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BraveLittleToaster
May 5, 2019
Congrats on the victory, that's a lovely looking archocentipede. This update was worth the wait.

I'd like to sign up my name for the next colony as well.

Edit: Update on bottom of last page.

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senrath
Nov 4, 2009

Look Professor, a destruct switch!


A good victory. I'll throw my hat in the ring again for the next colony.

NGDBSS
Dec 30, 2009






I am still around for more nonsense like this, are you kidding me?

VideoWitch
Oct 9, 2012

Hell yeah throw me on the pile for the next colony

biosterous
Feb 23, 2013




Leal posted:

Most deadly mech: Bios with 105 kills

hell yes

e: i'll happily join another colony too!

Breadmaster
Jun 14, 2010
Hooray, my pawn survived to see hundreds of monstrous things turned into gene goo!

habituallyred
Feb 6, 2015
Nod would be proud.

SugarAddict
Oct 11, 2012
Congratulations! you survived! Add me to the list of names for next game please!

Leal
Oct 2, 2009
Polluting Collective Epilogue



So there is quite a few things I never fully explored or even touched on, or just plain didn't happen despite my best attempts. Meet Bux, he'll be helping me show this stuff off. First off lets talk about the whole gimmick of the colony, pollution:



When the nearby tiles are polluted, it can create an acid smog event. I tried but man it takes a LOT of tox packs to generate enough pollution. Maybe if I wasn't also throwing them at hostile settlements, I may have been able to get the nearby tiles polluted enough. Near the end I would hold our toxpacks until having about 110, that would be enough to fit in a helicopter and the pilot, then I'd dump them one tile over. Even throwing over a hundred it'd only increase pollution by like 5%. When acid smog happens it will give a negative mood bonus to pawns that don't have tox immunity. I thought it would also damage pawns, but apparently not. Of course the smog also negatively effects plants (50% growth reduction) and items will deteriorate 3 times faster.

Something else I wanted to do, but again was stymied by how slow pollution built up, is polluting enemy bases and then attacking. The map would be full of pollution, giving our colonists pollution stimulus while building up toxins in the enemy. Another thing I wanted to try was throwing wastepacks during an attack and then setting them off, causing insect cocoons to sprout up, hatch and attack the enemy. But the one time I tried it didn't work out, then I stopped doing attacks thanks to gas usage.



Next up, genetics expanded stuff. Mechanized hybrids were an option, and this antenna is what would keep them in control. They can control up to 5 mechs, more than that and they will eventually go berserk. Also they will spawn mech hybrids in roaming monstrosity raids. Oh yeah, roaming monstrosities! Did you know there was supposed to be a raid type that would have a bunch of manhunting hybrids? Yeah, never happened.

To the left of the antenna is a biomechanical lab beacon. Remember that d20 looking chip I found in the ancient danger? Its used to make one of these. It'll decode a radio signal after some time and then it'll locate a lab. Oh and it blows up when it finishes decoding.



And what is in these labs? A mechahybridizer, which is how you make the mech hybrids. Yeah you can't make them at base, you have to drag a hybrid over. Specifically you'll need to bring a paragon hybrid over and throw it in. Then there are mechafuses spread around the area, those 1 square sized objects to Bux's left and right (and one partially cropped out on the top of the screenshot) are them. When a mechahybrid is made one of those fuses will blow up. And if you don't have one nearby it'll cause a mech raid to happen.

These would've been great in this colony, but since most of my away team was running vaults, I couldn't spare the time and I eventually forgot about them all together.



Here is a mechawolf and a mechalope. The wolf can fire a cryo attack and the 'lope can breath fire. There is a mecha version of each genome type, all who have some kind of ranged attack.



Next up are some beacons that alpha mechs add. I showed off one that increases workspeed, but there are also, from left to right:

Mech disruptor, which reduces movement speed and lowers accuracy of hostile mechs. Would've been useful, but its range is not too big, it would've been nice in the kill box but not really anywhere else.

Targeting booster reduces weapon cooldown for friendly mechs.

Protection booster will buff defenses of friendly mechs.

Efficiency booster will reduce the power usage of mechs, but only in the radius. So eeeh, maybe for crafting bots it'd be useful.

Since fights were more along the outer walls of the base, everyone would be all spread out and I'd have to build a bunch all over. And there was always the risk of them being blown up.



Here are a few weapons from Rimatomics. On the upper left is a sentinel, which is a shield that requires a whopping 15k power. Bottom left is an Active Denial System, which is like a directional heating system which will make people flee. And apparently works through walls? On the right is a tesla coil, which seems to work like the obelisks. Doesn't need a manned console to fire, can burn things.



A few more rimatomic buildings. On the top left was the generator the colony used, but there were 2 other sizes, meaning more power. On the bottom left is a storage pool, where you can store spent nuclear rods without leaking radiation. I guess this would be something you'd use when your plutonium processors were full. And on the right is a cooling tower, if you don't have water available for water cooling.



So the ancients expanded genetics stuff. I stopped bothering because of how long it would take to go through the process, and then its RNG on if it outright kills your pawn and then RNG if it even gives anything worthwhile. Also the forced negative power meant that you had to further spend time removing it which also can outright kill your pawn, with an absurdly high chance to do so. But I'll list a few powers that looked cool:

Martial Artist would have a pawn always land their hits in melee and never be hit in turn

Marksmanship makes ranged attacks 100% accurate

There is a Plasteel Claws and a Plasteel Skeleton set of powers, so you can make wolverine. If the RNG cooperates.

God drat Laser Eyes

Assassin will have the pawn always target the brain or heart in melee

Would've been nice to have a few of these, but even with save scumming the rolls weren't favorable. And as the game went on and the load times became longer I couldn't be bothered to do even that.

Now then... I'm sure some of you wanted to see it in action so lets load up the proper colony one last time.



Green circle on the bottom left is the archocentipede. Raiders all the way on the edge of the map.



It can fire from that distance, and the shot is so quick I had to rapidly pause and unpause just to get it on screen.



:stare: Dear god. How are you even alive?



Also its orbital heat ray has infinite range and is on an 8 hour cooldown. And it lasts a good amount of time, enough to kill every raider in this group. So yeah, raids are no longer a problem. You won.



All shall fear the archocentipede!

SugarAddict
Oct 11, 2012
There are "other" genetic benefits you haven't shown here, there's the hacking one that instantly does hacking and gives +300% research speed,
there's the "fungal cells" that give regeneration of all scars and missing body parts and brings the person back to death even if their head is missing after a few days,
there's one that makes a person no longer needs food,
Super Sight that doubles weapon range,
Perfect memory that removes skill drain (I mod out skill drain anyways),
there's another that gives a person bullet proof skin (piercing damage is changed to blunt damage and reduced, and I think you've already shown this in the past),
There's one that gives entertainment when the person is alone in a room,
Then there's test subject. 100% chance of success on all genetic operations.

Downsides: so many downsides that require more genetic engineering to fix:
Paralysis (can't use legs, funny when ancients spawn with this),
Blindness (can't see, also funny),
Psychic sensitivity (+100%, sometimes good),
Boredom (doubles rate of entertainment drain),
Stupidity (learning rate of 0%, I know it's not called that but it's what I call it)
Berserker (any insult results in a fight),

There's probably 10 more good genes and 10 more bad debuffs that hasn't been gone over yet.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
I approve of all of those monstrosities :gonk:

Add me in to the next one please

Leal
Oct 2, 2009
Marauding Way 1



https://www.youtube.com/watch?v=r5aeisPAzM4

Yo ho ho, time for a new colony!



Casper Cursed will be our first mate through this adventure. Going for the second highest difficulty, for I may be familiar with these waters but I'm no Jack Sparrow.



