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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Year into my first 1.0 colony (I suspect most people play on fast forward while I tend to play on x1 or sometimes x2 with heavy alt-tabbing). Things are going well, have yet to have a serious raid though, maybe I need to turn Randy up from the medium setting.



Dunno how effective my little bunker defenses will be, but I find doing trap corridors and similar stuff just a bit too cheesy.

Warmachine posted:

Well, I'll be starting my first 1.0 game tomorrow. 147 mods :gritin:

What do some of those even do? I'd think you'd run out of useful mods after a few dozen.

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Der Kyhe
Jun 25, 2008

Galaga Galaxian posted:

Year into my first 1.0 colony (I suspect most people play on fast forward while I tend to play on x1 or sometimes x2 with heavy alt-tabbing). Things are going well, have yet to have a serious raid though, maybe I need to turn Randy up from the medium setting.

Dunno how effective my little bunker defenses will be, but I find doing trap corridors and similar stuff just a bit too cheesy.


Add some wooden/stone walls to deny sniper/lancer positions from the attacking enemies, and you'll do fine until mechanoids start to pop up. Then you need to at least turret up.

You might also want to keep a technical opening on the main wall behind your positions, so that the enemies do not go full "only sappers and drop pod attacks".

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Der Kyhe posted:

Add some wooden/stone walls to deny sniper/lancer positions from the attacking enemies, and you'll do fine until mechanoids start to pop up. Then you need to at least turret up.

You might also want to keep a technical opening on the main wall behind your positions, so that the enemies do not go full "only sappers and drop pod attacks".

Not sure what you mean by the walls, do you mean building walls so they have to come in average weapons range instead of standoff range?

Also, I figured that is what the weaker wooden doors at the defensive position would do, but I guess I could remove them.

Der Kyhe
Jun 25, 2008

Galaga Galaxian posted:

Not sure what you mean by the walls, do you mean building walls so they have to come in average weapons range instead of standoff range?


This exactly.

code:

* -------------------------------------*
   
    *                             * 
    |                             |
    |                             |
    |                             |
    |                             |
        [your positions here] 

Or something similar to for enemies to approach at least to hunting rifle range so they cannot just camp outside sniping your positions. The *-marked positions are also ideal for traps and IEDs

Danaru
Jun 5, 2012

何 ??

Luigi Thirty posted:

I just can’t play 1.0 until they update the Psychology mod :argh:

The B19 version throws a few red errors, but otherwise works fine in 1.0

Cluncho McChunk
Aug 16, 2010

An informational void capable only of creating noise

Got back into this over the weekend as 1.0 came out and I'm about 9 hours in to a new colony that's gotten itself established pretty well, and have a well-defended compound, but it seems like I never quiiite have enough colonists to do the work that needs to get done. I used to play with the robot mods that let me build cleaning and hauling bots and I'm trying not to do that this time as it takes a lot of the time pressures out of the game but man, I need someone to make my flak jackets and make my assault rifles and cook the food and tend the plants and do the research and that's before I even get round to hauling and cleaning. It's been a tense game! I had a colonist being chased spawn two huge groups of raiders on me that I just about managed to repel but it got me half my colonists injured and I've just been teetering on the edge since then between additional raids and mood breaks and not having a large enough medbay so I had to assign sleeping spots in there as well.

Speaking of issues managing time, what do you normally do for your meals? I've taken an approach of prioritizing having a number of fine meals, then a number of survival meals for my caravans, then unlimited fine meals then a number of basic meals in order to make sure all my meat is being used on useful stuff where possible.

Der Kyhe
Jun 25, 2008

Cluncho McChunk posted:


Speaking of issues managing time, what do you normally do for your meals? I've taken an approach of prioritizing having a number of fine meals, then a number of survival meals for my caravans, then unlimited fine meals then a number of basic meals in order to make sure all my meat is being used on useful stuff where possible.

Simple for the normal times, pemmican for the caravans. Switch temporarily to fine meals if there is something that causes the morale to plummet. I also have beer and smokeleaf on unrestricted usage; I just kick out the chemical interest-types.

