Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Phoebe Basebuilder is slooooooow though. Like, you'll be lucky to have one, maybe two hostile attacks in a year. Honestly, I've started to prefer Randy Random, especially if I'm on a mountainous map where I can turtle myself in.

Adbot
ADBOT LOVES YOU

Pornographic Memory
Dec 17, 2008

Chonchon posted:

Yeah, this system is honestly kind of loving up the game for me. At the moment, the AI is like a beach bully. If you build a shiny, glittering palace of luxury, prevailing against massive pirate raids, starvation and natural disasters to do so, then the AI becomes rabid and frothing mad and MUST break your poo poo and murder you, even if it means forcing you to restart your computer and making your save totally unplayable.

You know that in this version you can just bring up the options menu and change your storyteller mid-game, right? Now you can change between Phoebe, Cassandra, and Randy, and also change their difficulty levels. It's not even a debug mode thing either.

Apoplexy
Mar 9, 2003

by Shine
Before setting out to it myself, I figured I'd ask if anyone has put together an Alpha 6 modpack yet, or gotten the startings of one put together yet? I'm going to go through the Ludeon forums and get the updated mods that fit together well and throw a pack up, but a good head-start on it would be nice.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Before grabbing a modpack, you might want to just look through the forums first for individual mods. I know for me, I like the concept of the modpack, but really when it comes down to it only wanted the Project Armory extra guns. I don't need 30234 kinds of carpets and 234 types of new flowers.

Drone_Fragger
May 9, 2007


What's the best way to make cash money? Selling guns seems to work well but obviously you're relying on raisers carrying guns you'd want to sell like pistols or lee enfields. I tried to buy low se high but no one seems to buy anything that anyone else is selling, unless I got some bullshit unlucky trader spawns or something.

Pyrion Flax
Nov 30, 2002

Goon Success Story. Buy my bestselling book "How to make Old and Bald Work for YOU" available now at my house.
Oh you have psychic emanation troubles? Hmm, yeah...hmm...sad...that must be....really hard for you because..

THERE WAS A COSMIC BLAST AND THREE OF MY FOUR COLONISTS JUST DROPPED DEAD FROM EXPLODED LIVERS. gently caress YOUR MENTAL PROBLEMS.

Sylink
Apr 17, 2004

This game needs more factorio level automation.

Rivensteel
Mar 30, 2010

Drone_Fragger posted:

What's the best way to make cash money? Selling guns seems to work well but obviously you're relying on raisers carrying guns you'd want to sell like pistols or lee enfields. I tried to buy low se high but no one seems to buy anything that anyone else is selling, unless I got some bullshit unlucky trader spawns or something.

The only way I've found is selling masses of wood and potatoes to ships, and to a lesser extent metal if I have extra.

OwlFancier
Aug 22, 2013

Leif. posted:

Before grabbing a modpack, you might want to just look through the forums first for individual mods. I know for me, I like the concept of the modpack, but really when it comes down to it only wanted the Project Armory extra guns. I don't need 30234 kinds of carpets and 234 types of new flowers.

You can quite easily strip out anything you don't want by leafing through the thing definitions and deleting any items you don't want. Just make sure not to delete the base classes and you should be fine.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Sylink posted:

This game needs more factorio level automation.

There was a mod that added conveyor belts. Automation being optional would be cool though, I'd hate if it was like Factorio and only allows for automation.

OwlFancier
Aug 22, 2013

If you're having trouble with attackers, I edited in a couple of turrets to help.

They require colonists to man them but there's a dug in MG with good range and power, and an AT rocket launcher with good damage and range but low ROF and explosive radius. They help a lot against massed infantry and centipedes respectively but shouldn't make the game trivial.

Pyrion Flax
Nov 30, 2002

Goon Success Story. Buy my bestselling book "How to make Old and Bald Work for YOU" available now at my house.
Can anyone tell me if improving faction relations actually does anything? I can gift silver to other factions nearby, but do they ever offer to trade? Or is there a chance they might join when they come to visit?