Casper's gimmick is that you will have curses going on in your game. The more curses you put on the more your desired population max will increase, as well as days between big threats. I pick options that will actually effect me, but also aren't incredibly punishing. I've gone with:

Mind: Moodlets are doubled, while positives are also doubled, really gotta make sure I keep an eye on negative ones

Pestilence: Halved immunity gain. Diseases can be especially threatening

Steel: Damage is doubled. You could say its a double edged sword.

Stabbed: Melee attack cooldowns are halved. You could say its a double edged sword.

Fire: When fires get big there is actually an in game contingency to force rain to happen to stop it. This removes that.

Bandana: Infinite ammo Reduces all weapon cooldown by 90%. You could say its a double edged sword.

Beaten: Cannot tend wounds without medicine. Better get healroot growing fast.

At this we'll get 20 days between big threats and the desired population max is 18.



Now this time when I generate the world I do something a little bit different: I remove the vast majority of the factions in game. Including mechs. That little warning message makes me laugh so god drat hard. Threat variety. Yeah, like how in the last colony we had so much variety. Mech clusters. Mech sieges. Mech sappers. All kinds of different hostiles. But I want to specifically point out the viking colony, you know the one that depended on human raids for food? And I was having food issues cause the game just decided that humans should stop attacking? Yeah so this colony will also need human hostiles and I don't want to deal with that again, so mechs are off. Also gently caress centipedes

Now as to the mercenaries and junkers, those are from the pirates expanded mod.



Meet our planet, Ancha Major. This is with the seed "rock" and one pip to the left on rainfall and one to the right for temperature.



And we'll be embarking on this here island, in a forsaken crags biome. Being on an island like this is nice because when the game generates quests they wont be across the ocean. At least, it SHOULDN'T. As I don't have SRTS on this colony, being able to walk to a destination in time shorter than a week will be nice.



Next up, our ideology. We are known as the Maurading Way. Is the skull and bones a little too on the nose? Well let me tell ya, this is gonna be a quadruple A colony! Lets go over the memes, starting from the left:

Supremacist unlocks both the shooting and melee specialist, but really I wanted it because it lets me pick the "Corpses: Don't care" precept.

Bloodfeeding makes bloodfeeders a revered people in the colony. It also lets them feed off other colonists without the colonists getting upset. And as a bonus it lets me take the "Cannibalism: Acceptable" precept

Psychic Vampirism will dramatically lower the psyfocus gained from meditating in exchange for increasing psychic sensitivity and giving all colonists the "Death Knell" ability, which will let them refill their psyfocus after killing someone, once per day. People without psylinks will get a healing bonus for doing this.

Pirate is like raider, where you need to do a raid every 25 days. But we also get access to the Captain role, the "Camaraderie" precept and the "Singing Shanties" ritual



Our precepts, mostly defaults. I'll explain the more important ones:

Raiding needs a raid to happen every 25 days. Generally various sites will appear more often, and taking those out will satisfy this need

Fire: Despised will give penalties for not only seeing fire but for there being fire on the map. I'm really hoping that the fire amount is how many torches or campfires we got, and not that when a thunderstorm happens everyone immediately hits -8 mood

Psyfocus gain: Dampened will reduce the gain by 100% per day. So yeah, keep some prisoners around.

Camaraderie will give everyone a +6 mood bonus after talking to another colonists. They also get a -10 mood for losing a comrade, and they will get +5 relations with all other colonists per each colonist that has previously died.

Abilities Death Knell gives an ability where a colonist can finish a downed pawn and get their psyfocus recharged. Cooldown of 1 day.

Psychic sensitivity increased gives +25% more psychic sensitivity

Bloodfeeders: Revered makes the colony happy when a bloodfeeder is leader, get sad when one dies and gives +20 relations with all bloodfeeders. Also they wont mind being fed on.

Fishing Adept, because what pirate doesn't know how to fish?

Besides that, everything is pretty much defaults. I change executions to "don't care" so I don't have to worry about killing prisoners during the time they're considered guilty. Cannibalism is simply acceptable because in the viking colony, when it was mandatory it lead to stupid poo poo like being mad when they drank alcohol because it wasn't a cannibal meal.



For roles we have the typical leader and moral guide, then the shooting and melee specialist. But for having the pirate meme we also get access to the captain role, which not only is the one that leads the shanty singing, but they're also a second shooting specialist. Their ability is slightly different, but its still "shoot better".

Then for rituals we have 2 dancing parties, one will cause a small raid and the other will restore psyfocus, if they're good or better. The symbol burning will call in rain if its successful, kind of my ace in the hole in case fires get out of hand. Then there is the gladiator duel which will restore psyfocus. Finally there is singing shanties. Everyone strengthens their camaraderie for participating.

For buildings I'm making sure to bring a worship building along, last time I couldn't do a bunch of rituals because I didn't make one and you can't do it on a ritual spot.



Then we got our relics: A chalice full of blood, a pirate version of marine armor and a bottle of something good in it, I'm sure. Finally for venerated animals we have the humble Night Ave. A chocobo, in the NIGHT.



Now onto the colonists. VideoWitch wasn't in the last colony so they get to go first on the list. From wreckage explorer to pirate captain, clearly seeing all the wreckage inspired her to go out and create a bunch of other wreckages. For the traits they are a Harbinger, a debuff class from the expanded classes for rim magic mod. Nimble gives melee dodge, which is good considering their melee skills. While creepy breathing would be effective against our enemies, its more of a deterrent to fellow colonists (its fine though, as a bloodfeeder the opinion penalty is balanced out)



Next up I put the names from the previous colony into a spinning wheel and let it decide, so meet Bios! Fast learner learns skills faster, very neurotic gives an increase to work speed at the expense of being more likely to have a mental break. Then there is Reaper, which is like the guy from Overwatch of the same name, where they can fly "directly into the enemy positions unbidden", and it even gives a reduction to aiming time. But it also gives a sizeable melee hit and dodge chance. It also has spells that warp the minds of their enemies, so adding to the pile of debuffs.

Now what kind of xenotype are these two anyways?



Catgirl vampires! This is an edit of sanguophages, most of the core is here. They cannot die if their brain survives, no age, no scars, no illnesses. The only downside is that they need to deathrest, which is basically sleeping for several days straight. If they don't do this they get penalties. They also need hemogen, or blood, again they wont die from lack of it but they do get severe penalties. I'm sure most of the genes are self explanatory, and a decent amount are purely cosmetic, but some notable genes:

Kill thirst will give a kill satiety need, which can only be solved by meleeing someone to death. Shooting wont work.

Pyrophobia will make them break if they personally witness a fire. So keep them away from imps.

Drunken might will give melee attack increase and damage taken reduction depending on how sloshed they are

Lung rot strength will have them get buffs if they stand in clouds of rotstink. Rotstink I didn't really talk about I don't think, but when corpses are left to rot they will generate this red miasma around themselves that pawns absolutely hate breathing in, and its also not healthy. Oh and this gene will also negate the mood penalty for inhaling the stuff.

Innate psylink means that they can use psy power stuff without needing to get the first level from the empire. Still gotta get more neuroformers to level it up, but hey, baby steps. Maybe not? I'll explain later.

Mystic warrior will give buffs to the pawn depending on their psychic sensitivity. ANd I'm sure you've noticed I've been stacking that (and even have super psy-sensitive as a gene)

Then there is the very intense UV sensitivity. Work speed is halved in direct sunlight. Movement speed is reduced by a third. And finally they get a whopping -24 mood while in sunlight. So yeah, need to keep them inside.

Finally we have the gene implanter gene. This will let them inject other pawns with this xenotype. So yes, we have catgirls who can turn other pawns into catgirls. But there is a restriction: After using it the sanguophage will need to have their genes regrow for 2 years. If you try it again before then it kills the sanguophage and as a kick in the nuts, they lose all their genes upon dying that way. I guess this is so you can't cheese it by using a resurrection item on them.