With a colony of ~15, I usually have two kitchen tables running, one to do simple meals (stock up to 200, restart at 50) and other to create pemmican forever.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Der Kyhe posted:

(stock up to 200, restart at 50)

Can you do that without mods?

Der Kyhe
Jun 25, 2008

redreader posted:

Can you do that without mods?

Yes, I believe B18 added it (to the detailed instructions for the task)

Dragongem
Nov 9, 2009

Heroes of the Storm
Goon Tournament Champion

Danaru posted:

The B19 version throws a few red errors, but otherwise works fine in 1.0

that's good to know, I was also waiting until 1.0 Psychology but now I can get back into it

bitterandtwisted
Sep 4, 2006




I bought this game on Friday and it completely consumed my long weekend.
I started training my dogs to fetch things and I found they could bury dead bodies.

Twice in a row I've sent caravans out and someone caught plague and died. Coincidence or should I immunise people before sending them out?

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Viva Miriya posted:

got any visuals for me?

The only convenient screen I have of my normal defensive setups comes from my big mod-o-palooza run that I did when b19 was on the way out, but the principles apply to vanilla even without all the weird mod turrets and stuff you'll see here - the only layout change is that you'd have wall-sandbag-wall setups for your colonists and mini turrets in front instead of the military turrets and machine gun nests I'm using due to mods.



A twisting corridor full of traps winnows down enemy numbers and wounds survivors, which then opens up into an open killbox with the release valve set at assault rifle/bolt action rifle range. A bunch of sandbagged turrets are placed enticingly well in front of my colonists, since enemies tend to attack the closest viable target if possible; you will routinely need to replace turrets against serious firepower, but it's better to dump metal and components down the drain than have your colonists catching bullets and accruing permanent injuries or deaths. The size of the killbox segment means that you don't need to cease your mortar barrage for fear that scatter fire will hit your own dudes until the last moment. I often had raids seen off by an incendiary mortar landing in the middle of the trap corridor and turning it into a sea of death.

Weaknesses of this setup largely boil down to enemy rocketeers with triple or doomsday rockets. A single doomsday can cut a swathe through your turret setup, and once the turrets aren't there to tank anymore another rocket can easily down or kill your colonists while they're tightly packed. It's important to check up on the equipment of late pirate raids to make sure you spot rocketeers and if necessary priority target them or even fall back from the works and to street fighting to avoid giving them too tightly packed of a target.

If you're looking to expand this out even more, you can make the trap corridor as long as you have the materials and workers to support rebuilding the traps constantly, and you can fill the killbox with mini turrets as long as you space them so they don't chain react when they die. Uranium slugs would go behind the colonists for accuracy reasons, but not in such a way that their line of sight gets blocked by the cover walls.

Kanos fucked around with this message at 16:04 on Oct 22, 2018

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Whoever told me to grow rice + corn, and increase the grow size: thanks. Made a huge difference.


Is that on the edge of the map, or do you have a large portion of the map behind that wall? if it's not on the edge, how do your guys get out fast enough for mining/etc?

Der Kyhe
Jun 25, 2008

redreader posted:

Whoever told me to grow rice + corn, and increase the grow size: thanks. Made a huge difference.


Is that on the edge of the map, or do you have a large portion of the map behind that wall? if it's not on the edge, how do your guys get out fast enough for mining/etc?

You see on the picture that there are doors to bypass the maze; if there is an open route the AI tends to prefer that route more than breaking down doors. Unless your colony is completely walled off, then they get dig themselves thru and obviously that is not very good thing. This is also why I instructed Galaga to dismantle his wooden doors on the wall: yes they are a weak point, but the AI does not consider this beyond observing that the core is completely enclosed and tries to dig itself in.

Also, since the enemy almost always starts from the edge of the map, unless you send out gimps with one wooden leg your colonists will have enough time to run inside.

Coolguye
Jul 6, 2011

Required by his programming!

Sillybones posted:

I thought the XP was based on the unmodified work to make? Isn't crafting outside slower XP?

Not as of B18 but that may have changed?

deathbagel
Jun 10, 2008

That's why the Jungle is the best biome. Plenty of berries to forage while setting up shop and year round growing! Sure, you'll probably die in a heat wave but you won't die hungry!

