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Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

What's wrong with my colony? Is it the conscription? The dehumanizing naked marches in freezing temperatures, symbolising rebirth into a more orderly society? The host of callous cyborgs whose very humanity has been literally chipped away from them, piece by piece?



Maybe I should cut down on the naked marches.

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TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



70/160 idle?

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


You didn't do this unmodded, did you? Either way, this is sheer madness and I applaud you.

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

The real work begins *after* the battle; repairing the damage,, consuming the rations dropped by the enemy, looting and cremating the dead - at all other times, everyone has leisure time to spare.

e: I may have adjusted some core definitions to allow the purchase of hyperweave, tailoring of duster coats and jackets, a few weapon values, and a training target mod.

Huszsersvn fucked around with this message at 19:14 on Oct 12, 2014

Pornographic Memory
Dec 17, 2008

BurntCornMuffin posted:

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.

So getting back to this glitch I ordered a guy in white power armor to put on a set of black power armor to match the fancy new helmets I just ordered in.

He is now wearing two sets of power armor.

Roadie
Jun 30, 2013

Pornographic Memory posted:

So getting back to this glitch I ordered a guy in white power armor to put on a set of black power armor to match the fancy new helmets I just ordered in.

He is now wearing two sets of power armor.

I think you know now what you have to do, and it ends with one person wearing 500 sets of power armor.

Mister Bates
Aug 4, 2010
Is the speed reduction from multiple suits of power armor cumulative? Because if so, you may need to find some way to keep food supplied to your new immortal sentry turret. Maybe a 1-tile-wide food stockpile right next to where he ends up?

Pornographic Memory
Dec 17, 2008

Roadie posted:

I think you know now what you have to do, and it ends with one person wearing 500 sets of power armor.

Sadly if I try to equip another set of power armor he just swaps them so he can "only" wear two. Which is a shame because I was going to find a useless guy, stick as many power armors on him as possible, then remove his legs and arrest him for use as an indestructible target practice dummy.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
You forget that a lucky headshot will end his misery sooner than you think. :pseudo:

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Huszsersvn posted:

What's wrong with my colony? Is it the conscription? The dehumanizing naked marches in freezing temperatures, symbolising rebirth into a more orderly society? The host of callous cyborgs whose very humanity has been literally chipped away from them, piece by piece?



Maybe I should cut down on the naked marches.

Any sentence from this post would be a great thread title.

Your colony is deeply disturbing to me on a fundamental level. It's disturbed, somehow souless like eventually all your colonists will turn into the origin story for Mechanoids. And yet it represents the endless possibilites that this DF-like genre can create. I love this game.

Drone_Fragger
May 9, 2007


I'm currently Building layers of fire-walls with shitloads of sandbags in front of them. Not to provide cover, but to slow down the ravaging hordes while my troops fall back to the next fire-wall.

Agnostalgia
Dec 22, 2009
I went ahead and bought this because I make bad decisions like buying early access games. What are good ways to make money for the trader? Selling/organ harvesting prisoners seems to make a decent amount, but taking prisoners has been pretty rare for me and I'd usually prefer to recruit them anyway.

OwlFancier
Aug 22, 2013

Agnostalgia posted:

I went ahead and bought this because I make bad decisions like buying early access games. What are good ways to make money for the trader? Selling/organ harvesting prisoners seems to make a decent amount, but taking prisoners has been pretty rare for me and I'd usually prefer to recruit them anyway.

Starting a cotton plantation, would you believe?

You don't need to make it into anything, just grow shitloads of it and sell it for $2 a pop. Staffing the fields with enslavedadopted tribals is optional.

boner confessor
Apr 25, 2013

by R. Guyovich

Agnostalgia posted:

I went ahead and bought this because I make bad decisions like buying early access games. What are good ways to make money for the trader? Selling/organ harvesting prisoners seems to make a decent amount, but taking prisoners has been pretty rare for me and I'd usually prefer to recruit them anyway.

