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Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
I would love it if some of the tactilolness of Jagged Alliance 2 1.13 made its way into this game...

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boner confessor
Apr 25, 2013

by R. Guyovich
You're better off putting turrets behind walls rather than in front of them. Raiders commonly carry rifles, which have a longer range than turrets, permitting snipers and scythers to snipe your turrets safely. You also don't want hordes of tribals shooting volleys of arrows at your turrets. Use stone walls to channel attackers into kill zones where they face concentrated turret/colonist fire without being able to bring their own massed fire to bear.

Sophy Wackles
Dec 17, 2000

> access main security grid
access: PERMISSION DENIED.





Roadie posted:

A big solid front wall, and a single door that leads into a circular area surrounded by turrets and walls and floors with a slow walking material (this is easier with mods) and then a one-tile-wide opening to the outside. For double duty put your orbital beacon in the middle of the circular area, so any hostiles who drop in on it immediately get shot to pieces.

Raiders will see the single door, think of it as a preferable point of attack, and charge through the middle of the circular area where they'll promptly get shredded by the turrets. Done right this can easily kill off even groups of mechanoids with no effort on your part.

You can even do this without actually slowing down your colonists' way through to the outside by adding a secondary passage that's just a row of automatic doors one after the other - by the time you get to like 10 of them it'll be basically ignored by raider pathing.

Yeah, I was thinking about making killzones like that; the slow floor and beacon are good ideas too. I have about 5 doors, so maybe I'll just keep 1 unlocked and have that be the killzone door. I do love urban warfare though. I like to set up snipers at the end of long streets and have dudes with shotguns and power armor hiding in a small house, waiting for the enemy to enter or get near a door.

I want to make a deadly melee guy or girl too. I wonder, can you combine a bionic arm with that expensive as hell claw implant?

FairyNuff
Jan 22, 2012

Pawn 17 posted:

Yeah, I was thinking about making killzones like that; the slow floor and beacon are good ideas too. I have about 5 doors, so maybe I'll just keep 1 unlocked and have that be the killzone door. I do love urban warfare though. I like to set up snipers at the end of long streets and have dudes with shotguns and power armor hiding in a small house, waiting for the enemy to enter or get near a door.

I want to make a deadly melee guy or girl too. I wonder, can you combine a bionic arm with that expensive as hell claw implant?

If you only incapacitate a scyther you can click it and where the operations tab would be is an option to remove their blade protrusions, chances are at some point you'll incap one instead of killing it. It is cheaper than buying claw implants.

FairyNuff fucked around with this message at 18:55 on Oct 9, 2014

Sophy Wackles
Dec 17, 2000

> access main security grid
access: PERMISSION DENIED.





Geokinesis posted:

If you only incapacitate a scyther you can click it and where the operations tab would be is an option to remove their blade protrusions, chances are at some point you'll incap one instead of killing it. It is cheaper than buying claw implants.

Good to know, those claws cost a lot of potatoes!

BurntCornMuffin
Jan 9, 2009


Geokinesis posted:

If you only incapacitate a scyther you can click it and where the operations tab would be is an option to remove their blade protrusions...

OH..... MY..... GOD

I need to make a new colony now that I know this.

Edit: I should try a new story teller, too. Normal Cassandra seems a bit too predictable, but I don't want to start with my first event being a 40 man raid like Randy will probably do.


Edit2: VV OH.... MY..... GOD x2 VV

BurntCornMuffin fucked around with this message at 19:06 on Oct 9, 2014

Pornographic Memory
Dec 17, 2008
You can adjust your storytellers and difficulty levels through the options menu without starting a new game.

Sadkitten
Dec 19, 2006

I dont like the way that sounds, not at all!

Geokinesis posted:

Are both the doctors the ones having the ops?
Is the medicine forbidden?

If not select your doctor, right click the guy who you want to have the op and select 'Prioritise whatever' on the options.

Turns out the plant I had next to my beds, to give those poor bastards something nice to look at, was blocking the doctors from getting in there and doing their work.

Slime
Jan 3, 2007

Sadkitten posted:

Turns out the plant I had next to my beds, to give those poor bastards something nice to look at, was blocking the doctors from getting in there and doing their work.

You can grow flowers inside without needing a sun lamp?

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
All lighting contributes to growth. Sun lights have the power the sun gives. I think you need two or three standing lights to equal one sun light. Unless this changed in A6&7

jBrereton
May 30, 2013
Grimey Drawer

Slime posted:

You can grow flowers inside without needing a sun lamp?
In a flowerpot, yeah.

Rapacity
Sep 12, 2007
Grand
I've only played an hour or so and I know I saw numbers underneath item stacks but now there are no numbers. Is there a key I've pressed to toggle them off or is it a bug?