:siren: I would have to go back and add the "blood feeder" gene, because they explicitly need that gene to be considered blood feeders, not just have hemogen needs.

Now what about the other 2 colonists?



Well aint this guy a tall glass of water? Senrath here will speak his mind while being able to take it as well as he dishes it out with being iron willed. Also he is psychically deaf, its in blue because its a gene thing. He cannot use psy powers, but wont be effected by them. Also he wont be effected by psy drones. He has some passion in art and can cook, so that'll be helpful.



And then we have Slaan here. He can take a hit better than most, and he'll need it as he takes longer to shoot his gun. Yeah, you can use a hand with a giant crab claw. Its used for more than attracting mates! He has some skill in constructing and planting, probably not the best 2 skills to have on the same pawn but its fine. Now what kind of xenotypes are these?



Well just look at the time.... So these guys are a modification of a fungaloid species mod. The big thing is that they have a gene called "Gene Infector" which will infect pawns they hit in melee. If the infection isn't cured the infected will turn into the xenotype of the infectee. So basically these guys are like zombies. Why didn't I do this with the vampires? Because that'd be too OP. And to address the elephant in the room: There is a necromancer class in rim magic. I might still grab it at some point. But I decided to go with making a zombie xenotype instead of having a necromancer raise the dead because there are several restrictions with the undead. So we're doing this.

Note that they also have lung rot strength, but they also have rotblood.. blood. If you make them bleed, they'll only become more powerful!

Mind coalescence has every other pawn of that xenotype share mood, so keep one happy and they're all happy. BUT! If a single one of them has a mental break, they ALL have that same mental break :ohdear:

Large frame is what is making them bigger. It has several bonuses attached to it, like better carry capacity, health and food intake.

Fungal armor is part of the fungaloid mod that revolves around buffing the fungaloid the longer they've been infected. There is one for speed and strength, didn't go with the former because I want these guys to be on the slower side, and the latter because it apparently just gives them 20 melee.

Rowdy makes them more likely to start social fights, and they get a mood bonus after it. Hopefully they don't punch anyone I don't want being a crab.

Scaly body will have them move especially faster in water tiles.

Major Cell Instability reduces their life span, reduces their immunity gain and also increases their "cancer rate factor" by five times.

Finally I want to touch up on the "raid presence" genes. These effect how much the pawn contributes to colony wealth in regards to raid calculations. I have the vampires with a higher presence, but the crabs will have a lower presence. I expect to have way more crabs than vampires, and I'll have the crabs out and about and I think that should keep any attacks they face much smaller. Reduced has them only contribute 50% to raid calculations. The highest tier one has something silly like 4 times the calculations. The best one is the one that flat out nullifies the pawn's contribution to wealth.

Then more importantly, the big gimmick of them, besides infection: The incorporate gene will let them steal genes from corpses. This is how I can power up these guys without messing around with xenogerm implants. I can even specialize these guys by having them steal certain types of genes. This is also why I didn't go too crazy with their genes, I want them to be kind of middle of the road. And no, I don't know why the icon for that gene is handsome Squidward.

Oh yea, and the crab claw thing. It is completely cosmetic.



Everything comes crashing down in an especially explosive manner.



The vampire's glowy eyes have this cool trail effect going on. Though weirdly their eyes don't glow when standing still.



Not much drops with you in this start, but you do have several different chunks from the ship fall with you. Starting from the top, we had a closer look at it in the previous screenshot with VideoWitch and Bios, is a medical crate. Deconstruct it and you get some medkits. To the right of that, near Senrath is a nutrient paste crate. Right up against the right side of the image, near the middle is a ship chunk with a battery in it. You can't move it nor recharge it, but it does come with 20k power saved up. On the bottom left near Slaan is a volatile engine that will explode in 6 hours. Then to the right is a gauntlet turret, and below that is a reactor which generates 1.7k power with no need to refuel it. And thats going to be nice, since it is *very* hot here (85F at 6 in the morning!), so we'll need to get some AC going. Also the nutrient paste meals only last like half a day if not refrigerated.



While no building materials dropped, we do start with some equipment. A charge rifle, 2 autopistols, some gold and... what are those things with numbers under them?



Ahm-moe? What is this?

Alright, jokes aside I have the Combat Extended mod. This is a mod that makes a lot of changes to combat, not only will guns need ammo but armor penetration is also reworked, you can aim for body parts and the mod also removes the forced missed chance that causes elite marksman to miss a squirrel standing 5 feet from them. Why have I not bothered with this mod in past colonies?

Because it is a complete and utter compatibility nightmare with other mods. All guns need a compatibility patch so they use ammo. All armor needs a compatibility patch for the penetration system. New races? New genes? New animals? Walls? Doors? Patch patch patch patch patch. The phrase "CE??" haunts the comments section of every mod because it is so finicky with anything that changes anything. It can be as little as changing the SOUND of a door opening and it'll need a patch otherwise everything breaks. It seems recently though the people behind CE built in patches and even have a helpful compatibility page which I checked through and I'm pretty sure my list will play nice. But if the colony suddenly implodes, this is why.



Using the steel from the ship parts I quickly put up a stonecutter's table to get some bricks going. All over the map is cragstone rocks, which is a pretty eh material. But its something, especially with how few trees there are to provide wood.



There is also a good amount of steel over here. VideoWitch is our best miner with a whopping 5 skill in it.



Slaan SHOULD be building things but he is too busy walking the cat we dropped in with :mad:



And Senrath is looking at the sunset. But what a minute, what sunset? I guess I should talk about the gimmick of this biome: There is a forsaken fog going on here that keeps the place dark. On the upside this means our vampires wont have to worry about being exposed to the sun. The downside is that this means we cannot grow crops. Well, kinda.



I'm sure you've noticed all the glowing plants all over the place. Those only provide light up to 50%, we need 100% lighting to be able to grow crops. Thats where these giant gammas come in, they provide 100% in the radius around them. On the upside this means no power needed for sunlamps, on the downside though this means we're restricted to where these grow. But thankfully we got a few near where I'm setting up base, and I have the Vegetable Garden Tools mod, which will let me till the land so I'll be able to get good fertility anywhere.



First raid shows up and he's pretty well protected. We may not have much in the way of arms and armor, but we do have one thing...



First Bios gets close, then we use their vampiric ability to jump.



Kali...



Ma!



Not only does this ability instantly kill most targets, but it leaves blood all over the area. Then we can use this ability to suck up all that blood to refill our hemogen stocks.



Have Slaan going around chopping down these giant stikehrs. On the upside, they don't take long to cut down. Downside, not a lot of wood comes out of them.



Time to name the colony and the group. I go with the ideology for the group name and The Black Spot for the colony. Both for the reference in pirate media and because all the walls and sand and everything is black here.



So everything being made of cragstone and it being constantly dark makes it hard to tell, but I got a mod that adds an ocean theme to a bunch of stuff, like the walls, tables and beds. Its nice for adding a style to things that aren't picked up by the Corsair style.



About 6 days and we finally have some shelter from the heat, and proper storage for food. Speaking of, got Slaan going on growing some rice.



For local fauna we have these guys laying around.



Interesting, they dig for truffles when hungry. Hrm...



Found 'em. Mine now.



And look at this, VideoWitch has a taming inspiration.



I popped the ancient danger. Since I disabled the mech faction they don't even appear in ancient dangers. And look at this little thing in here.



Well hot drat! A 15% bonus to movement, and a decent weapon in itself. This goes to VideoWitch.



I learned a pretty painful lesson here: If you have grow zones in any of the tiles next to a gamma plant, your dumbass farmer will cut it :mad:



Coming back to the ancient danger, the vampires are jonsing for some blood. I shoot at one of the pods to eject all the occupants.