It depends on your climate and difficulty. Growing potatoes and cloth is good. Selling the weapons and clothes of your fallen enemies is also good.

Pornographic Memory
Dec 17, 2008
Wood is also good if you're in a forest or jungle biome. It sells for very little but on the other hand you'll have a limitless supply of it because trees grow ridiculously quickly in this game.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Pretty much anything that you can grow/make quickly, in excess of your own needs, can be sold in that way. After a while, you'll also accumulate a lot of "goblinite" to steal the DF term -- tons of lovely bows, pila, bad tribalwear, etc. Put that poo poo in a stockpile or around an equipment rack, drop a beacon on it, and let it accumulate. When a trader comes along, sell off a bunch of it.

Diviance
Feb 11, 2004

Television rules the nation.

Huszsersvn posted:

Holyshitbase

That is simply a marvel and I can't imagine how long it took.

I have trouble getting more than 20-ish peons in my little bases... clearly I am doing things wrong.

Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


I find more than 20 colonists to be an absolute pain to manage and build for, so I usually limit myself to that many.

Roadie
Jun 30, 2013
Geez, I usually stop at, like, 8.

I would maybe go for more, but making 5x6 rooms for each of them individually to max out mood is a bother.

Elendil004
Mar 22, 2003

The prognosis
is not good.


If you make them share a 10x10 (I believe), they get -8 sharing a room but +5 spacious interior, so net is -3 which is almost nothing.

Roadie
Jun 30, 2013

Elendil004 posted:

If you make them share a 10x10 (I believe), they get -8 sharing a room but +5 spacious interior, so net is -3 which is almost nothing.

If I was going to go for that I'd make a single giant bunkroom.

What we really need here is social classes so I can make Space King an opulent suite entirely out of silver and gold and the rest of the filthy commoners can get shared dorms.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Roadie posted:

If I was going to go for that I'd make a single giant bunkroom.

What we really need here is social classes so I can make Space King an opulent suite entirely out of silver and gold and the rest of the filthy commoners can get shared dorms.

Just selectively recruit Nobles.

Pornographic Memory
Dec 17, 2008
Since you can assign beds, work priorities, and play virtual dressup you can just make up your own classes.

In the last alpha I made a colony with my own social classes with a "leader" who did nothing but Research, Wardening, and communicating with traders who had the best room (coincidentally he was one of my starting settlers and had virtually all work types disabled anyway). Then specialized settlers like doctors, cooks, highly skilled craftsmen, and my best soldiers received individual rooms with some furniture, and were either kept out of combat, or if they were soldiers got the best equipment. Then everybody else lived in a common barracks and they were basically a rotating class of cannon fodder and laborers. "Civilized" recruits would get any body armor and guns that were available, but tribals kept their tribal wear and used tribal weapons unless they were really good marksmen in which case they got Enfields. A few tribals with highly developed and valuable skills were allowed to join the ranks of the privileged, and any colonists who were wounded in service of the colony were cared for, even if they were permanently crippled, but overall it was a fun way to handicap myself and maintain a manageable population.

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

It is certain that my colony lacks soul and warmth, so I've decided to adopt the spiritual practices...




of Kali.

Drone_Fragger
May 9, 2007


That's the easiest way to get rid of corpses early anyway. I often. Pile em up in chok points and burn them right as guys attack so they are forced to attack through a pile of burning rotting corpses.

Apoplexy
Mar 9, 2003

by Shine
I feel sorry for captured people on my colonies. If they're a simple, single idiot who did no damage, I'll try to recruit them forever. If they dropped from the sky, they're on my priority list for treating right. When a raider drops and his group is responsible for killing someone on my colony.... gently caress him. If he won't recruit, execute. If he does, he suddenly has a bunch of organ surgeries scheduled!

Roadie
Jun 30, 2013

Apoplexy posted:

If they dropped from the sky, they're on my priority list for treating right.

That reminds me, I really wish that escape pod rescuees didn't automatically go into prison. It would feel better for "nice" colonies if they could be taken to a medical bed and then allowed to stay/leave as they please after being healed (possibly giving you a rep bonus or something if they go to a different settlement).

