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Dumb new player here, how do you guys solve your early game food problem? I swear my guys eat like 40 tons of meat a day.
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# ¿ Sep 27, 2018 13:40 |
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# ¿ May 12, 2024 04:28 |
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Kanos posted:A fairly extensive rice field will see you through the early game. Rice grows very quickly and in decent quantity, which you can churn into simple meals to keep everyone going indefinitely. You'll want to switch to corn(if you have rich soil) or potatos(if you don't) later on once you feel you have stable food stores because the quick grow cycle and poor-ish nutritional value of rice means it sucks up a ton of farm labor time, but for the early game rice can't be beat, especially if you supplement it with hunting. Thanks for the advice! I usually set down a few 5x15 plots of rice, healroot, and corn when I first land. I find that my cook can't prepare meals faster than my fatties can scarf em down, usually having like one at the end of a full day of nothing but cooking.
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# ¿ Sep 27, 2018 14:37 |
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Keeshhound posted:Put a shelf next to your stove for vegetables, and another nearby for meals. That should help your cook spend less time walking in and out of the freezer, and colonists will eat meals faster than they deteriorate. Nice nice, thanks. I'll try this out when the crops grow, we got hit by a fuckin cold snap.
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# ¿ Sep 27, 2018 16:37 |
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Pretty much annihilated my food problem with that sun lamp, even more so when I got to hydroponics. It was touch and go there for a while when we got to the dead of winter, id like to give a quick shoutout to the 3 lynxes that spawned that kept us well fed until the Rice Boom could really kick in.
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# ¿ Sep 28, 2018 01:06 |
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Please ignore my roving blackouts, also since I took this picture a raid came and stole like 4 of my pawns and one died of an infection
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# ¿ Oct 20, 2018 22:02 |
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I just douse everything in foam and water
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# ¿ Oct 22, 2018 02:28 |
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Flesh Forge posted:Archipelagos is one of the best mods, it leads to a totally different game. Try Cold Bog Archipelago, that's about the most interesting map of all for me. Archipelagos are absolutely gorgeous, I always get a comfy feeling playing on them especially when its raining.
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# ¿ Nov 18, 2018 04:20 |
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Flesh Forge posted:The giant pile that is Medieval Times also includes ballistae But it also comes with the rest of Medieval Times, Arrow Please is the better crossbows and friends mod
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# ¿ Nov 30, 2018 14:09 |
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moot the hopple posted:One of my colonists got her brain scrambled by a stray machine gun round in a raid, leaving her with permanently lowered consciousness. She also stopped being able to do normal recreational activities like chess, poker, etc. The only way to boost her recreation/mood seems to be drugs, but I have to watch out because like one smokeleaf reefer renders her completely unconscious. If I ate a bullet i'd wanna be baked 24/7 too.
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# ¿ Dec 2, 2018 20:32 |
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Tried a one-man game in a forest and got malaria AND the flu and the flu killed me I am livid
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# ¿ Dec 6, 2018 15:28 |
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Azhais posted:
That terrain looks amazing! Which mods do you use for it?
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# ¿ Aug 16, 2021 23:39 |
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Azhais posted:To re-reply to this, I was just fiddling with mod settings and in addition to Vanilla Expanded which I mentioned the first time, I've also got: Oh im for sure downloading this one
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# ¿ Aug 18, 2021 21:56 |
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Let's see if I post it in the right thread this time, I make dumb little cannon boxes
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# ¿ Dec 23, 2021 07:56 |
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BattleMaster posted:Killing guinea pigs should trigger capybara raids Because what are capybara but guinea pig heavy units
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# ¿ Jun 3, 2023 01:18 |
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Kris xK posted:I want you to know that I've been thinking about this a lot. Glad i've infected you with my brainrot
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# ¿ Jun 4, 2023 04:06 |
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Reddit is the only source of information on the planet anymore so I'll ask here, is there a mod to hide or tweak the notifs that show up at the top left? Not sure if anyone has asked before
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# ¿ Jun 14, 2023 03:05 |
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silentsnack posted:You mean like Block Unwanted Minutiae? Haven't run it recently but at least the modpage says it's updated for 1.4 oh yeye this works, thank you!