And then we use VideoWitch's harbinger abilities. Whats neat is that they don't need line of sight to hit enemies with their abilities. Also for some weirdass reason she didn't come with any of her harbinger abilities, I had to wait till she passively gained 2 levels to unlock this. She has some paladin abilities though for some reason.



Anyways, berserking was for nothing as a megascarab just ran up and loving chomped off the leg of the person I targeted.



Any downed, but not dead, pawns are thrown into the cryptosleep caskets for future use. I have the vampires finish off one pawn each to fill up their kill satiety. Then I swap out Slaan's pistol for a shotgun that was dropped. There was a techprint on the ground for a circadian influence implants and in a hermatic crate was a poison synthesis techprint.



A transport pod crash happened with a hostile. Bios takes this opportunity to use their bloodfeed ability to top up on some hemogen. Our vampires go through 10 hemogen per day, without using any vampire abilities. Sucking blood will get 20 hemogen, and the vampires came with a handful of hemogen packs which also provide 20 hemogen. We can extract more packs from living pawns, doing so gives them a hefty blood loss penalty. You'll either need to wait for the blood to regenerate or just drain them completely. Now I could have Bios finish this guy off with another bloodfeeding session, but I'm instead going to do the psychic death knell ability to top off her psyfocus.



So lets go take a look about the psycast stuff. I'm running the psycast expanded mod, which adds a bunch of stuff. Instead of just getting your link up by getting neuroformers, you level them up by gaining experience. You earn experience by meditating. We can use points to upgrade stats, or...





There are a lot of different paths you can unlock, each with their own abilities.



If you got alpha animals there is a tab for more psycast paths. Now which path should I go with Bios...



Necropath, because not only is it thematically appropriate but also it has a few neat abilities like being able to inflict mass paralysis, which will be nice in downing some people without killing them.



And for VideoWitch, we go hemosage. Which uses hemogen in a lot of its attacks. This ability will be pretty nice in forcing enemies to vomit so we can close the distance easier.



Colonists are complaining about not having certain roles fullfilled, time to fix that. First VideoWitch becomes the captain, and Bios becomes the moral guide.



Well hello there, looks like we're gonna have some psycaster on psycaster violence. And I'd like to point out Dweeb there: He's a wretch.



Well he didn't really try it out, as his heart mysteriously vanished. It may seem like that ability is overpowered, but it only works on one pawn every hour. Its not gonna work out quite as well when the raids get bigger.



Oh my, some caravan animals walked in. Elephants, with all their delicious meat, and BEER! The chemical deficiency is taking its toll.



And in the blink of an eye Slaan and Senrath proceed to obliterate all the elephants. Even without ripping hearts, battles are quick and absurdly lethal.



So much meat it can't even fit the fridge!



Another raid came on through and some of them were packing chain shotguns, so I go ahead and upgrade Slaan's weapon. Also now that VideoWitch is the leader I can swap styles of stuff, like changing the shotgun to the corsair style.



With those beers from the elephants they should last us until the hops I got growing are harvested and then turned into more beer. I'm gonna have to put up another AC unit to keep the fermentation barrels regulated. I also got rice and strawberries growing, mostly because there was a blight that happened and wiped out all the rice. At least having 2 separate food crops will make sure there is at least one food crop still going.



I start making some individual rooms so people will stop complaining about sharing a barracks. After building these though I realized the whole AC issue, so I'm thinking maybe I should make one big complex instead to keep all the cool air in.



And I had a nearby hill carved out to hold storage. There is a lot of stuff dropping thanks to ammo needs. Waiting for a caravan to come through or to get a caravan animal so I can head out and sell all this junk.

VideoWitch
Oct 9, 2012

I've always wanted to be a pirate captain! hopefully I get an eyepatch too :swoon:

King Doom
Dec 1, 2004
I am on the Internet.
The only thing you should do with these guys is go chronopath. It's absurdly broken if you have a sangophage. I have a sangophage waster in a permanent coma in my prison, every few days my psycasters use timeskip, make themselves like five years older, get a ton of xp and then when they wake up for a tiny little coma they go make the sangophage like 30 years older while they get like four to six years younger. It's a wonderful cycle of time manipulation and I don't think it's even a warcrime!

biosterous
Feb 23, 2013




hell yeah, vampirates and zombie crabs, cylostra direfin would approve

Leal
Oct 2, 2009

King Doom posted:

The only thing you should do with these guys is go chronopath. It's absurdly broken if you have a sangophage. I have a sangophage waster in a permanent coma in my prison, every few days my psycasters use timeskip, make themselves like five years older, get a ton of xp and then when they wake up for a tiny little coma they go make the sangophage like 30 years older while they get like four to six years younger. It's a wonderful cycle of time manipulation and I don't think it's even a warcrime!

This might be something I'll have to do, because the way you earn psycast exp is by meditation, and its supposed to work out to 1% psyfocus gain equals 1 xp. But our ideology reduces meditation psyfocus gain by 100%. While one vampire has a bunch of xp, another still has 0 and I'm not sure if something is broken.


Also here is a gif I made from a scrapped playthrough (Hint: Do NOT hold off on building AC. Not only do pawns get heatstroke, but they also get hot, sweltering heat and sweaty, and seeing how the skulls double moods, yeah that exploded). Having both the all weapon cooldown AND melee weapon cooldown just gets silly



This isn't sped up

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
:zombie::glomp::cabot:

senrath
Nov 4, 2009

Look Professor, a destruct switch!


I shall be the best socially incapable zombie pirate crab thing I can be!

Leal
Oct 2, 2009
Marauding Way 2

https://www.youtube.com/watch?v=BuYf0taXoNw



I decide on a layout for the colony, at least for now. On the beach I'm setting up the right side to be where storage and crafting is at. On the left it'll hold the kitchen and rec room, along with the showers and bathrooms. Then in the hill I'll carve out some bedrooms. I have a final layout in mind, but that's gonna require a bunch of materials and labor so for now this is going to be slowly worked on. Hopefully things pick up in pace before the raids do, I kinda have an idea in building some walls along the edge of the beach to force raiders to go into the shallow water and loop around to the left side.



Secondly, I learned that the mercenary faction that the pirates mod added does not do anything diplomatically. They do not spawn visitors, they do not send trade caravans, you cannot visit them and trade at their settlements. Thankfully the vanilla framework mod has this ability to add in factions that aren't in the game. So I go and add back in the civil outlander faction so we can actually engage in trade. Then I had to reload the save until one of them finally appeared on the island.



God it feels so nice to be able to caravan to a place and not have it take 3 days. One way. But before I get too eager, there are 2 problems:

1: Really need some pack animals. Unfortunately we cannot put a pack on our dark, pig-like truffle hunter. And the wildlife has basically vanished, annoyingly enough.

2: Heatstroke. Offscreen I went after a logging camp site and had to abandon the majority of the logs midway because Bios was having heatstroke which lowered the carry weight of the caravan. While waiting for the base to be built, I'm gonna go ahead and make some dusters for the vampires, we do have over 200 elephant leather.....



Stylish.



This humvee is in the way so Senrath goes in destroying it. And with the melee and weapon cooldown he obliterates it in like 10 seconds.



Now that there exists a faction who can trade, we get our first caravan. Those nightmules are so cool, I must have several. This is a combat supplier so at least I was able to offload a bunch of the guns and ammo I don't see myself using (like napalm)



This poor sap came crashing down so I had Bios death knell him. Whats actually really nice is that psyfocus gained from death kneel counts as 100 experience. So upon leveling up I had Bios learned this ability. So what skill did she get?



Oh holy poo poo. And this lasts for 15 days! I guess Bios can contribute to building things



There is also this little black ball that hangs around Bios now.



I see that the vampire's deathrest need is getting low, so I have VideoWitch start theirs. As we can see this is 4 DAYS, uninterrupted, for it to finish. You really don't want to have your vampire deathrest on a regular bed. You'll want a deathrest casket, but thats not gonna be for a while still.