Pornographic Memory
Dec 17, 2008
You don't have to wait until you recruit somebody to harvest their organs.

TheBlackVegetable
Oct 29, 2006

Roadie posted:

That reminds me, I really wish that escape pod rescuees didn't automatically go into prison. It would feel better for "nice" colonies if they could be taken to a medical bed and then allowed to stay/leave as they please after being healed (possibly giving you a rep bonus or something if they go to a different settlement).

This is the wild frontier, we dont just trust no strangers 'round here, you understand.

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

Well, that's it. My colony of 278 plus 18 prisoners is now unplayable due to framerate issues.

Things I have learned:

-Larger colonies are not necessarily efficient ones - the division of labour over a workforce two hundred strong means that bottlenecks will occur.

-I must address my unwillingness to let raid survivors perish. A mouth to feed must serve our needs. An appointed executioner will be a must for my next colony.

-Cataracts inhibit ranged weapons ability by a startling degree. If I am unable to graft bionic replacements for a marksman's eyes, that marksman must be given a shorter ranged weapon.

-Hydroponic farms represent a leap in efficiency in exchange for material outlay. I must establish them more quickly, so as to save arable land for more purposeful crops.

-I must sell more organs. As time went on, the number of kidneys, livers, lungs and hearts crowding my grafts storage area was approaching macabre levels.

-Absolutely no lobotomized cleaner drones! They represent a terrible cost in terms of food/productivity.

-If I am to purge trees and bushes from my colony, I must ensure that outside my colony, they still thrive. Clearcutting the entire map is shortsighted, and replanting efforts can take a good, long while.

-Although I must ensure the safety of noncombatants, staging farming areas just outside my town gates is an acceptable risk, provided that precautions are taken to evacuate them on the onset of danger.

-Building large-scale skirmish zones is a great idea, provided the terrain allows for maneuver and flanking. Putting such defenses in a narrow pass means attrition and stalemating.

-Using mortars to hunt deer destroys both the ecology and the deer. Better to send hunters.

-I must micromanage my snipers better. Let the more flexible gunners handle nearby threats.

-Crafting a ship means that I must put a limit to the headcount of my colony, else the ship will not get off the ground. Adding more cryopods just because a half-dozen prisoners have been captured is wasteful.

Felime
Jul 10, 2009
My keep/part out for organs logic tends to be "Is this person really good/can they fill a niche I really need (Occasionally I just need a guy to haul poo poo)." Good poo poo to know, though I don't know if I will ever have the patience top get up to that number of people. What sort of computer are you running that on? Because I don't think mine could handle half that many, and it's semi-modern.


Also: I went and started helping out updating project armory to Alpha 7, and now all of a sudden I'm a dev on it and know how to use SVN and I'm elbow deep in learning C#. How did I get here? Apparently being good with computer doesn't always help.

On the plus side, Project Armory is now working with Alpha7, and once I am reasonably adept with the C# side of things, I can do all the kooky poo poo and off the wall weapons I feel like.

Rapacity
Sep 12, 2007
Grand
I keep getting odd behaviour where colonists that clearly ate at a table, sitting on a stool, are getting "ate off the floor" negatives. I can watch 2 of them eat (seperately) at the same spot and either may or may not get that thought. It isn't a big deal but does anyone know what's happening?

Nullkigan
Jul 3, 2009

Felime posted:

My keep/part out for organs logic tends to be "Is this person really good/can they fill a niche I really need (Occasionally I just need a guy to haul poo poo)." Good poo poo to know, though I don't know if I will ever have the patience top get up to that number of people. What sort of computer are you running that on? Because I don't think mine could handle half that many, and it's semi-modern.


Also: I went and started helping out updating project armory to Alpha 7, and now all of a sudden I'm a dev on it and know how to use SVN and I'm elbow deep in learning C#. How did I get here? Apparently being good with computer doesn't always help.