Thufir
May 19, 2004

"The fucking Mayans were right."
I started a new 1.0 game that was going pretty well until it wasn't.

Randy dropped a poison ship right in the middle of my farms. I'm thinking, no problem, I'll put the fires out then set up some defenses and attack it. As a bunch of my people are beating out fires the ship awakens somehow and centipedes pop out and immediately inferno cannon / minigun my pawns, so all my best fighters are wounded or on fire already. I finally get the centipedes downed and fires out but 3 pawns are dead and 9 of the 10 remaining are injured in some way, 4 more die from infection or their wounds including all my original 3. Bonded pet monkey turns manhunter because his owner died and chases around my nudist non-violent pawn until I can get someone up to kill it. Same nudist then gets his head bitten off by a cougar stalking him. My best-remaining shooter has a break and sets free the 13-shooting prisoner I was trying to recruit, he immediately knocks her out, grabs a shotgun and shoots 3 more pawns before trying to escape and dying in a trap. Then I get a minor infestation, which was mostly no problem except I got sloppy with grenades and knocked out the eye of my best-remaining doctor. I had my 2nd-best-remaining doctor try to install an arcotech replacement, but he bungled it and took out the other eye instead, so now that guy's blind. So I'm left with 5 largely useless and/or crippled pawns but at least probably enough food to make it through the winter.

Viva Miriya
Jan 9, 2007

its ok they can walk around. lmao that a pawn with no eyes in my game was able to move around before I euthanized his poo poo

deathbagel
Jun 10, 2008

Thufir posted:

I started a new 1.0 game that was going pretty well until it wasn't.

Randy dropped a poison ship right in the middle of my farms. I'm thinking, no problem, I'll put the fires out then set up some defenses and attack it. As a bunch of my people are beating out fires the ship awakens somehow and centipedes pop out and immediately inferno cannon / minigun my pawns, so all my best fighters are wounded or on fire already. I finally get the centipedes downed and fires out but 3 pawns are dead and 9 of the 10 remaining are injured in some way, 4 more die from infection or their wounds including all my original 3. Bonded pet monkey turns manhunter because his owner died and chases around my nudist non-violent pawn until I can get someone up to kill it. Same nudist then gets his head bitten off by a cougar stalking him. My best-remaining shooter has a break and sets free the 13-shooting prisoner I was trying to recruit, he immediately knocks her out, grabs a shotgun and shoots 3 more pawns before trying to escape and dying in a trap. Then I get a minor infestation, which was mostly no problem except I got sloppy with grenades and knocked out the eye of my best-remaining doctor. I had my 2nd-best-remaining doctor try to install an arcotech replacement, but he bungled it and took out the other eye instead, so now that guy's blind. So I'm left with 5 largely useless and/or crippled pawns but at least probably enough food to make it through the winter.

I truly love this game!

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

deathbagel posted:

That's why the Jungle is the best biome. Plenty of berries to forage while setting up shop and year round growing! Sure, you'll probably die in a heat wave but you won't die hungry!

Jungle is brutal until you start maintaining Penoxycycline and you don't have waves of people keeling over with malaria or sleeping sickness, then yeah it's great. Arid Shrubland is actually the easiest biome.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I thought it was Temperate Forest?

Coolguye
Jul 6, 2011

Required by his programming!
sleeping sickness is no big deal as long as you have industrial meds, a decent doctor, and the willingness to respond aggressively to any infection

malaria's a pain no matter what though

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
It's not that sleeping sickness will kill you, it's the massive downtime you accept in making sure it doesn't. Also if you're playing tribals it's way more touch-and-go (herbal medicine only). Not that you can't do it, but imo jungle with tribals is about the hardest combination available aside from sea ice or ice sheet with tribals.

MadJackMcJack
Jun 10, 2009

Coolguye posted:

sleeping sickness is no big deal as long as you have industrial meds, a decent doctor, and the willingness to respond aggressively to any infection

malaria's a pain no matter what though

Malaria can be lethal but at least it's over quickly and your pawn can get back to work. Sleeping sickness lasts for-loving-ever and can be a massive drain on your meds.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Oh right, Temperate vs. Arid: Arid has a lower disease frequency, and while you can get heat waves you will never have cold snap. Temperate Forest can get both. The only downsides to Arid Shrubland are fewer trees (but you can grow as many as you want) and maybe you don't have soil exactly where you really want it on embark.