When VideoWitch wakes up, I go ahead and accept this little quest here. Hey, remember how when I originally pitched this colony it would've been working up royalty in the Empire Expanded mod? Psych! After I started this thread there was a Deserters Expanded mod released. Time to kill some royals! Side note: We actually started hostile with the Empire because for some weird reason if you aren't explicitly a New Arrivals, which is dictated by your start, the Empire is hostile against you.



After accepting we get this notification which is about a new mechanic in this mod: Visibility determines how much the Empire knows about the colony and will dictate what they do to us the more visible we become. Certain quests will raise visibility and time reduces it.



So meet our new recruit. Er... jeeze, thats all you have to offer skill wise? Also he is a dirty heathen who isn't a part of our ideology. Hell, he is a baseliner!



I did have him defend himself and well, again, combat is so lethal and quick he did a bang up job. However, I don't really have the food or resources to keep another colonists in, and I don't want to waste time converting him so...

Also apparently Senrath had a shield bubble generator and I accidentally hit the hotkey to deploy it, and it even deploys if the game is paused.



Just gonna chuck Metphosze into the cryptosleep casket.



Oh hell, this is a problem. I thought I was loving up and accidentally destroying the gammas, but no I think they just spontaneously die. So now I have no crops coming in. I need to pivot my research to power generation and sunlamps.



Some nightmules came through and VideoWitch tamed one!



Doesn't offer much milk, but hey: We now have something that can both be mounted and can carry a bunch of weight. In fact, I send VideoWitch out with it to a nearby hunting site. I'd like to note that Bios is currently deathresting, hopefully no raiders come through...



After returning, I get the rooms set up. Thankfully this one AC unit can cool down every room so people will stop complaining about sleeping in the heat AND since I can smooth the floors, they aren't complaining about their bedrooms sucking.



Wow, a mental break that actually makes sense for the reason they broke in the first place.



Next up I send Bios and VideoWitch off to the Empire outpost our deserter friend provided us the location of.



I come around the side and have VideoWitch berserk one of the soldiers who proceeds to bash off the head of his fellow soldier.



He proceeds to savagely beat another soldier around the head, but doesn't cave their head in. Then he tries going after Bios who rips out his heart, and the fourth soldier ran like a god drat coward :argh: We get plenty of rewards: 2 neuroformers which will be 2 free psycaster levels AND one downed person to bloodfeed and then finish off for the kill satiety. I'm starting to think the skulls thing giving a timer between bad events is actually not that great, since that means less raids. But ideally now that we are deserters we should start getting quests to do more fights.



Other loot includes a good quality eyepatch, some earrings and AAAAAHHHHHHHHH FIRE



Oh, hrm. Thats not good. Both vampires are under half hemogen, so as soon as they arrive they'll enter the bloodfeeder state. And in fact they're so low (yes, even after draining that one guy), that they wont go over 50 in a single feeding, so they'll immediately feed on the same pawn again. Which will kill them.

In short: Bios and VideoWitch will show up and immediately drain Slaan and Senrath to death. Looks like I'll just be diverting their caravan then...



To this here farming outpost, who are growing a bunch of potatoes. Good, we need some veg! Also I'd like to note that this biome is a tar pit biome. Lots of trees and assorted wildlife here, but moving on the overmap is a pain in the rear end. The movement difficulty is 4, which is reserved for mountains usually. Anyways the quest said there was 2 pawns here but I only see one :mad:

The blood moon ends and I'll need to keep in mind what day this happened cause it happens once per year and pffftt ahahaha I don't pay attention to the day, just the season!



I set up a light ball and speaker and have a little dance party, cause we need enemies dammit!



We boogied on down and only one of you showed up? How insulting.



I send Bios on over with a plasteel knife that one of the Empire guys had and I want to point out this button right here. With Combat Extended you can tell your pawn where to attack, so in this case I'm saying to sweep the leg. Not only will this keep our own pawns from smashing the skulls of our enemies and instantly killing them, but if a pawn loses a leg they often drop. They lose an arm they can keep fighting. And remember, CE removes the chance to instantly die when falling. So in short: our vampires can down enemies then suck their blood and either finish them off for kill satiety or to death knell them.



Oh but that isn't all, going further down the necropath psycast tree is this ability, letting Bios consume human corpses to get a permanent bonus to their heat capacity. So if I don't need a corpse for anything else, may as well buff up Bios. You know, if they actually have any psyfocus to use. Yeah the meditation penalty? Pretty drat rough, considering the only way to get more psyfocus is to use death knell which only works once per day.



This came crashing in, not a mechoid drone ship but a fungoid ship! It constantly spews rot stink around it. Eh. We can leave it and pop it on some raid. If they ever happen.



While wandering around Bios comes across this machine in the wild. This would be how you get a mechanitor implant normally, you destroy this piece of debris and get a thing that calls in a mech ship that has a corpse and a few low tiered hostile mechs. Then you check the corpse and get the implant.



Finally, a proper raid. Quite a few wasters in this one, but joke's on them there is no pollution in this colony!



And then a combat supplier comes through. Well, lets have them supply some combat then, shall we?



I duck behind a nearby hill and good god Slaan with the shotgun proceeded to blast off the leg of this guy's mount but also shredded his neck and torso!



Senrath doesn't land his shots, but does send this guy ducking for cover. I used to have a mod that added suppression and what it'd do is slow down and reduce the aim of pawns being suppressed. In CE they actually go running for cover, note that this also includes your guys.



I tried to get Bios to sweep this guy's leg but again Slaan with the shotty shreds this guy's torso AND takes his god drat ear off! And then everyone runs, unfortunately taking a few downed pawns with them and denying the vampires their blood :argh: At least with the ones that remain I get them to above 50 hemogen.



A quest for our relic. I wonder if this would've even been possible if I didn't spawn in the civil outlanders. And wow, 4 colonists huh? Thats the entire colony! I mean I guess Metphosze is still in the crypto casket, until I feel comfortable having an extra colonist in.



Stylish shuttle. Oh and I had Bios make some stuff out of all the nightleather we got, namely cowboy hats. Which in the corsair style are tricorn hats. Also VideoWitch is wearing the eyepatch from the empire outpost.



Oh and while we're out of the forsaken fog areas, it is misery for the vampires.



And its about to suck more for the two of them :ohdear: But we have to stick around and hack these terminals!



In the hermatic crates is some hyperweave and another had a bunch of survival meals. Which is good, with the crabs being large and the vampires having -3 metabolic efficiency, food goes quick in this colony.



And there is also this. We need blood!

And then no one showed up by the time I finished hacking the terminals :saddowns:



Got the kitchen and rec room set up. I have the flooring in the kitchen be steel tile for the cleanliness bonus and the rec room's floor is cragstone laid down in a herringbone pattern. Apparently that is a real word as my auto correct isn't flagging it. Just need to get the bathrooms set up.



I got the butcher on this side just to minimize walking in and out of the fridge. With the high temps its wise to keep that door closed as much as possible. Things are still a mess on this side, I want the center of this area to be where the workshops are at and the top will be storage. Bottom has some research tables and in the bottom right corner is where I'm putting the plumping stuff at. The pipe to get water is in the storage room, its where the best concentration of water was at.



Also I'd like to note there is a more corsair friendly version of the research table. Man it'd be nice to grow some hops for beer if any of the gamma plants would regrow anywhere near the colony. Speaking of that and research, right now I'm beelining biofuel refining so I can start making chemfuel from all the crap in the colony and then get a biofuel generator going. Then I'll need to research sunlamps.