Pornographic Memory
Dec 17, 2008
If you get relations high enough, you can hop on the comms and call them over to help you in a fight. That's about it.

Fans
Jun 27, 2013

A reptile dysfunction
Make sure they're at war with the people you want them to fight too else all they'll do is turn up and then hang about watching as your colony burns to the ground.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
I just rolled an empath with the psycopath trait 'this person has no empathy'
ooooooookay

Agean90
Jun 28, 2008


Nuclear War posted:

I just rolled an empath with the psycopath trait 'this person has no empathy'
ooooooookay

He knows how you feel, he just doesn't give a poo poo.

jBrereton
May 30, 2013
Grimey Drawer
Just had a colony that was going well (kinda) but was suspiciously quiet, next thing I get some horrible spaceship that causes my pacifist crop scientist to go insane and beat his braindamaged tribal subordinate to death.

Then got the posse to go take care of the spaceship and the rest is history. History that ended in staccato minigun fire.



For anyone sitting on the fence, this is already a very fun game. Different and much better than anything like Gnomoria which left me a little cold, because your involvement with it is that much more direct, through the combat and equipment systems (the interface is also pretty solid, which is a huge, huge improvement over most games of this type).

Felime
Jul 10, 2009

Fans posted:

Make sure they're at war with the people you want them to fight too else all they'll do is turn up and then hang about watching as your colony burns to the ground.

I had two groups show up at once. Turns out the tribespeople who like me, and the survivors that like me do not like each other. I couldn't even treat the wounded without getting their faction going to war with me. :smith:

bobtheconqueror
May 10, 2005
So, it looks like researching the ship AI causes the crashed mechanoid ship event, and the ship doesn't spawn any enemies til you actually attack it. I had a tremendous idea of surrounding the drat thing in a wall of turrets, which worked pretty well, but just before I finally finished building the murder dome, a bunch of tribals attacked at an inopportune moment and killed all but two of my colonists in a horrible gauntlet. Lost a few dudes cause they got burned to death before rescuers could get to them. All that being said, the eight or so turrets managed to take down the two centipedes that spawned, and a convenient slave ship passing by let me restock on people and build a space ship and book it.

Edit: I've had random buddies show up to help out during sieges without me calling for help, which is pretty nice when it happens.

OwlFancier
Aug 22, 2013

bobtheconqueror posted:

So, it looks like researching the ship AI causes the crashed mechanoid ship event, and the ship doesn't spawn any enemies til you actually attack it. I had a tremendous idea of surrounding the drat thing in a wall of turrets, which worked pretty well, but just before I finally finished building the murder dome, a bunch of tribals attacked at an inopportune moment and killed all but two of my colonists in a horrible gauntlet. Lost a few dudes cause they got burned to death before rescuers could get to them. All that being said, the eight or so turrets managed to take down the two centipedes that spawned, and a convenient slave ship passing by let me restock on people and build a space ship and book it.

You can get those without researching anything.

That event is why I modded in the AT rocket emplacement, I build one of them and siege the thing until the mechanoids come at me. Saves time and is more interesting than my previous strategy of having a sniper rifle and telling one guy to pick everything off from extreme range.

Chonchon
Dec 16, 2013

It's day 232 in my current colony, and at this point I feel like I'm running some kind of awful hospital where the patients are indistinguishable from the doctors. All 50 of my people have some kind of horrifying disfigurement or disability. Severed limbs, gouged out eyes, crushed noses and malfunctioning organs. Pick any two and you've got a sizeable demographic of my colony population.

There's also a brain damaged prisoner who has been in a coma since day 50, and a trio of legless amputees sitting in the infirmary and hating life.

0lives
Nov 1, 2012

Chonchon posted:

It's day 232 in my current colony, and at this point I feel like I'm running some kind of awful hospital where the patients are indistinguishable from the doctors. All 50 of my people have some kind of horrifying disfigurement or disability. Severed limbs, gouged out eyes, crushed noses and malfunctioning organs. Pick any two and you've got a sizeable demographic of my colony population.