TropicalCoke
Feb 14, 2012
I get a long list of errors every time I launch my game. Removing mods and redownloading the game and verifying didn't help my game :(. I just wanna play 1.0.

Coolguye
Jul 6, 2011

Required by his programming!
This may have changed in the 1.0 release but at least in B19 if you have a good doctor and industrial meds (read: a 100% treatment quality) sleeping sickness’s progress actually goes DOWN when treated and as such aggressive treatment means a pawn is good to go in an hour or two.

I had five bouts of sleeping sickness hit in my B19 game and literally the only time I spent more than a few hours on the illness was when I was stuck with herbal medicine on the move.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

redreader posted:

Is that on the edge of the map, or do you have a large portion of the map behind that wall? if it's not on the edge, how do your guys get out fast enough for mining/etc?



Here's a full colony shot later in the development of the colony. You basically just stick doors in walls around the killbox and colonists figure out how to move about pretty okay.

Also pictured: my insane silver and plasteel stockpiles from a lethal wealth generation spiral that made me far richer than is remotely safe, so my defenses began to crack under the weight. I was forced to start solving raids....creatively.

Kanos fucked around with this message at 05:46 on Oct 23, 2018

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
So I've finally settled on a 1.0 mod list that expands the base game without turning it into a mess of clutter and clashing themes:

- Psychology - not updated for 1.0 yet :argh:
- Hugslib - Needed for Psychology
- VGP vegetable garden - adds more plants and food
- RimFridge - little fridge for storing food
- Expanded Prosthetics and Organ Engineering - for fixing broken pawns
- EdB Prepare carefully - set up starting scenarios
- More Floors - more floors
- Alpha Animals - adds a bunch of alien animals. Not as imbalances as the dinosaur or megafauna mods
- Weapon Tech - adds more guns without the gunwank
- CuproPanda's Drinks - more drinks for your bar
- Misc. Training - adds recreation options that train shooting and melee
- Hospitality - run a hotel
- Mass Graves - what it says
- Interaction Bubbles - brings pawn socialisation to life

All I'm really looking for now are mods to add furniture, art and recreation options without adding stupid clutter or production chains.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Things are starting to get rough, midway into sumemr of the second year a volcanic winter hit that seriously curtailed the growth of my crops. This area only has a ~20 day growing period to start with so the growth was so slowed I only got one mediocre rice harvest out of my fields and lost basically all of the cotton I was growing (I had just enough to build a poker table). Unsure of how nasty Volcanic winters could be I gunned down every animal I could on the map before they ran off. Its proving to perhaps not been enough.



Still things are going decent besides almost out of food. The Volcanic winter finally cleared a few days ago, coincidentally right around the time I finally started setting up a greenhouse for growing rice. I've added several people, which I guess really didn't help the food situation, but a few were pretty drat useful, like Frick with her 11 crafting. Hopefully once I get this second geoplant running I can set up a second greenhouse if needed. Only got about 3 days of simple meals left and the rice is only about half grown, so the next few days should be fun. I've been watching the wildlife tab like a hawk and hunting down every little rabbit or rat that wanders in.



I set up the southern entrance a bit like suggested, placing traps in the few spots the enemy might use for cover or round the wall to move inside. Meanwhile I've had several sapper attacks at the northeastern part of my base, even after thickening the wall, so after the third one, which ended in a nasty gun/swordfight in the great hall, I took that small outdoor area I never knew what to do with and built a small bunker setup with some shotguns stored there. Anyone tries to blast through the wall in the future is gonna (hopefully) get a facefull of buckshot as they move through the breach.




I have no idea what to do with the north western entrance, I guess I could build walls on the water using bridges, but I dunno how practical that is. The other idea I had was simply building a wall along the opposite river bank to at least prevent any seriously long range fire from attackers. (River is hard to see due to the snow, obviously, but it was more visible in my old screenshots).

