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Stele007 posted:When a character equips another weapon, they drop the one they're holding. Dusters will go over everything I think but jackets take the same "slot" as body armor and power armor.
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# ? Oct 10, 2014 20:39 |
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# ? Apr 24, 2024 06:58 |
Stele007 posted:When a character equips another weapon, they drop the one they're holding. It'd be nice to be able to have both a ranged and melee weapon but I guess that would mess with balance.
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# ? Oct 10, 2014 20:40 |
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Stele007 posted: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. Power Armor and Jackets/Dusters are supposed to be mutually exclusive. However, there's a bug that causes the latter to not be removed if you swap body armor for power while wearing a jacket /duster.
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# ? Oct 10, 2014 20:47 |
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I've got a guy with devilstrand pants, shirt, and duster as well as a set of power armor and a power armor helmet. It's pretty awesome. I don't know if that all actually stacks protection but if I have all the necessary elements sitting around anyway...
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# ? Oct 10, 2014 21:03 |
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TK-42-1 posted:It'd be nice to be able to have both a ranged and melee weapon but I guess that would mess with balance. I think it was done to keep combat simpler. I don't think it'd be "overpowered", especially since most colonists are only good at one of them.
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# ? Oct 10, 2014 21:19 |
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I would do things to get ranged weapons with bayonets. We already have the lee-enfields, why not go full British Army? Who wouldn't want the option to have a full out bayonet charge?
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# ? Oct 10, 2014 22:17 |
I set up my defense this way. I have everything walled off except one approach. This approach will have a number of entrances to get in, but a variety of defensive layers for the enemy to get through. Layer 1: Dragon's teeth. I have three rows of alternating zig-zagging stone walls that people need to weave through. Sniper colonists are stationed here. Once enemy gets in range to fire the snipers withdraw to layer 2. Layer 2: Overlapping walls. I have two layers of walls. The innermost layers have sandbagged turrets, so the enemies can't fire in from the outer wall, but once they get into the inner wall they're piled up into the few entrances. The enemy can then either take cover next to a sandbag and a turret, charge across open ground past layer 3 to layer 4, or they can take cover behind the wall while 10 turrets fire at them. Layer 3: Pillboxes. Just random turrets spread here and there, completely surrounded by sandbags. These turrets end up taking cross fire and exploding, but the explosions will take out attackers as well. Layer 4: The regular sandbag/turret defensive lines where my colonists are stationed. Then of course there is my buildings acting as cover, turrets randomly spread throughout my base, a mountain panic room with infirmary and last line defensive turrets. Sure I'm building an escape ship, but metal is suspiciously scarce in my base for some reason.
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# ? Oct 10, 2014 22:34 |
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Donkringel posted:Sure I'm building an escape ship, but metal is suspiciously scarce in my base for some reason. I think the obvious answer here is to install conveyor belt and mining mods and turn the game into Factorio-lite.
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# ? Oct 10, 2014 22:41 |
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Pornographic Memory posted:I've got a guy with devilstrand pants, shirt, and duster as well as a set of power armor and a power armor helmet. It's pretty awesome. I don't know if that all actually stacks protection but if I have all the necessary elements sitting around anyway... I'm pretty sure it does stack, but I'm not sure if it's additive to a single check or another part of a sequential checks. All I've noticed is that colonists wearing multiple layers usually absorb more shots before getting injured.
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# ? Oct 10, 2014 23:07 |
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Roadie posted:I think the obvious answer here is to install conveyor belt and mining mods and turn the game into Factorio-lite. I dont think I'd be the only one here that would buy the poo poo outta that DLC.
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# ? Oct 10, 2014 23:14 |
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they already exist
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# ? Oct 10, 2014 23:25 |
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Kris xK posted:I dont think I'd be the only one here that would buy the poo poo outta that DLC. https://ludeon.com/forums/index.php?topic=5593.0
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# ? Oct 10, 2014 23:35 |
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A2B is the conveyor belt mod, Mining & Co. is the second. https://ludeon.com/forums/index.php?topic=5930.0 and https://ludeon.com/forums/index.php?topic=5593.0 have fun.
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# ? Oct 10, 2014 23:36 |
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Holy gently caress I need to spend more time looking at mods
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# ? Oct 10, 2014 23:55 |
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Note that even with both you can't quite go full Powerline, since at a minimum the Mining & Co. drillers require a steady supply of new drillheads crafted by your colonists.
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# ? Oct 11, 2014 00:49 |
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Nullkigan posted: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 I was using a mod for a while that let you build walls with gun slits in them so you could shoot out. Like sand bags basically but with better cover. Not updated anymore though unfortunately.