There's also a brain damaged prisoner who has been in a coma since day 50, and a trio of legless amputees sitting in the infirmary and hating life.

I've been moving my legless patients to a room I call "the shed" and then just wall them in and wait for them to die. Just undesignate all unassigned medical beds, put a bunch in some room you don't care about, and turn off medical for the beds the people you want moved. Then, just build a wall outside their door and no more wasting time or food feeding them!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Does the slave trader take legless prisoners? Because you could arrest your permanently disabled colonists and instead of waiting for them to die, get some money out of the deal to spend on new slaves! The only caveat is having to wait for the trader to come around, but if you're not trying to recruit someone I guess you could make a communal prison for "deep" storage purposes.

^ Arresting people (draft a dude and right-click on the person after you undesignate their medical bed) allows you to set giving no food or medical care and just let them die in your prison cell instead. No need for walling in but no less cruel.

Fans
Jun 27, 2013

A reptile dysfunction
They do indeed take legless prisoners.

They get revenge by occasionally selling you a legless slave.

Chonchon
Dec 16, 2013

0lives posted:

I've been moving my legless patients to a room I call "the shed" and then just wall them in and wait for them to die. Just undesignate all unassigned medical beds, put a bunch in some room you don't care about, and turn off medical for the beds the people you want moved. Then, just build a wall outside their door and no more wasting time or food feeding them!

See, one of the amputees is an original founder of the colony who laid the foundation with her bare hands, and the other two were disabled while dragging fellow colonists out of the firing line. It doesn't feel right not to take care of them.

This game does a really good job of getting me attached to imaginary pixel mans.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
The second-to-last survivor of my colony was one of the original three who only survived because she was a pacifist. The other two were dragged off by tribals in separate incidents; my guns guy because I couldn't slap his kidnapper in time and the grower was deep behind enemy lines (innocently wandering in to pick up detritus before I noticed) after they broke.

The last was a random convert from the rowdies who I intentionally broke once he was the last. The third AI had dropped after there were four people left: him, original settler who I had to force out of bed rest to keep the other two alive, a permanently disabled dude and one recovering from the previous tribal invasion. I moved the disabled into a prison bed to wait out death. The original settler and dude who recovered finally broke from seeing too many dead bodies that I couldn't clean up. The last was a psychopath but still felt bad emotions from prisoner execution (I think), so I had him kill everyone and had him run the mortar for too long. No psychotic rampage for him, just dazed, confused and eventually wandered off the map.

Tibbeh
Apr 5, 2010
3 dozen angry squirrels broke through reinforced metal doors and killed half my colonists. It was horrifying and it makes me love this game even more

Drone_Fragger
May 9, 2007


I have a grizzled, one armed space marine called grim who spends his time oneshotting both bandits and squirrels with his last remaining arm. With a sniper rifle. From 45 tiles away. Because he has like 14 shooting skill.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!
Does anyone know if I can set research from a different mod as a researchPrerequisite? Also if I make a change to an unresearched techs researchPrerequisite, do I need to start a new colony to get the change to take effect?

Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


I've been reading this thread off and on ever since I saw Scott Manley's quick look at the game, and all of your wonderful stories, in addition to being delightfully entertaining to read, have finally convinced me to give in and buy the game myself. Thanks, goons!

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Katsuma posted:

I've been reading this thread off and on ever since I saw Scott Manley's quick look at the game, and all of your wonderful stories, in addition to being delightfully entertaining to read, have finally convinced me to give in and buy the game myself. Thanks, goons!

It's a fantastic game, though I haven't played much of Alpha 6 yet as I've lately been on a nostalgia trip binging on Emperor of the Fading Suns. I hope you enjoy it! It quickly became one of my favorite games, and it's not even done yet.

Alaan
May 24, 2005

Can you actually Mortar a moving target? I had some raiders land and immediately attack and my mortarmen just hurf durfed around until they were right on top of me.