On the plus side, Project Armory is now working with Alpha7, and once I am reasonably adept with the C# side of things, I can do all the kooky poo poo and off the wall weapons I feel like.

Have you convinced the rest of the PA dev team that the REALLY DUMB YET SIMPLE approach of keeping spreadsheets of all the stats would be much easier than updating all the files by hand?

Seriously, you can have all the xml generated by judicious use of the ampersand symbol in excel or google docs. You'd make the changes once, then paste-drag or whatever the correct term is.

(This does discount any weapons that require custom C#, but I can't see why 99% of the current ones would actually require the extended_bullet.dll in the first place)

bobtheconqueror
May 10, 2005

Rapacity posted:

I keep getting odd behaviour where colonists that clearly ate at a table, sitting on a stool, are getting "ate off the floor" negatives. I can watch 2 of them eat (seperately) at the same spot and either may or may not get that thought. It isn't a big deal but does anyone know what's happening?

I keep getting an issue where they'll take their food to the table, sit on the stool, then promptly place their meal on the floor next to them and lean over to chow down, getting the ate off the ground penalty. I think it's an issue with too many people and not enough table space.

Nullkigan
Jul 3, 2009
I know you can't put eight seats around a two-by-two table as people won't eat from the same space/height even if it looks like they might. Mostly I just stick my dining tables in the middle of a prepared food stockpile with a high quality floor and they figure themselves out. The ate off floor penalty, when it rarely happens, is offset by the spacious and fancy interior ones.

Brown Moses
Feb 22, 2002

So now Alpha 7 as been out for a while does anyone have any recommendations for good mods?

Felime
Jul 10, 2009

Nullkigan posted:

Have you convinced the rest of the PA dev team that the REALLY DUMB YET SIMPLE approach of keeping spreadsheets of all the stats would be much easier than updating all the files by hand?

Seriously, you can have all the xml generated by judicious use of the ampersand symbol in excel or google docs. You'd make the changes once, then paste-drag or whatever the correct term is.

(This does discount any weapons that require custom C#, but I can't see why 99% of the current ones would actually require the extended_bullet.dll in the first place)

I'll look into it, but I've got other things I'd like to do. (both modwise, and otherwise) Coming off of doing a lot of tedious copying over, and writing a script to do it is just as tedious.

I think every time it just comes down to time investment required to learn whatever excel/regex/whatever code wizardry something up vs amount of time it takes to copy things over (Only a couple of hours to do the ones that are just xml mad libs, really.). I'm sure it's a fairly trivial task for a professional who knows exactly what they're doing, but those people tend to have jobs doing that.

It's also hard to know exactly how sweeping the XML changes are going to be between versions. IIRC there were a few where the simpler mods were pretty much compatible from the get-go. The Alpha6-Alpha7 change was a pretty big one where that would have saved a good amount of labor. Lots of things had to be moved around, tags changed, etc... So there's a chance that putting a lot of effort into it now would be wasted.

So there's reasons not to. Not necessarily good reasons, and it might be a pain at some vague point in the future, but that's my thoughts on it. If you already know the correct magical incantations to transmogrify XML files and have a bit of time, totally get in touch. Would be quite happy to help out with something like that.

(Fake edit: Oh and there's the things made out of stuff thing coming to weapons and now things can have stat effects outside of just gun stats, and a lot of that'll come into play when we start doing melee weapons. A script starts getting complicated when you start doing things like that.)

(Real edit: And that's discounting the work required to transcribe all the little bits to excel/whatever. Which would be as much, and probably more work than the copy over to alpha 7 format stuff, as we can't use a lot of the shortcuts like ignoring a ton of the tech/tags stuff unless it's different from usual. And there's a tradeoff, either we add a few things that are identical across all but one or two weapons, like damage type, incentiary quality and AI tags, or there's a dozen or so weapons that can't be done with whatever script, and the effort gain is much lower. It's a whole bunch of contributing factors that lead me at least to go "Eh gently caress it. Someone can do it if they want." )

Brown Moses posted:

So now Alpha 7 as been out for a while does anyone have any recommendations for good mods?