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# ? Oct 11, 2014 00:58 |
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Moridin920 posted:I was using a mod for a while that let you build walls with gun slits in them so you could shoot out. Like sand bags basically but with better cover. some other mods have that now, i think e: enhanced defense does. https://ludeon.com/forums/index.php?topic=6636.0 ED is modular (make sure to move all its separate folders into the mod folder) but this is just the embrasure module https://www.sendspace.com/file/kbjjhq Nut to Butt fucked around with this message at 01:19 on Oct 11, 2014 |
# ? Oct 11, 2014 01:10 |
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Can you make tribal wear,jackets, dusters, or button down shirts? Ive made plenty of hats and pants and t-shirts, but havent been able to make the other gear.
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# ? Oct 11, 2014 01:26 |
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Drink Cheerwine posted:some other mods have that now, i think Nice, thanks. On a side note, my game kept crashing when trying to use the mod and I couldn't figure out why. Had to activate just the ED-Core mod, then the autoloader, then everything else. I knew the other stuff was dependent on ED-Core and ED-autoloader but I didn't think they had to be activated one by one like that.
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# ? Oct 11, 2014 02:45 |
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winterwerefox posted:Can you make tribal wear,jackets, dusters, or button down shirts? Ive made plenty of hats and pants and t-shirts, but havent been able to make the other gear. I don't think that's in the core game atm. But Apparello, a clothing mod that has a bunch of cool variety, allows crafting of (i think) all core clothing + all its added stuff. https://ludeon.com/forums/index.php?topic=5085.0
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# ? Oct 11, 2014 02:47 |
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i made an alpha 7 modpack just cuz it has: Apparello (bunch of new clothes/crafting) EdBInterface (lots of ui improvements) EdBPrepareCarefully (customize your starting colonists & supplies) Enhanced Defense (shields, embrasures, rail-gun turret, drill for energy, wireless power, ammo changes, pod drops, just a poo poo load of good stuff- pick & choose) SimpleMedicineCraft (make medicine out of berries/agave and cloth) SurgeryExtended (more replacement/enhancement parts for your colonists) https://www.sendspace.com/file/tymqoj there are a couple of other good mods out there too, people are still updating for alpha 7. i'm waiting on the big weapon mod to finish converting, and some other weapon mod claims to have dual-wield but i haven't checked it out yet
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# ? Oct 11, 2014 04:02 |
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Somehow I translated shields in the Enhanced Defense Pack as carried shields you would see a knight carry for your melee people/tribals.
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# ? Oct 11, 2014 04:58 |
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My colony of 160! A lot of my shooters are trained, clothed in hyperweave, armed, armored and then released for general labour. White helms for Lee-Enfield rifles, black helms for M16s.
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# ? Oct 11, 2014 06:40 |
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Huszsersvn posted:My colony of 160! Holy crap.
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# ? Oct 11, 2014 08:12 |
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Huszsersvn posted:My colony of 160! How does your game not grind to a complete halt the second those colonists get out of bed?
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# ? Oct 11, 2014 11:30 |
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It does grind, but I do not abuse the time acceleration when it does. That way, it runs smoother, and steadier.
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# ? Oct 11, 2014 11:51 |
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Huszsersvn posted:My colony of 160! I want to see more pictures of your compound.
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# ? Oct 11, 2014 12:42 |
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Huszsersvn posted:My colony of 160! Huh, Only Lee enfields and M16s huh? Why not more advanced stuff like M24s and R4s?
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# ? Oct 11, 2014 13:30 |
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Personally I don't like charge rifles because they're out ranged by almost everything. M-16s are a good compromise between volume of fire and range.
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# ? Oct 11, 2014 14:10 |
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Diviance posted:I want to see more pictures of your compound. My colony is named Stone Forest. Here is the food library and the dumping yards. Lots of goods come in and out through here. Stuff I save include hyperweave, devilsilk and synthread garments, to help with my color-coordination of colonists. All other materials, I sell. I had to place sandbags there earlier due to a ship part crashing down. My primary killzone is a shallow, muddy creek lit up with small lamps. Adjacent to it, to the north, is a five-layered stone autodoor exit, allowing me to bring minutemen around to the rear of any raiding force once they've overcommitted. Past the killzone is an enormous devilsilk growing operation, hemmed in with cotton fields. Strawberries are grown in wide swathes of arable land. Seen here are also my infirmaries, which I plan to upgrade from one dozen to two dozen hospital beds. The rightmost orange grow zone was formerly the site of my first cafeteria, which I later demolished to make way for a more map-central commons area. To the east, more housing units. Simple beds and unlit cabins for each and every man. Prisoner processing, battery storage and war materiel are entombed a short way into the cave. Every time a new colonist is processed, he is stripped of all belongings, given new weapons and armor befitting his role, and then marched mostly naked toward the clothing stockpile where he is clad in the last clothes he will ever wear. If any captives are maimed in the course of the previous raid, I will give them prosthetics freely. If any become brain-damaged, I harvest their organs only once they have been convinced to join our colony, thereby giving tacit approval of the extraction. Each minuteman is trained here, once they receive their uniform and