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Nut to Butt
Apr 13, 2009

by FactsAreUseless

http://ludeon.com/forums/index.php?topic=3635.0

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Hagop
May 14, 2012

First one out of the Ranger gets a prize!
Is their a way to see your kingdom worth in this game? As I can't get a feel for how this game balances at all. I'll be plodding a long just handling the 6 mem armed with rocks and arrows raids it throws at me. Then suddenly with very little change in my base I'll eat a raid of 18 space pirates armed to the teeth.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Hit Overview, then the History tab for a handy detailing the level of wealth you've obtained through items and buildings. And oh I would love to move back to the days where 18 space pirates was the average number for an attacking wave. Instead I've got human tides all filing into my death rooms and tearing everything up before fleeing.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

I can't get it to unzip properly -- could you be awesome and put it up somewhere as a .zip instead of a 7z? It plays nicer with OS X.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Sure.

http://www.filedropper.com/zombieapocalypse07

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
You are amazing even beyond your well-chosen avatar. A thousand praises upon you and your children, and your children's children, to the seventh son of the seventh son.

Sylink
Apr 17, 2004

Leif. posted:

The best part about this game is that if there's an obvious problem (e.g. no leg = useless) it gets fixed by a mod or an update to the base game really quickly.


Link?

http://ludeon.com/forums/index.php?topic=3635.0

It seems to work inside the other events so you get pirates getting eaten by zombies.

Drone_Fragger
May 9, 2007


Well, even with embrasueres I could not beat the squad of 15 hell centipedes. also I couldn't snipe them because reavers are deadly accurate and shot some guys while they were getting sniped. The main problem is the inferno cannon is broken as gently caress and basically makes it impossible to mount an effective defence. You can't even dodge effectively because the AOE is massive and if anyone gets hit by it even slightly they'll run around for a bit and become out of position. And then since everything is on fire you can't adaquately reposition your mans (Even though I make everything out of stone, including the floors). It wouldn't be so bad if the inferno shells didn't keep flying through my defences and exploding behind them. While this is cool it means it's basically impossible to deal with. Ugh.

Also, because everything was on fire, all my civilians ran out into the loving inferno to die. There really needs to be some kind of "don't go here unless drafted" tag because god damnit.

Like I understand you're meant to be using different tactics to beat the mechanoids, but they can literally just deathmarch into your base and because of the sheer number of the things it's impossible to kill them before they kill you, given how tanky they are.

Drone_Fragger fucked around with this message at 18:55 on Aug 22, 2014

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yeah, this is one of the reasons why I turned on blasting charges. If the only way the storyteller is willing to oust you out of your cave by throwing bigger and bigger waves of things at you, then giving yourself a "ranged" AoE weapon to balance the scales doesn't seem unfair. Frag grenades are wonderful but man is their range short.

OwlFancier
Aug 22, 2013

Drone_Fragger posted:

Well, even with embrasueres I could not beat the squad of 15 hell centipedes. also I couldn't snipe them because reavers are deadly accurate and shot some guys while they were getting sniped. The main problem is the inferno cannon is broken as gently caress and basically makes it impossible to mount an effective defence. You can't even dodge effectively because the AOE is massive and if anyone gets hit by it even slightly they'll run around for a bit and become out of position. And then since everything is on fire you can't adaquately reposition your mans (Even though I make everything out of stone, including the floors). It wouldn't be so bad if the inferno shells didn't keep flying through my defences and exploding behind them. While this is cool it means it's basically impossible to deal with. Ugh.

Also, because everything was on fire, all my civilians ran out into the loving inferno to die. There really needs to be some kind of "don't go here unless drafted" tag because god damnit.

Like I understand you're meant to be using different tactics to beat the mechanoids, but they can literally just deathmarch into your base and because of the sheer number of the things it's impossible to kill them before they kill you, given how tanky they are.

Infernos are best dealt with in an area with no clear lines of sight, and a bunch of grenades. Cover doesn't work on them, but not being in LOS does, so if you pop out long enough to throw a nade and then break LOS, they can't shoot you.

Bonus points for using multiple colonists and waiting for them to focus on one, then popping another out to hit them from behind.

Drone_Fragger
May 9, 2007


OwlFancier posted:

Infernos are best dealt with in an area with no clear lines of sight, and a bunch of grenades. Cover doesn't work on them, but not being in LOS does, so if you pop out long enough to throw a nade and then break LOS, they can't shoot you.