Also I nearly just had a base starve to death because when I arrested three raiders the only room I had to use as a prison was my kitchen...and you can't haul stuff out of prisoner rooms.

illectro
Mar 29, 2010

:jeb: ROCKET SCIENCE :jeb:

Hullo, I'm Scoot Moonbucks.
Please stop being surprised by this.

Katsuma posted:

I've been reading this thread off and on ever since I saw Scott Manley's quick look at the game, and all of your wonderful stories, in addition to being delightfully entertaining to read, have finally convinced me to give in and buy the game myself. Thanks, goons!

Funnily enough, i've been really busy with other games for a long time, but all the stories here have convinced me to go back and cover it a bit more.

Pornographic Memory
Dec 17, 2008

Alaan posted:

Can you actually Mortar a moving target? I had some raiders land and immediately attack and my mortarmen just hurf durfed around until they were right on top of me.

Also I nearly just had a base starve to death because when I arrested three raiders the only room I had to use as a prison was my kitchen...and you can't haul stuff out of prisoner rooms.

Really the main use for mortars is to shoot back at people besieging you with mortars of their own. They are inaccurate as gently caress even against stationary targets and don't have the volume of fire to make up for it unless you have at least a half dozen of them operating at once. Other than that the only thing they can really be used for is to let your pacifists contribute to a fight kind of because characters who otherwise cannot perform violent actions can still be assigned to operate mortars (at least as of version 5 - I have not had a chance to check for version 6). They probably will not hit anything, and if the enemy closes to pistol range you are frankly just as likely to hit your own people as the enemy, but hey its something right??

Sylink
Apr 17, 2004

What is the best mod/way to adjust starting colonist count and population cap?

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

illectro posted:

Funnily enough, i've been really busy with other games for a long time, but all the stories here have convinced me to go back and cover it a bit more.

Yesssss, more manly Manley LP's!

klf11
Aug 17, 2014
welp, finally tried out randy random, extreme challenge, made it 4 months without any raiders, then 14 raiders land, they launch attack, i get all my guys ready... my 3 guys manage to kill 3 of them and incapacitate 2, 2 of my guys die, the hostiles then retreat! colony survival with just 1 guy, not looking so good :(

Chonchon
Dec 16, 2013

I just had the alien ship crash right in front of my base, immediately followed by a massive invasion of tribespeople. I sent one of the kitchen staff to toss a few grenades at the ship while pulling everyone back to the panic room.

This was late game Randy on 100% with a VERY wealthy colony, so the resulting battle was 300 tribespeople vs 50 mechanoids.

The crematoriums were constantly in use for a week afterwards.

Chonchon fucked around with this message at 00:34 on Aug 20, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Pornographic Memory posted:

Really the main use for mortars is to shoot back at people besieging you with mortars of their own. They are inaccurate as gently caress even against stationary targets and don't have the volume of fire to make up for it unless you have at least a half dozen of them operating at once. Other than that the only thing they can really be used for is to let your pacifists contribute to a fight kind of because characters who otherwise cannot perform violent actions can still be assigned to operate mortars (at least as of version 5 - I have not had a chance to check for version 6). They probably will not hit anything, and if the enemy closes to pistol range you are frankly just as likely to hit your own people as the enemy, but hey its something right??

Mortars are good for killing sieges, but also killing the "They are preparing" stage dudes. They're crucial when you start getting 30+ stacks of dudes coming at you, because a single lucky mortar shot can take out half the force.

Adbot
ADBOT LOVES YOU

Drone_Fragger
May 9, 2007


Drone_Fragger posted:

I have a grizzled, one armed space marine called grim who spends his time oneshotting both bandits and squirrels with his last remaining arm. With a sniper rifle. From 45 tiles away. Because he has like 14 shooting skill.

Laffo, after sniping some dudes in a firefight, he got his other arm shot off. he then continued sniping and being my chef for like another 60 days (apparantly having no arms is not a problem for cooking and sniping or something) before finally getting his leg shot off. Then I had to starve him to death in the hospital. Rip in peace Grim.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply