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canepazzo
May 29, 2006



So, how does everyone build their base? Digging into the rock, or building separate buildings? Are there different advantages?

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canepazzo
May 29, 2006



ninjewtsu posted:

This is a wonderful question that I would like to see answered as well

Also are there any tricks to defense besides make a line of sandbags and shove a ton of sentry guns everywhere? I seem to run into the issue of being able to handle raiders just fine for a bit, then I can't rebuild my sentries fast enough to take care of the next batch of raiders.

What makes sense to me is a long corrider with walls on either side and 2-3 turrets at the end, no cover, just a long slog through Omaha Beach.

canepazzo
May 29, 2006



The more I play this, DF, Spacebase, Gnomoria, the more I wish there was a Wild West version - imagine playing "Dwarf Fortress: Deadwood"

canepazzo
May 29, 2006



Seems this thread died a month ago - I'll resurrect it with Alpha 3 being released:

Ludeon posted:


Changelog

The big new thing is the faction system. Now we have generated factions like pirate bands, outlander towns, and tribes. They even generate names for themselves! This leads to hilarity with three-way battles, buying off factions to get their allegiance so they’ll send fighters to help you, and getting raided by a dude’s friends after you capture him and beat him up. The video shows this in detail.

Alistair Lindsay’s music is in this build! Al is obviously still refining and expanding the music, but I think this is a great start. Listen to the dulcet tones of the mixed sci-fi/Western theme he’s been cooking up for the past 3 months.

There’s now a planning tool, so you can put down inert designations that don’t do anything. This helps you plan your colony visually, on the map. (I recommend you don’t put thousands of them, though; they’re not rendered in a super-efficient way right now.)

The map generates in a more varied way now, using a data-driven algorithm which you can mod (from the MapGeneratorDefs folder).

Tons more stuff is moddable now. And you can write proper code mods that link DLLs into the game, easily, and in a way that’s compatible with other code mods.

There is a proper hunting system which allows you to mark animals for hunting and let your colonists handle the details. Beware sending unarmed colonists to hunt boomrats by kicking them to death. The rats go boom.

The game has partial support for localization now. This was a last-minute addition, so it’s not all locked in yet and not everything can be translated. But lots of stuff can be. Now the Russian hackers can stop hacking the DLL to make the game display in Cyrillic. A rough German fan translation from TheEisbaer is included with Alpha 3.
The bill interface has been redesigned and smartened. You can now set colonists to maintain a certain stockpile of a certain kind of item. No more repeatedly ordering them to cook 4 meals every day. Just set it to “make until you have 10 meals” and it’ll run forever.

Finally, and very important, is the many small AI improvements. The AI in Alpha 2 was a little bit derpy. This was a consequence of the game increasing in complexity but the AI not becoming smarter fast enough to handle the new situations it was trying to deal with. Now, you won’t see colonists eat raw potatoes out of the stockpile when there is a dispenser ready. They will put food in the dispenser, then use it. And colonists who make something at a table will actually put it in storage now. And there are many other improvements.

canepazzo
May 29, 2006



Roadie posted:

I love the soundtrack, even as limited as it is so far. Best real time base management strategy game background music of the year.

It's very Fireflyesque, blending western and sci-fi. Owns, I agree.

canepazzo
May 29, 2006



Alpha 6 just hit: https://www.youtube.com/watch?v=5omZG5ZIOyQ

Ludeon posted:

A quick recap of improvements in Alpha 6:
World generation added. You can now generate a world from a seed value and choose where to land your escape pods.
Biomes added. There are six biomes on the world map, but only three of them are implemented so far – desert, arid shrubland (the only choice, previously), and temperate forest.
Obviously, biomes have distinct animal and plant life which present unique challenges and opportunities.
Coastlines added. If you land on a seashore, your map will have a coastline in it (though it doesn’t do much, it’s fun to play on the beach.)
Medical system added. Instead of simply having hit points, characters, animals, and mechanoids have a body health tracker that records every wound and every body part and how they interact. Wounds will affect specific abilities, so someone with eyes burned out can’t shoot or do surgery well, and someone with leg wounds will move slow. Wounds can also become permanent if left untreated, or kill someone due to bleeding.
Pain level is tracked. A character in too much pain will become incapacitated.
Doctors and medicine now have a purpose! Your doctor will attempt to heal wounded colonists and prisoner (if the prisoner is marked to receive care). If there is medicine available, he will use it to increase the chance of giving quality care. Wounds treated with quality care are much less likely to become permanent.
Delicate body parts like brains or eyes usually end up with permanent damage when harmed.
Characters now have personality traits which affect gameplay! Enjoy playing with colonists who are lazy or hardworking, neurotic, psychically sensitive or deaf, bloodlusty, or nudist.
EMP weapons added. Useful for fighting mechanoids, and for enemies attacking your turrets.
Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.
More translations added and existing translations updated.
Lots of other small improvements and dozens of bug fixes, as well as new bugs to discover!

canepazzo
May 29, 2006



OwlFancier posted:

Well that was a nice surprise to come home to.


It's great, you can kidnap someone, execute them, rip out their organs and sell them for cash, skin them and turn them into a coat, and then eat the rest.

Frankly, all you're really missing is the ability to make freaky statues out of the bones to line your entryway with after you did all the other stuff.

This game always got inspiration from Firefly, they finally added Reavers gameplay.

canepazzo
May 29, 2006



"Do until X" bills only count stuff in stockpiles, or anything unowned? Or does it count owned/carried/worn stuff too?

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canepazzo
May 29, 2006



Got a distress call and investigated a flesh overrun village with a couple of monsters, found a shard and killed all the monsters and flesh nodes, but the quest is still active - what else am I supposed to do?

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