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# ¿ Jun 14, 2023 21:54 |
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Is there any way to call your allies to a tile that isn't your home tile (mod or otherwise)? Like, when you're assaulting an enemy base? Would love to handle city assaults with an actual coalition of local forces
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# ¿ Jun 25, 2023 19:24 |
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Coolguye posted:you might try bringing enough supplies to build a solar panel and comm panel to see if that would let you call in for "immediate military aid" but i'm gonna be honest i'm not super hopeful Oh yeah i tried that one and it didnt work unfortunately (there's a small comms panel mod that *also* Does Not let you call in allies if you arent on your home tile). I see people are talking about empire troops but I kinda just wanna call in the tribals that I have like 6-7 treaties with lmao
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# ¿ Jun 25, 2023 23:28 |
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Every day someone with a humiliation fetish comes up with a new way to indulge and we all have to see it Also, does the thread like combat reports? Like, I play this game nearly solely as a Global Tactical Engagements Sim (thank you Rimmunation and Aerocraft) but I feel like very few people are trying to play this game like it's XCOM like I do lmao The Velvet Witch fucked around with this message at 00:01 on Jun 28, 2023 |
# ¿ Jun 27, 2023 23:59 |
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Danaru posted:I've tried a couple times to make a Mother Base style military group and use SRTS planes to send out strike teams, but I always wind up getting sucked into building a fancy base and not actually sending anyone out i can't wait for Vanilla Expanded Vehicles Sending out little strike teams and having them actually link up with allied troops to liberate a city with equipment they made themselves scratches some kinda tactical itch for me that I cannot explain, love seeing em run around all tacticool like little marines aahhh
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# ¿ Jun 28, 2023 00:45 |
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Danaru posted:And cat boys <> Don't forget the cat boys I need to check that out for sure yeah, I was eyeing it in the workshop just now!
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# ¿ Jun 28, 2023 01:15 |
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Coolguye posted:i appreciate new ways of looking at and approaching combat situations since combat is such a huge part of this game and also one of the most gnarly. (I have no idea what mods youre running and im high so) Fighting on multiple fronts is wild and crazy and that's why I either try to funnel them all together or harass one group with the plane while ground units engage the other two. Usually I'll have one or two units with rockets trained on problem units like mounts and ESPECIALLY mechanoid anythings. I've found that a skilled rocketeer on the ground can kill mechanized groups better than a plane dropping bombs, although the softening of a bombing run does help the rifle users deal with them if your rocketeer gets Unlucky and a plane's pilot is arguably in less danger than a ground unit, be prepared to spend like 10-15 shells on something like that tho. Dont drop EMPs, fire them, your jet is also a machine!!! When it comes to pure infantry v infantry I've had some success having units stack up close to each other so they can fire in unison or, preferably, one after the other as they move up, this goes insane against small scattered groups of enemies trickling into a fight or against one poor sap in cover you wanna take, if done right unarmored/lightly armored units will crumble as you advance on their positions, sometimes without even getting a shot off. I personally do not understand combat that isn't urban so I'm doing all this with the goals of taking and holding points between small skirmishes so this would suit a more open plan village style base.
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# ¿ Jun 28, 2023 02:01 |
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Busters posted:I wouldn't mind hearing that, but with a disclaimer about what mods you're using Oh for sure, I run a ton but nothing super wild(?) I think the most game changing are things like Aerocraft, Rimcities, Dynamic Diplomacy, Factional Wars- [scroll dropping and rolling out of the room gag].
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# ¿ Jun 28, 2023 04:21 |
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Kanos posted:Haven't actually played since about two months after 1.4 came out. Any cool big mod releases since then? I owe my life to aerocraft framework, planes are a game changer
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# ¿ Jun 28, 2023 08:57 |
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Honestly I find it more exciting to try to build utopia in the barren wastes than building a war crime facility.
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# ¿ Aug 20, 2023 01:35 |
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DoubleNegative posted:Tell me about small things you do that make their lives better in little ways. The kitchen and workspaces are always within Decent walking distance of the apartment bloc, i dont like having people walk 40 years to their destination so I try to minimize foot traffic. All meals are vegetarian, grown from our own farms which have a variety of different fruits and veggies, fruit trees are also moved closer to base. A bustling smokeleaf industry means everyone gets their State Allocated one joint per day with the exception of depressive or unstable pawns, who are allowed a few more. Very little alcohol on base as most of it is sold anyway. There isnt a single gas guzzling generator belching nasty chemfuel fumes into the air, all power generation is either wind, solar, or geothermal. Most of my pawns are "civilian" pawns who have high growing, art, or crafting skill. Each civvie gets a shield belt while the military pawns are outfitted with EOD suits or Plate armor depending on availability. Robust healthcare system gets every pawn fixed up as soon as possible, I've had pawns that lost spines back up on their feet within the month, even former enemies. Former enemy pawns who have high social or medicinal skill are nearly guaranteed citizenship. WE DO NOT: harvest organs from still living pawns, attack innocents in any fashion, execute any pawns, practice slavery, or negotiate with terrorists (no foreign bounties will be honored in any way, we do not pay protection money) WE DO: provide free food and housing for all guests, provide protection for all pawns, jail foreign pawns for harming citizens (to the point where they lose limbs, a few cuts and scrapes are no big deal), buy slaves in order to free them, and provide a respectable burial plot for all fallen pawns complete with some sort of artwork for a headstone.
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# ¿ Aug 26, 2023 22:33 |
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You're playing dwarf fortress at that point, complete with FPS drops. I usually keep about 15-20 pawns.
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# ¿ Aug 28, 2023 09:03 |
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Kanos posted:Yeah that's my sweet spot. 15-20 pawns is enough that you have a huge colony to work with but it's a small enough number that you can still remember each pawn's quirks without having to start giving them serial numbers and the game doesn't crawl to 2 fps. fr, I dont know how they do it but a raid in the rain will decimate my FPS and these people got RTS level amounts of units, PLEASE teach me your ways!