Bonus points for using multiple colonists and waiting for them to focus on one, then popping another out to hit them from behind.

I actually made an attempt at this but the problem was that if I'm out in the open where I can adaquately flank, the supporting reavers absolutely TEAR through dudes because of their accuracy. Also infernos don't give warning when they will fire like the minigun wielding ones do (they don't have an aiming rectacale). If you spend too long shooting at them they'll fire without warning and the fire will basically render that stratagy totally worthless. Also given the sheer number of them, while I'm trying to focus one down, it's buddies have innundated the entire field of battle in a firestorm of bullets and fire. Like, I can do the whole "flank them while they're aiming" thing against groups of 2 or 3, but with 15 of the loving things in a block the size of my mess hall it's just impossible.

I feel like an EMP rifle and an emp grenade launcher would even the scales somewhat, and making EMP nades do damage and minor confusion instead of just a resistible stun. Alternatively, armour piercing weapons.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Gabela of the Stream were pumping themselves up to attack me, 150+ strong, just straight up knocked over a couple visiting Son's Desert folk that were in the process of leaving to get the blood flowing. My shelling was remarkably inaccurate this time around so their numbers are barely thinned. The cry went out, they stormed towards the colonists with murder in their eyes...and then decided to kidnap those Son's Desert guys and just leave. :wtc:

OwlFancier
Aug 22, 2013

Drone_Fragger posted:

I actually made an attempt at this but the problem was that if I'm out in the open where I can adaquately flank, the supporting reavers absolutely TEAR through dudes because of their accuracy. Also infernos don't give warning when they will fire like the minigun wielding ones do (they don't have an aiming rectacale). If you spend too long shooting at them they'll fire without warning and the fire will basically render that stratagy totally worthless. Also given the sheer number of them, while I'm trying to focus one down, it's buddies have innundated the entire field of battle in a firestorm of bullets and fire. Like, I can do the whole "flank them while they're aiming" thing against groups of 2 or 3, but with 15 of the loving things in a block the size of my mess hall it's just impossible.

I feel like an EMP rifle and an emp grenade launcher would even the scales somewhat, and making EMP nades do damage and minor confusion instead of just a resistible stun. Alternatively, armour piercing weapons.


EMP rifle and GL I could probably do, gimmie an hour or so.

Edit:

http://www.gamefront.com/files/24430831/EMP+Weaponry.zip

Done. The weapons show up on raiders and I would imagine you will find them randomly on ships too, they are advanced weapons though, especially the EMP Rifle, so you might not see them very often. The GL fires a slightly reduced radius grenade over a longer distance, the rifle fires a very powerful EMP bolt at regular intervals over a medium/long range.

OwlFancier fucked around with this message at 22:35 on Aug 22, 2014

Pornographic Memory
Dec 17, 2008

Drone_Fragger posted:

I actually made an attempt at this but the problem was that if I'm out in the open where I can adaquately flank, the supporting reavers absolutely TEAR through dudes because of their accuracy. Also infernos don't give warning when they will fire like the minigun wielding ones do (they don't have an aiming rectacale). If you spend too long shooting at them they'll fire without warning and the fire will basically render that stratagy totally worthless. Also given the sheer number of them, while I'm trying to focus one down, it's buddies have innundated the entire field of battle in a firestorm of bullets and fire. Like, I can do the whole "flank them while they're aiming" thing against groups of 2 or 3, but with 15 of the loving things in a block the size of my mess hall it's just impossible.

I feel like an EMP rifle and an emp grenade launcher would even the scales somewhat, and making EMP nades do damage and minor confusion instead of just a resistible stun. Alternatively, armour piercing weapons.

Are you not using EMP mortars? They have a minimum range and a slow rate of fire, but they have a pretty huge blast radius, a very long stun time, and centipedes move slowly enough that being on the move doesn't make them much harder to hit. Regular mortars also aren't that bad against them.

Chonchon
Dec 16, 2013

Post the favourite parts of your dwarf fortress colony.

Dorms



The colony memorial. Each plant pot is a dead colonist. Next door is the prison block.



The main gates and automated defences.

Drone_Fragger
May 9, 2007


My favourite part is I've had two people go mad from treating people because colonists don't think that eating or sleeping is important when they need to doctor people up.