FairyNuff
Jan 22, 2012

Rapacity posted:

I've only played an hour or so and I know I saw numbers underneath item stacks but now there are no numbers. Is there a key I've pressed to toggle them off or is it a bug?

You only see that if you are zoomed in fully.

Rapacity
Sep 12, 2007
Grand
Haha, poo poo, thanks a lot. Game is great, I love the transparency and the ability to prioritise things right loving now but things like sandbags costing 3 metal is pretty alpha ha! Probably, in a year, you'll have to make fabric, make a bag and fill it with sand.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
Man I really hope not. I hate crafting games.

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark
I had the game crash just now when trying to trade a whole bunch of stuff at once. I was trying to foist off about 4000 silver worth of potatoes and a dozen or so white cotton cowboy hats in exchange for an energy rifle and about 40 medicine. It locked up solid for ten seconds, just had a black screen that wouldn't respond to any keys including Ctrl-Alt-Delete, then it dumped me back to the desktop and the Rimworld process wasn't running anymore.

I was able to reload an autosave and sell that same amount of stuff although split over three transactions. So, word of warning, don't try to buy or sell more than 5000 of an item at once. This is the only game-killing glitch I've run into though, this alpha is more stable than a lot of releases I've seen the past couple of years. Money well spent.

Apoplexy
Mar 9, 2003

by Shine
Hahaha, the latest update for Apothecarius mod happens to allow you to replace the minds of your colonists with slave-drone tech and have a gigantic brain core controlling them all and pooling their knowledgebase together in the process, so everyone can be max-skilled cooks or whatever.

OwlFancier
Aug 22, 2013

Zigmidge posted:

All lighting contributes to growth. Sun lights have the power the sun gives. I think you need two or three standing lights to equal one sun light. Unless this changed in A6&7

It did, most plants require a sun lamp, daylilly does not, only normal lighting. Only sun lamps produce the 'brightly lit' property, it's a separate value in light configuration.

Rapacity
Sep 12, 2007
Grand
I have to say, this game is made with such an adept touch. The things like harvesting different bushes adding into the same ground pile, the mostly intelligent combining of consecutive jobs into a chain of at least two and being able to floor under existing structures are things that DF and Gnomoria, for example, haven't yet or are only just realising.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
i just wish i could tell my guys to automatically haul stuff back to a stockpile when they go to lunch or are on their way home for the day

but this game is still loving great

Splode
Jun 18, 2013

put some clothes on you little freak

Rapacity posted:

I have to say, this game is made with such an adept touch. The things like harvesting different bushes adding into the same ground pile, the mostly intelligent combining of consecutive jobs into a chain of at least two and being able to floor under existing structures are things that DF and Gnomoria, for example, haven't yet or are only just realising.

My favourite is "make until you have X" orders.

This game seems like the brainchild of a frustrated DF player.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
It's been awhile, and I was always really bad at DF, but I want to say that it has 'make until x' as well, though I think you have to have an overseer or some other noble for it.

Power Walrus
Dec 24, 2003

Fun Shoe
Seeing roofs would be nice. I thought I had all my batteries in a safe mountain shed, only to discover that it wasn't deep enough inside the mountain to get the 'mountain overhead' cover. Those stupid raiders got one lucky mortar shell in, and it set off a hilarious 20-battery slo mo explosion chain reaction. Mortars! :argh:

Also, I've been enjoying some weirder things that have been happening, like all the deer on the map suddenly becoming murderous. Cassandra thought I was riding too high after defeating that mechanoid siege, and thought she'd take me down a peg by annihilating my colony with 30 angry Bambis.

Roadie
Jun 30, 2013
It feels like there needs to be some sort of way to build reinforced buildings or bunkers where mortar shells don't automatically explode through the roof. Otherwise there's going to be a hefty motivation pretty much forever to build everything underneath a mountain so it can't be bombed.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
I know there is no 'z' axis, but the game already shows you two levels - ground level and roof level. I'd love to be able to set up a sniper spot on top of my roof.

Power Walrus
Dec 24, 2003

Fun Shoe

Roadie posted:

It feels like there needs to be some sort of way to build reinforced buildings or bunkers where mortar shells don't automatically explode through the roof. Otherwise there's going to be a hefty motivation pretty much forever to build everything underneath a mountain so it can't be bombed.

I definitely like the chaos of all my batteries exploding. I just locked the door, because I knew once that first one went, whoever was in there was gonna have a really bad day. But I was annoyed that it happened in a way that confused me. After that, I didn't understand how the game was differentiating what mountain rooms were safe or not, without burying them deep in rock. So yeah, the biggest threat to my current colony is my colonists' desire to recklessly run in front of gunfire. Everything else is under the mountain.

Nullkigan
Jul 3, 2009

V for Vegas posted:

I know there is no 'z' axis, but the game already shows you two levels - ground level and roof level. I'd love to be able to set up a sniper spot on top of my roof.