A nearby logging camp appears so I send Bios on over to it. This here is Bios using their reaper Dark Flight ability, which will let them fly over to a spot on the map. She then proceeds to stab this person in the legs to drop them, chops off another's leg then rips out the heart of the third one who attempted to grab their fallen comrade and run. This gives Bios some MUCH needed blood. I'm in a hard spot here: So little raids means so little blood coming in. But because there are so little raids, wildlife and I can't grow anything means I don't have the food needed to hold prisoners to be hemogen farms.

Right now the only way I'm keeping this colony going is heading out to camps, breaking people's knees and sucking their blood, then dragging the corpses home to chop up and cook.



This person dropped on in and look at their face! Anyways they have a shattered spine, so they cannot get up to do any mental breaks. Hmmm....



Welcome to the colony, friend-o!



Now that we have a prisoner, something we can do is set them to be a hemogen farm. Whenever they have blood available we can extract a pack out of them. Since The Calm here cannot stand up, we don't ever have to worry about them mentally breaking. This might be useful for something I want to try out much later...

Now a prisoner can generate a hemogen pack every day and a half, and each pack generates enough hemogen to last 2 days, assuming no powers are used. So if I can get a second prisoner than we'll be making a slight extra bit of hemogen for the vampires. Then I'll need additional prisoners to make up the hemogen used in abilities, and there are even other things I'll be needing hemogen for later. So in short, with as many prisoners that I'll need to keep things going I'll be keeping the colony to 4, maybe 5 vampires.

A nice bonus here is that extracting hemogen gives some medical experience.



Bios plays fetch with the dark vandal, throwing what appears to be a bunch of lint.



I have Senrath make a few statues. Can you see it? Yeah, neither can I. God we need a different colored material. Anyways, I don't know what the wisdom is in getting blasted but hey, I'm not the sculpture.



We now have a breeding pair of nightmules, but as a bonus this means more mount speed and more carry weight.



Attacking a bandit camp and we see some more wretches. So time to explain: There is a mod that lets you set the percentage of a xenotype in a faction. So for one of the hostile factions I set it to have 90% wretches (last time I did 100% the game wasn't spawning the faction). So ideally this is how I'll be getting genes for the crabs, by having these guys raid and then take the genes out of their corpses. Of course we'd actually need to get some raids grumble grumble...

Now there is one thing to worry about here: There is a guy with chemfuel nodules, which will make them explode when they die. And well I have the vampires here, no ranged attacks.



Bios shivs him in the knees then uses death knell to finish him off at a safe distance.



Haven't seen this quest before, a camp that'll constantly send in raids? Why hello lover! I grab the glitterworld medicine and jade. Neuroformer is nice but since we can get psylink levels in other ways its suddenly not quite as great of an option.



Inside the mountain I carve out a section that will hold a planting area, and start going through the slow process of digging up dirt to then place down in here. I'm not doing this outside because of the intense heat (Hitting around 115 most days), which will dramatically slow down if not outright kill crops. And we are incredibly desperate for food right now. Still waiting for those humanoid raiders!



In fact I had Bios go out with a bunch of hats and silver to grab some meat and veg.



Its about here I realized I neglected to mention this mod right here. It adds a bill system to grow zones. It does have a "until you have x", but doesn't have a pause until you hit below a certain threshold. But this does mean you can set it up to grow x amount of herbal medicine and not worry about micromanaging it. Assuming you grow an excess, it makes it easier to rotate through crops as well.

I could also say set my brewery to make x amount of wort, since only so much can be turned into beer at one time. Then when that amount of wort is made it stops, which means any hops that are grown wont be used. Then once I hit so much hops it the grow zone will then swap to a different crop, until my hops run low again.

Also there is a "grow until average nutrition", which I guess means you can set something to grow until your entire colony has x amount of nutrition. Maybe this can be useful in having your farmers swap to rice if your food stocks run too low. Sounds cool, but I feel like it'd be a major pain in the rear end to manage it.



I said I was gonna unleash this on a raid but that'd require RAIDS TO HAPPEN. So let's pop this now.



The vampires proceed to chop off the arm and leg off this fungaloid that came out. Only one, huh?



Here we can see the genes of a proper fungaloid. Its a good thing it was taken out quickly, because it could infect the vampires. I decide to not finish off the ship part, after all its constantly emitting rot stink. In fact, I'm now undecided on how I should proceed, base planning wise...



This is how the current base looks. My original plan going forward would be...



We got this little inlet of shallow water here, leading to the deep ocean. I just finished researching deep water bridges, not only allowing me to build bridges over the deep water but I can also build walls and stuff on top of them. In short: I would build the base over the deep water. This would force all raiders to come in through that inlet, completely shutting down sapper raids. Also they'll have to go across the shallow water, slowing them down, providing no cover and upsetting raiders for being wet. The downside is that bridges are still bridges and all it'd take is one explosion to destroy a sizeable chunk of the base and sink it. And instantly kill anyone who falls into the ocean. Also it will be insanely expensive, every 1 square of a deep bridge is 16 cragstone.



But now we got this ship part that is constantly emitting rot stink, and a pretty sizeable radius at that. Not only does this provide a bonus for our colonists, but it gives a negative moodlet to others, and if they stay long enough in it they'll get sick. I actually want to incorporate this in our defenses, but to normally get rot stink I'll need to intentionally leave bodies out to rot. 2 downside to this:

1: The bodies will eventually rot all the way through and stop producing the miasma. This means I'll have to swap out new bodies

2: Bodies I use for this purpose can't be used for anything else. And we certainly have a lot of uses for bodies: Food, stealing genes, breaking down for psycast buffs, I'll eventually need to burn a bunch for fertilizer... Using this ship part to inflict rot stink pretty much frees up bodies.

I could make a maze going through the stink, maximizing how long people will be in there.



And building into the ocean is still an option, though it'll basically be one large rectangle since its right up to the border of the map. Which is also another thing to worry about, raiders can spawn right next to the wall and rush the entrance. I could build out the maze toward the west to force them to move around, but any sappers will be able to carve right on in like it was nothing.



For a real long term plan I could always just start my base to the east, through the rot stink and then build all the way to the west. Put the sleeping area and rec room to the east so pawns will be ready to defend, while all the growing and workstations are in the west that will just never be in danger, minus drop podders of course.


Of course, after thinking about all this I discovered something, something that'll be next update's goal.

VideoWitch
Oct 9, 2012

I haven't tried out Deserters Expanded yet so it will be cool to see how it works.

Leal posted:

Also VideoWitch is wearing the eyepatch from the empire outpost

also yay :neckbeard:

biosterous
Feb 23, 2013




i eat all the bodies but it's for magic, not cannibalism, completely different (i am also ok with cannibalism)

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Who needs magic when I can just cast Shotgun

Breadmaster
Jun 14, 2010
I take it you won't be seeing any android pawns show up in any of the factions? I can't imagine they'd give usable blood anyway

Leal
Oct 2, 2009

Breadmaster posted:

I take it you won't be seeing any android pawns show up in any of the factions? I can't imagine they'd give usable blood anyway

Nah, I'm not running any android mods

Leal
Oct 2, 2009
Marauding Way 3

https://www.youtube.com/watch?v=PPyCavz8nMY



I spent.. a long time, setting up how the base would look over the water. But uh, well



Just to put down the bridges for the rec room and kitchen will cost 5.6 thousand bricks. And something like 2.3k steel. I estimate to just fill in what I have here, never mind a few other rooms I haven't laid down plans for, would be roughly 60 thousand bricks. I don't think I've hit 60k worth of bricks in all of my colonies combined. And thats just the bridge, I'd still need more bricks for the walls. So this plan is dead in the water :downsrim:



So I've come up with a new plan, I'll build walls to funnel raiders through here, where they'll have to go through the shallow water.



And here is the floor plan for the rest of the colony. I'll move the rec room over here so pawns will be at the ready to defend the entrance, I'll have bedrooms set up here for the crabs in the east as well. I'm sure soon enough colonists will want a temple so I space out for that, a proper prisoner room, an area to hold livestock and some sunlamps and bigger rooms for the vampires and their deathcaskets. I do want to move out of that hill ASAP cause its got mountain roofs, and you know what that means.