a training pistol. I have recently begun keeping a select few Careful Shooters on extended training rotation - these are my designated snipers . A couple years back, we repelled a raid that left us with many more wounded captives than we could possibly hold in the one prison area, so I converted the trainees' barracks into another. To the south, more dormitories and metal storage. There is no neat place to store this much metal, so I just lumped it over there. There is another defensive point near here, where I've used the shadow of the rock to help conceal any defenders. Again, a five-stage exit is present for when I want to entrap a raiding force. I have pruned back all the trees and bushes within my boundaries. It was an exhaustive process, more so than my deranged project to turn the outskirts of my colony into a massive skirmishing field. Every time I sallied out to face a sieging force, I had to deal with a lack of useful cover, but no longer. The battlefield is much more even now that it's been crisscrossed with sandbags and dotted with stony dragon's teeth. All my minutemen, lined up for inspection. Each one was trained to roughly halfway through Shooting 11, and then released with a new primary weapon. Trigger-Happy gunners get the miniguns, Careful Shooters get their sniper rifles, and everyone else gets Lee-Enfields and M16s which have similar ranges and can be used to support one another. I am also exploiting the glitch mentioned by Pornographic Memory, and have equipped my power-armored minutemen with hyperweave duster coats and underlying clothing, making them generally invulnerable to hits on their torsos. These ones have a habit of losing fingers and toes to the terrifying amount of gunfire they soak up, and they cannot suffer solid headshots. Snipers are in the back, denoted with asterisks around their names. Currently, they average at around Shooting 18.
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# ? Oct 11, 2014 16:20 |
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Jesus dude, how long did that all take? It's impressive.
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# ? Oct 11, 2014 18:36 |
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jesus that's amazing. Here I am with 4 colonists chugging along like it ain't no thing.
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# ? Oct 11, 2014 18:54 |
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Drink Cheerwine posted:some other weapon mod claims to have dual-wield but i haven't checked it out yet It's not what you're thinking. The mod adds a bunch of weapons including a gladius (roman short sword) and a scuti (shield), but it's kind of worthless to just equip a shield, so he let you DUAL-WIELD THEM... by making another new weapon that just combines them.
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# ? Oct 11, 2014 21:45 |
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Blooshoo posted:Jesus dude, how long did that all take? It's impressive. At the time, I had 720 in-game days elapsed. It doesn't feel too long, really!
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# ? Oct 12, 2014 08:05 |
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If you hunt every living thing on your map, have you effectively hunted your source(s) of meat to extinction? I think i´ve hosed myself if that is the case, hopefully a food trader shows up soon
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# ? Oct 12, 2014 14:14 |
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More animals will continually wander in from off-map so no you're not screwed, though desert maps or just unlucky map generation might lead to animals spawning in and being unable to find food near them, leading to them starving to death. You can butcher a starved animal for just as much meat and one you shoot or stab to death, but it does make it hard to build up large numbers of animals and require you to constantly be watching to un-forbid them before they rot.
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# ? Oct 12, 2014 14:22 |
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Pornographic Memory posted:More animals will continually wander in from off-map so no you're not screwed, though desert maps or just unlucky map generation might lead to animals spawning in and being unable to find food near them, leading to them starving to death. You can butcher a starved animal for just as much meat and one you shoot or stab to death, but it does make it hard to build up large numbers of animals and require you to constantly be watching to un-forbid them before they rot. Ah, thank you, good to know! My local boar population is growing so they are a great source of meat, just gotta remember to leave a few for sustainable hunting stock. Do animals breed? Need to check if there is an animal husbandry-mod, would be nice not having to depend on wildlife for my steaks.
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# ? Oct 12, 2014 15:20 |
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Now I want a giant herd of boomrats.
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# ? Oct 12, 2014 16:34 |
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There are three things I really want to see changed in a future update. A way to order all my people to stay within a specific area. I always set up my base with a large outdoor area protected by a perimeter of guns so while my colonists are safe behind the perimeter, I always have to micromanage them so they don't go beyond it during an attack. Mortars need to gradually become more accurate the longer they fire on a specific point on the ground. As it is mortars are largely useless because it takes several in game days for multiple mortars to get a single lucky hit. Fires need to have their extinguishing systems reworked. As it is now colonists will reserve the the right to fight a square of fire and no other colonist can overrule that unless I draft the colonist to free up the reservation. In practice this means that a fire can be three tiles wide and two nearby colonists can put out their reserved fires while the third fire gets assigned to a colonist who is across the colony so by the time he gets to the fire it has spread and those fires get assigned to colonists who are far away so the fire takes forever to get put out.
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# ? Oct 12, 2014 17:55 |
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# ? Apr 24, 2024 06:58 |
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Huszsersvn posted:
"Mental break soon" No poo poo, that place is horrifying
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# ? Oct 12, 2014 18:04 |