Drone_Fragger
May 9, 2007


Haha, dear god, a siege spawned, shortly followed by visitors. Resulting in about 50 guys walking into 40 guys and a massive firefight ensuing. I love randy Random, he's the best storyteller just for poo poo like this. Now to wait for it to end and turn my fort into auchwitz becuase of the 80 corpses lying around.

So much free armour and guns though!!

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
You should be able to set up some sort of corpse/tribal-wear economy. 'Visit Tim's tribal surplus store! Pila, bows and rags at craaaazy prices!!! Crashville right next to the mass grave, you can't miss it.'

bobtheconqueror
May 10, 2005

Drone_Fragger posted:

Haha, dear god, a siege spawned, shortly followed by visitors. Resulting in about 50 guys walking into 40 guys and a massive firefight ensuing. I love randy Random, he's the best storyteller just for poo poo like this. Now to wait for it to end and turn my fort into auchwitz becuase of the 80 corpses lying around.

So much free armour and guns though!!

Just don't try to rescue any of the incapped villagers from the visiting group, or you'll earn that villages ire. It's better to let them starve and die, apparently.

Drone_Fragger
May 9, 2007


Yeah, I found that out on my short first game.

They really need to fix the bug with large visitor groups though. Essentially they stick around for so long they'll start starving and get exhausted. At this point, someone in the group will break resulting in a huge firefight Dwarf fortress tantrum spiral style, where he dies, giving everyone a "ally died" and "saw a corpse" penalty, which then results in more people breaking, and so on. At this point you may be in trouble because if this poo poo breaks out in the middle of your base you're going to lose people in the crossfire. I actually savescummed this one on my game sadly because it broke out in the centre of my base and 3 people outright died in the crossfire and then this crowd of 50 retards turned hostile because one of my guys shot at one of the crazy guys.

My solution: When they arrived next time, built a wall around them and waited for them to starve to death. They are okay with this apparantly :toot:

Chonchon
Dec 16, 2013

bobtheconqueror posted:

Just don't try to rescue any of the incapped villagers from the visiting group, or you'll earn that villages ire. It's better to let them starve and die, apparently.

gently caress em

I'd rather get outlander invasions in all honesty. They drop guns and power armour, so I figure it's best to just make enemies out of everyone to reduce the risk of terrible furnace clogging tribespeople

Pornographic Memory
Dec 17, 2008
Hostility from neutral factions keeps resetting for me every time I save and reload, which kind of sucks because I'd appreciate a little variety in place of the alternating pirate sieges and mechanoid attacks (gently caress mechanoids).

Koobze
Nov 4, 2000
I really love this game, and with mods it's fantastic. Thanks for your mods OwlFancier, I am using the Power and Lights mod and it fits in nicely!

I have been taking it slow and played a bit with Phoebe Basebuilder and then moved up to the normal storyteller on Challenge mode. I also installed the zombie mod, as well as the cannons and turrets mod. Everything was going pretty good, my colony of 8 people was chugging along nicely, when I had mechanoids attack. I handled that alright, minor damage to turrets, and was busy repairing when zombies hit. Fair enough, still going well, and then I had a solar flare... and then before it ended, had another zombie attack. I shoved all of my colonists into a room deep in the mountains but the horde mobbed and destroyed all of my powerless turrets and then ate my colonists. The power had just come back on too at the end, so if I had a more deep panic-room (behind more doors, need to section my hallways) with a turret in there (maybe with some extra batteries) I may have been able to recover.

Ultimately though I think that without some way of shielding electronics against the solar flare, failure is inevitable. Especially with zombies around.

The weird thing is at first I guess everyone except you is neutral to Zombies, so I'd have people visit and a zombie runs up and it looks like the visitor is trying to chat with it while it chews his arm. I guess eventually they go hostile towards zombies but at first they just add to their numbers. I bet on the bigger maps you'd eventually have enough zombies wandering around the edges of the maps that you wouldn't really be able to get any visitors.

At one point, I had a 19-year-old "abandoned child" tribal girl visit my colony, somehow managing to avoid the few stray zombies. A ship part crashed just before she left, and I happened to shoot it just as she was leaving and walking past it. Some scythers appeared and slaughtered her quickly. Life is harsh.