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# ¿ Aug 28, 2023 20:19 |
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There's nothing I love more than cavalry glamour shots
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# ¿ Aug 31, 2023 06:00 |
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a tribal vehicle mod dropped JUST NOW and im feasting Alpha Vehicles - Neolithic, trying it out right now https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048
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# ¿ Aug 31, 2023 20:32 |
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jokes posted:A slave-drawn carriage for my pig man to ride into battle the chariots look like a great way to use the dozens of horses you end up breeding as a horde drat the horses come with the vehicle smh The Velvet Witch fucked around with this message at 21:40 on Aug 31, 2023 |
# ¿ Aug 31, 2023 21:29 |
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This post honestly sells it for me, I've been thinking about adding those mods for the longest time lmao
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# ¿ Sep 5, 2023 20:35 |
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Nintendo, Microsoft, and Epic will all take turns punching them in the gut until they relent. John Unity is basically mandating that he get a tip for each download and no company with power is going to let that fly.
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# ¿ Sep 13, 2023 11:35 |
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You don't deal with other people's bullshit for free, ever
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# ¿ Sep 20, 2023 01:18 |
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moot the hopple posted:What's everyone's base looking like? 21 people over 6.5 years, we're in the process of rebuilding our armored division after a particularly nasty siege took a couple from us lmao. Now that we even have armor support in the first place I've been taking them on more and more kill missions around the globe, bounty hunting is hot right now and momma needs to feed her gold addiction 💅
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# ¿ Nov 6, 2023 11:47 |
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moot the hopple posted:Nice. I also love the idea of a more open, village type colony made out of discrete, individual buildings. I've been slowly breaking myself of the habit of making a mountain warren base where the only part above ground is a heavily fortified entrance/kill zone. My current base is still clinging to those old traditions since it abuts a mountain and the bedrooms and dining hall are located beneath overhead mountain roof but I'm trying to move away from that. A scrunched up together base does make it easy to just throw up some roofing and simple zoning to deal with toxic fallout or to easily funnel enemies during drop pod raids, but these days I want to go more for aesthetics. I'm just crap about making my base look like a place people would actually live in instead of a compound delineated according to gameplay. I love building bases with the idea that we're going to fight IN this thing like, that entire street is covered in lamps and little nooks pawns can hide in to shoot from. I think someone here said they build their bases like CSGO maps and thank you for that because I've internalized it.
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# ¿ Nov 7, 2023 21:38 |
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Inexplicable Humblebrag posted:trait gain on events is absolutely insanely dumb. whoops, got flu, now i'm gay One time I accepted one singular male pawn into my all woman camp and they caught plague and became a misogynist lol
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# ¿ Nov 21, 2023 01:39 |
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Slavery is JUST the rear end in a top hat option, just like in real life there is no reason to engage in slavery
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# ¿ Dec 9, 2023 02:34 |
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# ¿ May 12, 2024 04:28 |
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Kanos posted:Anyone experiment with vehicles? I'm, uh, not terribly impressed. They're extremely resource expensive to get built and guzzle chemfuel like mad in exchange for being incredibly awkward to move around and being terribly vulnerable to enemies in any real numbers. Compared to the previous land-based transportation mod, Giddy Up, they seem inferior in most regards - if a horse gets shot out from under me, it's extremely painless to replace, and a dozen horses can handle heavy duty caravan duty substantially better than almost all of the available vehicles while also not chugging chemfuel like water. I've been playing with vehicles for a while now, I'm not sure if the damage they take can be tweaked but I know that fuel capacity and drain is configurable. I've taken the VE tanks on multiple excursions and yeah, even the beefed up tanks get poked full of holes with small arms fire and even sword swipes (although the sword was plasma sword). I watched one get it's engine blown out with an anti-material rifle, which is supposed to happen right, but groups of 3-5 enemies with less powerful arms have also swiss cheesed these things and even killed the pawns inside. When you have insane amounts of steel and components from multiple cutthroat deals made with blood money they become slightly less of a pain to replace but, yeah, that is more resource and labor intensive than letting the horsies do their thing. Armored fighting vehicles do have their uses tho, even garbage armor is better than no armor so your pawns are more protected in a firefight in a Roadkill than on horseback, you also have more firepower in a Highwayman (probably), and a single Tango is transporting more pawns more safely than a gang of horsies. You can also use them as cover, I think they function like walls where every shot fired hits the armor and not the pawn sitting behind it, unless they're peeking of course. I think the true strength of VE's armored vehicles is their firepower, a couple pawns can do a lot riding around in a Highwayman or a Tango laying down covering fire and even something small like a Roadkill is like giving a pawn a rocket launcher. With all that being said I think there is space on the battlefield for both light cav and armored vehicles. The air vehicles are entirely useless tho. The Velvet Witch fucked around with this message at 11:53 on Dec 18, 2023 |
# ¿ Dec 18, 2023 11:47 |