Bugs.



In a fit of desperation I go and throw down a second colony in a nearby tar pit biome to kill some wildlife for food, cause again there is none at the colony.



Of course... right after doing so a handful of nightmules show up at the colony.



I send Slaan on over to harvest a bunch of the wild plants here. Sugar fameworts and iashiphus fruits are the order of the day.



Well gently caress, one of our animals got the flu and I don't have any good doctors and can't exactly spare proper medicine here. Your final contribution to the colony will be your delicious meats that we are chronically low on.



loving really, again? And its the female, which provides milk and can produce more nightmules! Guess I'll burn my medication on this.



YOU'RE BUTCHERING THEM ALL WRONG :ramsay:



At least you all enjoyed yourselves.



Alright so its been almost 90 days thus far. Yeah, a year and a half. And I'm sure you can count all the raids on one hand. Yes, even with that camp that is supposed to send raiders. Time to swap out story tellers, this is the one provided by Deserters Expanded. His gimmick is that if you don't have visibility on your base you don't get positive events. Hopefully this means more raids and not just more diseases or manhunters. Also that skull that required medication for any injury, say all the bruises Slaan and Senrath just inflicted on one another, that was too much cause then anyone will the smallest injury would either need a medkit used up or just sit in bed until the damage was healed.

Not only that but with the cooldown and weapon damage skulls, it made melee a little too overpowered. And it would just be a matter of time before an enemy got one hit off and utterly cripple a colonist.



Finally :neckbeard:



I built some embrasures around the colony to provide some cover. These are CE's version of embrasures. Pawns will duck behind them, meaning they get a bunch of cover but it does mean their heads are exposed to being shot. Should probably make some helmets at some point...



Bios gets a bunch of movement abilities as a Reaper, this time using shadow walk, which not only teleports them to another pawn but with some points spent in it will also turn them invisible, making them untargetable.



VideoWitch uh... doesn't fare too well.



So VideoWitch doesn't die, but she does enter deathrest and will be out for 4 days. Also she lost a bunch of xp in intellect. Oh and loses all hemogen.



I upgrade Bios' from a knife to a proper cutlass (a stylized version of the gladius).



Hey remember Metphosze? I start having him take breaks from the cryptopod specifically to be slowly converted to the ideology. Then he goes back into the pod until Bios' convert ability is off cooldown.



Shame VideoWitch is deathresting and missing this rockin' party. How do you think that room looks for the colonists? Like yeah its dark for us, but everyone has nightvision. But all the furniture and walls and floor are black.



Speaking of missing parties, some Empire soldiers attack the empty base in the tar pits. Get owned idiots.



Oh hell. Well Bios is over half hemogen... and VideoWitch is about to wake up from the deathrest and is only at 40.



Good thing we have (very tiny) stock of hemogen packs around. A bonus to feeding off raiders is that it basically keeps an extra hemogen pack from being used up.



:lol:



Then a bunch of manhunting cobras come running through. Bios proceeds to solo them. Bios currently has 15 melee, and CE does change up melee combat to where yeah, skill matters a lot more. No 2 skill scrub bodying your 20 skill master.



Quite a few people at this farming outpost, so lets try out another one of VideoWitch's harbinger abilities. It ends up putting 3 of them in a confused and wandering state.



Looks like everyone is gonna be tripping balls for dinner :toot:



Ooooh THATS why they're called the black cutters! They cut trees!



And then some poachers showed up at the tar pits and one of them proceeds to blow his partner's loving head off with a magnum. God drat.



And then after that he proceeds to get his rear end kicked by a camel. Oh man, this is sad. I send Slaan on over to collect the bodies.



And then a raider from another faction showed up and is now kicking this guy's rear end. I'm not even doing anything, this is just happening.



And then a bunch of bees swarm the raider.



And upon arrival Slaan decides the colony needs a proper name. The TAAAARRRRR Pit.



So these drones hang around these hives. A lot like vanilla insect hives, where they produce insect every now and then. And it'll spawn additional drones every now and then. As long as you don't go near the hives though they aren't aggressive.



Slaan showed up on the side of the map next to this hive though so they attacked. Thankfully Slaan is a god drat monster with that shotgun.



Pork, agave and trippy mushrooms. Mmmmm...



And hell, the crops are starting to come in. Corn is about ready to be harvested and the rice just keeps on coming. I just might be able to get a fifth colonist!



Hey here we go, finally our first deserter quest! Man, a lot of these LPs I do are just "and finally after many years the quests that are central to the colony finally start popping up!". Remember how it took like over 5 years to finally get a sealed vault quest in the last colony?



I send VideoWitch and Senrath out to take care of it. I'm grateful for the nightmules, the trip went from nearly 2 days to a single day. One way, of course. Could be worse, it could've gone through the tar pits biome.



Our strike force has arrived. We have some arrows helpfully pointing to our destination.



We have a truck, a fuel tank, some storage crates and a giant turret. Oh god.



Gotta get on the mounts and get them out of view of the turrets.



Then there is another area with a truck, fuel tank and turret. Also we can extract intel out of the trucks and... the fuel tanks for some reason.



VideoWitch tears the heart out of one royal and then manages to down, but not kill, another who has a monosword! Seeing how powerful armor is, this is a great thing to nab.



There are the techprinters, but I can't go too gung ho about destroying them because there is a turret in the room. In this room I have Senrath in there are some batteries, but breaking them doesn't power down the turret. I'm having Senrath break down the wall to take shots at that turret as it has a minimum range that it cannot fire within.



And uh, well I wanted to see how well it'd work out for Senrath to dash across the way and avoid the bullet fire from the second turret. And he makes it! In this room are some batteries which take out the first turret.



And VideoWitch gets around to the second one and disables it. Now all we have is that last turret inside the techprint room itself. But everyone is tired so they take a sleep in the battery room.



I learned something. That the techprints don't block shots. But I had VideoWitch swipe a shield belt and am now running back and forth to intentionally run the turret out of ammo. Well, I try but after their shield belt bursts I change plans.



Senrath opens a few crates and finds some nice things. Below the truck is...



This will be useful if I capture any nobles.



This will be useful for taking out that drat turret!







..............................................................................







Gonna tell me a bomb that made that big of an explosion did no damage at all to a turret that was right next to it? gently caress off.

And after all that, they dropped the intel off at the tar pit colony instead of the home colony.



Vampires wanting to meet in secret? Sure, why not. I can use that advanced chip.



The vampires arrive and whoa, spoopy. They also place one of these.



There is no way to make these, and they provide a mood bonus to vampires.



... Feel free to leave, guys. I end up having to use dev mode to damage them, haul them out of the colony and then kill them off. Yaaay bugs.



A bunch of wretches came raiding through and hot dog! Any crab with this gene will ensure our vampires will never have to worry about being out in the sun!



... Except that upon death, they lose all their genes. So yet again my plans are for nothing.



Speaking of plans, now that we got some intel and I researched microelectronics, we have a new option in the communications console.







We can purchase stuff from the deserters, various empire and deserter specific stuff. If I had just 1 more intel I could've gotten Bios a monosword :(

Stuff we can buy includes all types of implants, the empire specific armor, plasmaswords and zeushammers, and a bunch of techprints are available. Then from the deserter side we can buy package meals and medicine or their unique items like an item that upgrades a pawn's psy level, though it can't create a link in the first place. Also we can buy those useless rear end bomb packs.





Then we have the services screen where we can use intel to get quests which will get us more intel. And its pretty sweet being able to know how many enemies will be there, and they often aren't a whole lot. Unlike say the various camps that start getting stupid and having over 20 people in them. Then on the bottom we can also turn in intel for other services, like lowering visibility, calling a one way shuttle, increasing goodwill with a random faction, making it take longer for the empire to respond to the colony, taunt the empire into attacking or turning in 1 critical intel in for 10 normal intel.