I think I'm obligated to say Project Armory. I find it boring as hell to just have 2 or 3 weapons to give every colonist, and there's a handy utility to deactivate any weapons you aren't fond of.

Clutter's a great one, gives you a lot to put around to make things nice and pretty and less boring.

The surgery/bionics mods are coming out, but those are in the "people figuring out what they can do" stage, and currently they have to modify core files to work, so they tend to conflict with eachother without the Recipe Nurse utility on the forums. I think Tynian is smoothing that out for Alpha 8, though. Don't have too much experience with them with which to make recommendations, though.

Apparello is the "shitloads of clothes" mod, and the parts I was initially kinda hesitant about aren't really as obtrusive as I'd thought. I'm not a fan of all of it, but it's not hard just to ignore and not use the parts you don't like rather than having to remove them.

Enhanced Defense is cool, and everyone likes embrasures. The shields module for that is also nice to let you build out in the open without worrying about your colony being defenseless against mortars.

TTM (Tech Tree Minami) is the technik/whatever equivalent to rimworld. It combines a lot of mods into plug in modules and adds a lot itself that have all sorts of intermediate steps and supply chains and everything is research gated. It's cool if that's your thing, but not the sort of thing you want to do unless you know the game pretty well already.

And, almost forgot these, but holy poo poo, EdB's UI Mod and his Prepare Carefully are so so so nice just from a usability point of view. Use that poo poo. (Prepare carefully is far nicer than the old Choose your own embark whatsit because you don't have to use it if it's installed, and can just roll normally if you want.

And there's plenty of other cool ones that just aren't my thing or I haven't had a chance to mess with yet.

Felime fucked around with this message at 22:18 on Oct 16, 2014

FairyNuff
Jan 22, 2012

Brown Moses posted:

So now Alpha 7 as been out for a while does anyone have any recommendations for good mods?

I like extended stoneworking if only for the ability to build slightly more varied looking buildings and furniture. Although it really is just a stopgap mod as next Alpha will include this.



Felime posted:

My keep/part out for organs logic tends to be "Is this person really good/can they fill a niche I really need (Occasionally I just need a guy to haul poo poo)." Good poo poo to know, though I don't know if I will ever have the patience top get up to that number of people. What sort of computer are you running that on? Because I don't think mine could handle half that many, and it's semi-modern.


Also: I went and started helping out updating project armory to Alpha 7, and now all of a sudden I'm a dev on it and know how to use SVN and I'm elbow deep in learning C#. How did I get here? Apparently being good with computer doesn't always help.

On the plus side, Project Armory is now working with Alpha7, and once I am reasonably adept with the C# side of things, I can do all the kooky poo poo and off the wall weapons I feel like.

Why does project armoury turn stones into guns? You can shoot a man's arm off with stones.

Felime
Jul 10, 2009

Geokinesis posted:

Why does project armoury turn stones into guns? You can shoot a man's arm off with stones.

Does it? Project armory doesn't override the basic tribal weapons like thrown stones, and they seem to use the Blunt damagedef, so if you stone someone to death, it'll say they were bludgeoned to death or something. I think the "Shot off" text is generic to body parts removed by projectiles, but it's not anything we did.

Certain projectiles removing actual limbs rather than fingers or whatever is pretty silly, but it's not a massive issue or anything, and I don't think it's something you could mod out without an inordinate amount of work.

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FairyNuff
Jan 22, 2012

Felime posted:

Does it? Project armory doesn't override the basic tribal weapons like thrown stones, and they seem to use the Blunt damagedef, so if you stone someone to death, it'll say they were bludgeoned to death or something. I think the "Shot off" text is generic to body parts removed by projectiles, but it's not anything we did.

Certain projectiles removing actual limbs rather than fingers or whatever is pretty silly, but it's not a massive issue or anything, and I don't think it's something you could mod out without an inordinate amount of work.

Ahh stones have changed then, in the Alpha 6 version stone damage showed up as gunshots.

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