than made up for the misses?
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# ? Jun 1, 2017 14:51 |
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Keeshhound posted:I thought trigger happy was good for the slow firing weapons because volume of fire more than made up for the misses? I thought the opposite and have been giving them miniguns. As far as leveling shooting you can have them hunt or draft them and have them attack a sleeping spot.
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# ? Jun 1, 2017 15:40 |
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Efexeye posted:all six of my A17 colonies have ended with a manhunter pack attack. i can hold off 4 raiders with automatic weapons but if the one pawn who can't fight gets caught by that pack of yorkies, better watch it. loving lame I always design my base so that I can keep everyone inside and everyone has access to beds and food. Every so often update your "Stay Inside" area and switch everyone to that when toxic clouds or manhunter packs come in. When you have Turrets have a power switch located inside that turns them on and off, though depending on the pack that may not do much. Donkringel posted:I am really enjoying a17, for a surprisingly different reason than before. All the past versions I modded to help and back, while this one is fairly vanilla. The amount of mods I had was kind of screwing with the experience, but this is a lot more survival oriented. I found this too a while ago. I had a bunch of mods that I thought of as mostly Quality of Life, but even if they didn't give me specific functionality to make the game easier, it made it way easier to manage my pawns so the game was functionally easier. Most mods make the game slightly easier in their own way, and add enough of them you have a Sims game instead of a survival one.
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# ? Jun 1, 2017 15:58 |
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Keeshhound posted:I thought trigger happy was good for the slow firing weapons because volume of fire more than made up for the misses? It is good for weapons with low accuracy anyway, and high volume of fire to begin with. Machineguns, miniguns, assault rifles at a stretch.
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# ? Jun 1, 2017 16:04 |
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A Moose posted:Is there a good way to level up someone's shooting from 0? I have 5 colonists and one doesn't "do" shooting. 1 has 12 shooting but is trigger happy so I don't want to give her the sniper rifle, and 1 has 5 melee and a passion for it, but 0 shooting skill. In 16A I'd mine iron by having all my low skill shooters equipped with pistols and short bows fire at the iron ore. I don't think that works anymore for mining (at least with debug explosions iron ore only drops one iron) but at least you could still shoot tunnels into rock.
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# ? Jun 1, 2017 16:09 |
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You can shoot guns at a sleeping spot that you designate in a nowheresville in your base, but raising shooting takes so long it's pretty impractical to do so unless you're really, really secure in your base.
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# ? Jun 1, 2017 16:50 |
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Lockback posted:I found this too a while ago. I had a bunch of mods that I thought of as mostly Quality of Life, but even if they didn't give me specific functionality to make the game easier, it made it way easier to manage my pawns so the game was functionally easier. Most mods make the game slightly easier in their own way, and add enough of them you have a Sims game instead of a survival one. This is why I've never used mods. Sure there are a few QoL ones that I would really like to have but ultimately I find that the game is perfectly fine without them. My biggest problem with this game is my inability to let go of a colony. My current one is really bad but I basically refuse to start over or tear down my poorly laid out base.
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# ? Jun 1, 2017 16:54 |
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enraged_camel posted:Does the number of faction settlements within close proximity to your colony factor into frequency of caravan visits and enemy attacks?
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# ? Jun 1, 2017 17:59 |
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GodspeedSphere posted:I thought the opposite and have been giving them miniguns. As far as leveling shooting you can have them hunt or draft them and have them attack a sleeping spot. For some reason I was thinking it was a -20% accuracy, +50% fire rate, rather than what it actually is; Keeshhound fucked around with this message at 21:35 on Jun 1, 2017 |
# ? Jun 1, 2017 19:41 |
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Trigger-happy is -25% accuracy +25% rate of fire.
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# ? Jun 1, 2017 19:49 |
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Pretty sure the issue with Trigger Happy is that as long as the shooter's skill is good enough, their accuracy is going to be pretty decent regardless, meaning that giving them slower firing weapons is actually for the best since the trait wouldn't really make them any worse than anyone else. Accuracy can be effected by a Pawn's skills, but fire rate can't be changed by anything other than traits afaik.
VerdantSquire fucked around with this message at 20:33 on Jun 1, 2017 |
# ? Jun 1, 2017 20:29 |
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trigger happy stacks oddly like, the way it is worded, you would expect it to be -25% accuracy flat, which is terrible. but it's actually -25% accuracy from the pawn's base aim. in previous versions, the shooting skill mattered so little over ~5 or so that this was a no-brainer trade. in this version, shooting has been made more important, so the question is a lot more squishy now.
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# ? Jun 1, 2017 20:33 |
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VerdantSquire posted:Pretty sure the issue with Trigger Happy is that as long as the shooter's skill is good enough, their accuracy is going to be pretty decent regardless, meaning that giving them slower firing weapons is actually for the best since the trait wouldn't really make them any worse than anyone else. Accuracy can be effected by a Pawn's skills, but fire rate can't be changed by anything other than traits afaik.
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# ? Jun 2, 2017 00:15 |
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How much shooting skill is required to make any meaningful difference? Like if I just want all of my pawns to be able to hold a gun and fight off raiders in my first 4-6 seasons? I guess I mean how much is the minimum to be useful?
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# ? Jun 2, 2017 02:31 |
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I would kill for a piece of tech and/or some mechanism that reduces caravan travel time, especially during the winter.
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# ? Jun 2, 2017 04:31 |
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# ? Jun 4, 2024 11:40 |
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A Moose posted:How much shooting skill is required to make any meaningful difference? Like if I just want all of my pawns to be able to hold a gun and fight off raiders in my first 4-6 seasons? I guess I mean how much is the minimum to be useful?
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# ? Jun 2, 2017 05:19 |