And finally we have plots, which I'm assuming is how you advance to the end goal of the deserter mod. We target a specific noble and we have 3 different methods:

Raids will have us attack their estate, which will be pretty well defended but results in the least amount of visibility. It also costs the least amount of intel

Shoot Down will have the deserters shoot down a transport shuttle with the noble. Pretty much the middle option

False invitation is to just invite the noble directly to the base. This needs critical intel and weirdly enough bringing a noble directly to your base gives the highest visibility increase.

So something I'll need to keep an eye on is keeping the intel coming. It expires, so I need to be sure to use it to get more intel. Of course we'll need more bodies to go out hitting Empire stuff while having enough people at home for defense.



And with microelectronics comes with the hi tech research bench, with its own neat nautical look. Also note the chair, which I made out of plainleather because even though I got over 1.5k night leather you can't see *poo poo* made out of it.



And I got a good amount of the base build up. Just a constant shortage of blocks. Slaan has to go far away from the base to grab a chunk of cragstone, break it down into bricks then walks over to build 4 walls then heads back out again.



VideoWitch gets the bigger room AND a proper deathrest casket. Now deathresting goes from 4 days to 3.7 days! We can attach things to the casket to make deathresting better, but thats gonna have to be for another day.



I get a scribe table set up so I can start making spells. I had Bios do a trade run to get a bunch of cloth, and with the digging going on we got a good amount of magicyte laying around. I make a dirt devil scroll, which will summon a tiny tornado for a few hours that'll go around cleaning dirt. And my god.



Do we need it.



Even Bios agrees!



Around where we first landed, north of the base has 2 geothermal vents. So I researched geothermal generators and wow doesn't this look cool? Anyways, once I get enough steel for the second one that'll be 7.2k free power, and then there is the fusion reactor from the ship generating another 1.7k power for free.



Which means I can go ahead and get rid of these chemfuel generators. Also more power for that air con unit there to cool down the base.



Think I'll just end the update with this.

SugarAddict
Oct 11, 2012
I think you need some darklamps so we the LP readers can see.

Mzbundifund
Nov 5, 2011

I'm afraid so.

Leal posted:

Marauding Way 3



Shame VideoWitch is deathresting and missing this rockin' party. How do you think that room looks for the colonists? Like yeah its dark for us, but everyone has nightvision. But all the furniture and walls and floor are black.

I don’t know if it’s an image compression thing or what but I read on mobile and like half the screenshots are practically pure black, I can’t see anything but the text even if I crank up my screen brightness.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Mzbundifund posted:

I don’t know if it’s an image compression thing or what but I read on mobile and like half the screenshots are practically pure black, I can’t see anything but the text even if I crank up my screen brightness.

the biome and stone palette are just badly designed so everything is an indistinct mess of 5 different shades of black, and unfortunately because it has unique gameplay gimmicks the uberdark biome attracts LPers and yotubbers like moths to a dark gray flame nobody can see.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Oh it’s the biome? I thought it might be some issue with my display/the Awful app.

Leal
Oct 2, 2009
There is a permanent fog going on which keeps the sun from lighting up the area, then all the stone in the area are black, the animals that come through all produce black leather and I've been holding off on building lights because all my power was being used to keep the base cool. Now that I can build geothermal power I can start putting down lights in the base and I hope that'll help with visibility.

Leal
Oct 2, 2009
Alright everyone so there is a problem here and I think I'll have to end this colony and try again. 3 big things:

Mood: It is utterly abysmal, there is the preternatural darkness going on, then there is the heat which not only gives a hot moodlet, but also a sweaty moodlet. Even if I get the base itself cooled down, any time someone steps outside they get mad. Then there is it always being dark, normally this wouldn't matter but apparently there is a "dark and wet" moodlet that is combined, which night vision isn't effecting. Finally there is ideology requirements popping off like not having the ritual room floored or not having a symbol created, which requires fabrication, which I need to research. Also there is the recent conquest requirement, which the deserter missions don't count as, and there is another issue with that which I'll talk about in a minute. All combined, everyone is having like -40 mood

Food: Dire. I bought up all the food in the only place I can trade at. Since there is no natural vegetation in the forsaken crags, there is hardly any animals. Hunting in the tar pits and bringing back food is a crap shoot because the vast majority of that area is covered in flooring that reduces walk speed to 30%. And growing my own food isn't working out because everyone consumes so much food that I can think I'm good for a bit and then 2 days later my food stocks are nearly empty again. And thats on top of pretty much using every watt of power in powering sun lamps which leaves me no power for other things.

Transportation: The big thing in this colony was doing raids on empire stuff. Its why I embarked on that island in the first place. Unfortunately everything east of the colony is tar pits and its difficulty in traversing. The game is doing its best in spawning places as far away as possible, resulting in absurd travel time to and from the place. Hell, I even used intel to purchase a one way shuttle to cut travel time in half.



It still took over 2 days to get back home. And thats WITH me bringing mounts in the shuttle too. Add these long travel times with how hard it is for me to get food, this is not sustainable. Also trying to do recent conquests for the ideology is tough because of how long it takes to travel to a site and then get back home.

Add all these together where I can't get more colonists (that one guy has been in the crypto casket for like 3 years), and starting with that one story teller that wasn't sending raids my way, I had 3 years of scaling put in but no raids that not only provide recruits but also meat. So I got hit with a siege with about 20 guys in it.

So if I were to retry this I'll need to ensure I embark in an area that isn't surrounded in difficult terrain (or just grab SRTS) as well as embark in a place that has wildlife and I can grow crops at (and has some natural lighting). Maybe start with 1 less colonist so food lasts longer. But I also thought up of another colony idea that I would do in another LP but eh, let's try this


:siren: Let's do a vote! :siren:

Either Try the deserter pirates again. I'll retweak the xenotypes (less food consumption) and ideology (remove psychic vampirism cause it pretty much made me unable to use psycasts) and embark somewhere with more light.

or

Empire crusaders. As I was looking for the pseudo zombie stuff I found a handful of interesting looking mods that add things like zombie hoardes and other fiendish creatures, but they were more on the invaders side of things instead of stuff you would make yourself. I also found a mod with plasma weapons so all enemies can be taken down in glorious purifying fire. And this colony will go down the empire expanded stuff, where the ending is holding a big parade and becoming the high stellarch

VideoWitch
Oct 9, 2012

I say try Pirates again

BraveLittleToaster
May 5, 2019
Give empire crusaders a shot.

senrath
Nov 4, 2009

Look Professor, a destruct switch!


I vote one more try of pirates.

SugarAddict
Oct 11, 2012
Pirates I guess, but why aren't you using a paste dispenser?

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Set sail once more with a retry. You probably stacked a bit too many negative modifiers on top of each other to make it enjoyable.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Crusade for a bit to shake off the bad bats first

Leal
Oct 2, 2009

SugarAddict posted:

Pirates I guess, but why aren't you using a paste dispenser?

No steel. Since there were no trees growing I had to use my steel to build most of my workbenches, there wasn't much diggable areas in the map to get more steel. The steel I could mine came in so slow because the digger would get mad about the heat, being sweaty and after digging it'd make the area ugly so they would get horrible environment moods and would constantly be on a major break risk.


Cooked Auto posted:

Set sail once more with a retry. You probably stacked a bit too many negative modifiers on top of each other to make it enjoyable.

Yeah, I guess the last colony was too easy and really went hard in the other direction. I'll never be a pro streamer :negative:

Mindopali
Jun 7, 2023
Just read it.

Make it a retry, a bit more manageable in terms of difficulty.

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biosterous
Feb 23, 2013




pirates again please

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