Pretty sure I saw a flag in the weapon definitions that'd let you make turrets that can shoot over walls, which is how mortars work. With a suitable sprite and using the mortar definition as a base you could have something vaguely like a guard tower. Properly manned ones that can be targetted through walls is probably a DLL mod though. The easier way might to be to create 99% cover impassable sandbags to replace your perimeter walls

Baloogan
Dec 5, 2004
Fun Shoe
https://www.youtube.com/watch?v=kLp_Hh6DKWc

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Awful Sandwich posted:

I definitely like the chaos of all my batteries exploding. I just locked the door, because I knew once that first one went, whoever was in there was gonna have a really bad day. But I was annoyed that it happened in a way that confused me. After that, I didn't understand how the game was differentiating what mountain rooms were safe or not, without burying them deep in rock. So yeah, the biggest threat to my current colony is my colonists' desire to recklessly run in front of gunfire. Everything else is under the mountain.

If you hover your cursor over a mined out tile in a hill/mountain, the left hand corner provides some contextual information regarding the roofing. Constructed roofing and thin stone will not protect from mortar attacks, overhead mountain will.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Pro-tip: turn off the Hunt behavior for anyone equipped with an inferno cannon.

Apoplexy
Mar 9, 2003

by Shine

Leif. posted:

Pro-tip: turn off the Hunt behavior for anyone equipped with an inferno cannon.

And if you're using melee guys at all, those loving idiots just eat all your medicine up because squirrels scratch and bite and warthogs loving gore a nigga.

OwlFancier
Aug 22, 2013

I really hope that megascarabs are about ten feet long because otherwise I don't understand the amount of damage they do with a bite.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Apoplexy posted:

And if you're using melee guys at all, those loving idiots just eat all your medicine up because squirrels scratch and bite and warthogs loving gore a nigga.

The real problem is when new colonists have it enabled by default. The next thing you know they're in the fetal position halfway across the map because a deer cracked their spine.

Roadie
Jun 30, 2013

Generation Internet posted:

The real problem is when new colonists have it enabled by default. The next thing you know they're in the fetal position halfway across the map because a deer cracked their spine.

Yeah, the Brawler trait and the hunting skill are a really awkward combination.

I wonder if that would work better as a "low-tech" trait - unarmed, melee weapons, and bows/spears/slings, so you don't run into the "trying to punch a deer to death" problem and actually have a use sometimes for the low-tech weapons you get off raiders.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
Like, only crocodile hunters with a full tv support crew hunt hand-to-hand. Why would your shmo know how to wrangle wildlife?

Give them a bow at least!

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Can you equip a melee weapon and a ranged? I've never tried since I assumed it was one or the other.

Stele007
Aug 12, 2007

When a character equips another weapon, they drop the one they're holding.

I've seen some weird stuff with clothing, though. I have one colonist wearing a shirt, pants, jacket, power armor, and helmet. But the jacket and power armor are mutually exclusive on my other colonists.

boatiemathmo
Dec 12, 2004
I'm having trouble with the organ harvesting concept. 2 questions.

1) Can you harvest organs from corpses? I assume not, and haven't found a way to, but perhaps I'm missing something (beyond the butcher's table for leather)

2) What order do you harvest organs from prisoners/terminal patients? I find I can often get a kidney out in one piece, but whatever I take next ends up killing the poor patient - and then the remaining queue is dropped. How do you get maximal profit out of a "willing" donor?

OwlFancier
Aug 22, 2013

boatiemathmo posted:

I'm having trouble with the organ harvesting concept. 2 questions.

1) Can you harvest organs from corpses? I assume not, and haven't found a way to, but perhaps I'm missing something (beyond the butcher's table for leather)

2) What order do you harvest organs from prisoners/terminal patients? I find I can often get a kidney out in one piece, but whatever I take next ends up killing the poor patient - and then the remaining queue is dropped. How do you get maximal profit out of a "willing" donor?

1. Nope.

2. If the patient loses all function in any area, they die, so removing both kidneys is fatal because they no longer have blood filtration, which is considered vital. Same with the heart, same with the liver.

So, you can harvest one lung, one kidney, and then either the heart or liver, or an additional lung or kidney.

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Demiurge4
Aug 10, 2011

boatiemathmo posted:

I'm having trouble with the organ harvesting concept. 2 questions.

1) Can you harvest organs from corpses? I assume not, and haven't found a way to, but perhaps I'm missing something (beyond the butcher's table for leather)

2) What order do you harvest organs from prisoners/terminal patients? I find I can often get a kidney out in one piece, but whatever I take next ends up killing the poor patient - and then the remaining queue is dropped. How do you get maximal profit out of a "willing" donor?

One kidney and one lung, then the heart or liver.

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