Galaga Galaxian fucked around with this message at 09:53 on Oct 23, 2018

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Building walls on bridges is perfectly viable, since it's not possible for the bridge to take damage until the wall goes poof in my experience. I had walls melt under orbital power beams and the bridges under them were still okay.

punishedkissinger
Sep 20, 2017

Kanos posted:

Building walls on bridges is perfectly viable, since it's not possible for the bridge to take damage until the wall goes poof in my experience. I had walls melt under orbital power beams and the bridges under them were still okay.

Orbital power beams????

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


kidkissinger posted:

Orbital power beams????

Scroll up a few posts before my last post. :v:

HelloSailorSign
Jan 27, 2011

NoNotTheMindProbe posted:

So I've finally settled on a 1.0 mod list that expands the base game without turning it into a mess of clutter and clashing themes:

- Psychology - not updated for 1.0 yet :argh:
- Hugslib - Needed for Psychology
- VGP vegetable garden - adds more plants and food
- RimFridge - little fridge for storing food
- Expanded Prosthetics and Organ Engineering - for fixing broken pawns
- EdB Prepare carefully - set up starting scenarios
- More Floors - more floors
- Alpha Animals - adds a bunch of alien animals. Not as imbalances as the dinosaur or megafauna mods
- Weapon Tech - adds more guns without the gunwank
- CuproPanda's Drinks - more drinks for your bar
- Misc. Training - adds recreation options that train shooting and melee
- Hospitality - run a hotel
- Mass Graves - what it says
- Interaction Bubbles - brings pawn socialisation to life

All I'm really looking for now are mods to add furniture, art and recreation options without adding stupid clutter or production chains.

Pawns Can Paint and Tribal Essentials could fit more art and furniture - Tribal Essentials adds rug crafting using wool at Tailor spot (tribal tailor spot added by the mod) or at regular tailoring stations, as well as large and small totems and two kinds of decorative pottery. Furniture + was a good furniture add - couches, counters, chairs.

Demiurge4
Aug 10, 2011

I can’t get psychology to work, it just fails at the world gen, but I am using a bunch of mods so it’s probable something else is interfering with it. I’ll just wait I guess.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

kidkissinger posted:

Orbital power beams????

Look at the second screen in my previous post. :ssh:

In vanilla they're rare quest rewards and you can sometimes buy them off glitterworld or exotic traders.

Regarde Aduck
Oct 19, 2012

c l o u d k i t t e n
Grimey Drawer

Viva Miriya posted:

its ok they can walk around. lmao that a pawn with no eyes in my game was able to move around before I euthanized his poo poo

I just checked on wikipedia. It's true, blind people can still move. Apparently blindness is about the eyes or something. Truth in gaming.

The Bramble
Mar 16, 2004

I use Prepare Carefully. Is there some way to define who is bonded to a specific animal on colony on game start?

How does Psychology interact with Prepare Carefully? Can I define psyches and such of my initial colonists?

Warmachine
Jan 30, 2012



Galaga Galaxian posted:

What do some of those even do? I'd think you'd run out of useful mods after a few dozen.

I'm not even sure at this point! The bulk of it are small mods that add a UI feature or two like Food Alert which does the calculation of how many full meals are left in storage, or Meals on Wheels letting colonist AI retrieve food from pack animals. There are content mods as well like Rimatomics or Rimsenal, but the vast majority are small tweak mods that change an aspect of the game. (I particularly like the shotgun mod I have that changes shotgun blasts from a single shot that looks like a cloud of pellets to an actual cloud of independently calculated shots at a much lower damage).

In fact, Proper Shotguns is one of my favorites. Shotguns are much more intuitive and useful with it. Though you can get some weird behavior when someone gets too close. Always funny to watch buckshot fly off at ~65 degrees from the barrel.

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HelloSailorSign
Jan 27, 2011

The Bramble posted:

How does Psychology interact with Prepare Carefully? Can I define psyches and such of my initial colonists?

You certainly could - I don't know if that will change when it's updated but I doubt it. Occasionally there was a crash I encountered after editing psyches and then launching the colony that was avoided by saving the colonists (and the psyche saves with them) and then loading them, not touching their psyche again, and then hitting go.

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