Drone_Fragger
May 9, 2007


Ugh, 120 colonists couldn't beat 20 centipedes, even when the colonists had excellent lines of fire from all angles. Centipedes are just broken right now. I'm not really sure what the tactic is for dealing with more than 3 or 4 of the things because eventually it gets to the point where you can't reliably focus fire them down because they're in an enormous clump of miniguns and inferno cannons.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Explosions! Lots and lots and lots and lots of explosions.

Also firing from extreme range but continually kiting all 120 colonists sounds like an exercise in tedium.

Sylink
Apr 17, 2004

The traps mod is good idea but bad execution for anyone thinking of using it. Too many complex crafting trees to follow.

bobtheconqueror
May 10, 2005
I'd think with that many colonists you might be able to do a pretty awesome mortar bombardment to take care of huge groups like that. Sure, one mortar is fairly lovely, but I think 12 (only 10% of your dudes) is probably pretty good for constant, reliable, safe damage.

jBrereton
May 30, 2013
Grimey Drawer

Drone_Fragger posted:

Ugh, 120 colonists couldn't beat 20 centipedes, even when the colonists had excellent lines of fire from all angles. Centipedes are just broken right now. I'm not really sure what the tactic is for dealing with more than 3 or 4 of the things because eventually it gets to the point where you can't reliably focus fire them down because they're in an enormous clump of miniguns and inferno cannons.
How on earth did you acquire 120 colonists.

Sylink
Apr 17, 2004

You can enable god/dev mode and spawn them.

Pornographic Memory
Dec 17, 2008

bobtheconqueror posted:

I'd think with that many colonists you might be able to do a pretty awesome mortar bombardment to take care of huge groups like that. Sure, one mortar is fairly lovely, but I think 12 (only 10% of your dudes) is probably pretty good for constant, reliable, safe damage.

Yeah like, with only a couple centipedes a combo of EMP and regular mortars will soften them up pretty nicely. A huge clump of 20-30 would be an amazing target for a large barrage.

OwlFancier
Aug 22, 2013

I would also question the wisdom of throwing MORE colonists at enemies using AoE weapons.

If you throw ten of them at them, and then another ten, they will take twice as long to kill the twenty.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Pornographic Memory posted:

Yeah like, with only a couple centipedes a combo of EMP and regular mortars will soften them up pretty nicely. A huge clump of 20-30 would be an amazing target for a large barrage.

That's only if the mortars weren't hilariously inaccurate. And the centipedes aren't already inside your defenses so the wildly inaccurate shots blow open holes for them to bypass your array of turrets you've set up for normal attacks.

I mean, I don't mind the wildly inaccurate strikes. With the large groups you get after a year and a half you can't help but hit something pretty frequently. I just wish you could spot for them to make that inaccuracy smaller (and sieging enemies do the same so you have reason to have draftees doing more than just man counter mortars).

Sylink
Apr 17, 2004

Oh

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Anyone know why this setup:



is giving me the "table needs chairs" message? I've tried rotating the stools and using other types of chairs and tables...

LotsBread
Jan 4, 2013

Garfu posted:

Anyone know why this setup:



is giving me the "table needs chairs" message? I've tried rotating the stools and using other types of chairs and tables...

Well, the fact you're using toilet seats instead of actual benches might have something to do with it.

Drone_Fragger
May 9, 2007


jBrereton posted:

How on earth did you acquire 120 colonists.

It was a visitors wave of 120 colonists, when they left the centipedes dropped right in the middle of them and hence were surrounded on all sides by guys shooting at them.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

LotsBread posted:

Well, the fact you're using toilet seats instead of actual benches might have something to do with it.

I'm using 8 benches, and those are stools from Clutter.

Nullkigan
Jul 3, 2009
Clutter seems to break so much poo poo right now. I had similar problems with benches and found beds would randomly break. In my latest game my colonists won't even haul silver meaning I can't trade.

I think the mods I'll be using for the next little while are Project Armory + Realistic Weapons (plus a tweak on the default turret range), Embrasures, and EdB Interface. Maybe a couple of the low-key ones like Modular Tables/Solar and Trader Tweaks. Then maybe some fun with the zombie mod/developer mode.

Sylink
Apr 17, 2004

Zombie mod is hard as gently caress if you dont use any turret/emplacement mods and set everything to max difficulty fyi.

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Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
I'm pretty good at this now for the base vanilla stuff. Does anyone have any good mods they'd recommend? I'd love to see a goon run mod pack.

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