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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Does the slave trader take legless prisoners? Because you could arrest your permanently disabled colonists and instead of waiting for them to die, get some money out of the deal to spend on new slaves! The only caveat is having to wait for the trader to come around, but if you're not trying to recruit someone I guess you could make a communal prison for "deep" storage purposes.

^ Arresting people (draft a dude and right-click on the person after you undesignate their medical bed) allows you to set giving no food or medical care and just let them die in your prison cell instead. No need for walling in but no less cruel.

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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
The second-to-last survivor of my colony was one of the original three who only survived because she was a pacifist. The other two were dragged off by tribals in separate incidents; my guns guy because I couldn't slap his kidnapper in time and the grower was deep behind enemy lines (innocently wandering in to pick up detritus before I noticed) after they broke.

The last was a random convert from the rowdies who I intentionally broke once he was the last. The third AI had dropped after there were four people left: him, original settler who I had to force out of bed rest to keep the other two alive, a permanently disabled dude and one recovering from the previous tribal invasion. I moved the disabled into a prison bed to wait out death. The original settler and dude who recovered finally broke from seeing too many dead bodies that I couldn't clean up. The last was a psychopath but still felt bad emotions from prisoner execution (I think), so I had him kill everyone and had him run the mortar for too long. No psychotic rampage for him, just dazed, confused and eventually wandered off the map.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Well you could split the difference, make the good guys angry at you and pacify the angry tribals. Slants encounters towards people with guns and armour.

If it were possible to pacify everyone you would get mechanoids every single time! :suicide:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Drone_Fragger posted:

Using rock walls to funnel every enemy on one side of the map into HELL ALLEY is so funny, dudes come around a corner and like 4 turrets shoot them from the right while my dudes shoot them from the front. Enfilading fire, bitches :getin:

It gets better once you can afford turning rooms into slaughterhouses. My Base Builder game in order to get into the place you have to travel through the Meat Grinder, which is just two walls with turrets embedded in them separated by two tiles of stone wall and protected by a layer of sandbags. The only protection is the one tile corridor, so while you have one enemy set up there, the rest have to venture forth into the fire. I had an entire tribe of like 40 get chewed up by the turrets, by friendly fire and by a handful of draftees I had set up near the exit. It's inevitable to lose turrets from the short distances involved in these fights. Since the enemy is packed in there so tightly, however, the explosions from the overload will hit at least two or three.

I'm planning a second room similar to that design that only has a single tile of stone wall separation for greater turret density. I think I might have to tighten the width; currently each wall is too far away from the other so exploding turrets won't be as effective. Will post pictures when I get back home.

Only downside is having that many turrets is really draining on your power supply. I'll have to power each room as a battle progresses. Also uncertain how effective this is against mechanoids.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Okay, pictures of the couple hands-off defenses I promised

Meat Grinder - length of the room is determined by the indicated range of the improvised turrets. If you happen to have a sniper it's relatively safe to set them up and let them join in the fun. I'd construct a full sniper's nest but that's where my trade beacon is set up.


Blender - Bigger, more turrets, probably not as efficient.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yeah, it's an experiment that I'm considering. I noticed in the Meat Grinder that when the turrets exploded the stone walls would absorb it and would prevent travel past itself. They became essentially shaped charges, expanding into the empty space where lots of enemies were standing around. I'm hoping that the single wall will be enough (or at least survive past one turret exploding) and increase the fire density over an area. I'll let you know how it went once I get an attack by meaty bodies.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Well, I didn't get attacked by meaty bodies but the mechanoids that finally decided getting rained on by mortar shells wasn't fun and trundled into the rooms. This is what the place looks like afterward.


First room held up pretty admirably, all things considered. Scythers dropped really quickly to sustained fire but the Centipedes, being far more durable, got scratched up but could tank their way through the turret fire until they were all destroyed. I'm probably going to continue this design but play with the dimensions a little. I don't think a single enemy got hit by turret overload.

Anyway, Inferno Cannons set fire to the ground behind the stone walls, which resulted in the devastation to my wood wall. Due to that single stone wall break, my narrow pathway for repairs had to be blocked off before the Centipedes could bypass the second room. There was a bit of frantic drafting/undrafting footwork to keep my colonists from rushing into the gunfire to put fires out and get that wall in place.

Second room, the Centipedes started falling apart from friendly fire and the outpouring of bullets from the turrets. The width was perfect for overload explosions to rend the group but not so great in getting all the turrets firing. An early Inferno shot and resulting fire knocked out the right side so I was left with half the firepower after maybe a third to a half of the enemy were downed. The last few minigun Centipedes were so chewed up that their bullets sprayed everywhere, occasionally hitting on point but generally was useless. Turrets, having no weardown damage, eventually knocked down the last.

I count about 11 Centipedes and about ~6 Scythers from the AI part. Will know more once my colonists catch their psychic breath and everything returns to normal. I lost only two, one from too many psychotic breakdowns and the other that ventured too far in before I noticed.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
If the enemy was adamant on making their way to the squishy colonists I'd agree. But as soon as the turrets open up their target priority shifts and they come to a stand still. In that case, providing the enemy with cover by raw stone (if you're sticking them in the room as opposed to the corridors) is only aiding them. It's also the reason why I carpeted the death rooms with flooring; pesky trees won't appear and block lines of fire.

I prefer to keep the corridors clear so that my colonists can venture outside quickly to pick up scrap and bits from cargo pods. And clean/fix up the rooms in short order.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Currently being seiged. My computer can handle the 50+ entities that spawned, but not when they get hungry. All of a sudden I'm chugging at <1 FPS as soon as the pathfinding to get their rations starts being calculated.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Well, siege broke. They would have assaulted earlier, but they were busy with one of their own that had enough of this poo poo and transcended this world with his last meal clutched in his hands.


Guess he died at just the right moment because he started shuffling across the ground for a bit in that state while every pirate turned their guns on him. Until I saved/reloaded they refused to believe he was dead. The world couldn't make up its mind; he didn't become a corpse with an HP bar but would not take further organ damage.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Mortar it to bits. Of course, you still have to deal with the spawns once you do! They'll either sit put or trundle about near the ship part until either you deal enough damage or enough time has passed (not sure which) then they start their death march towards your colonists.

The other option is to get your longest range weapon, set up as far out as you can and plink the ship part to death.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

JosefStalinator posted:

I'm curious though - someone mentioned that you can sell your legless people to traders, but each time I've gotten a legless person sitting around, the traders never come. Does the game recognize when you're trying to sell of your lame prisoners to the slavers, or am I just really unlucky?

I think it's more the storyteller recognizing that you're above a certain population limit and vetoes any slave trader. I had a host of terrible tribal prisoners waiting to be sold but after ~8 ingame months I decided to let them starve off. Slave trader still hasn't come so I'm stuck hunting through the incapacitated from attacks hoping to find good personality traits.

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.

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.

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:

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.

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).

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
A grower, a talker and maybe a guns dude?

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
They make my killing rooms just that much more welcoming to the hostile groups. If there are thirty or so bows just lying abandoned on the floor, what's going to happen to them? :unsmigghh:

Unless it's powered armour, clothes stay with the bodies to burn in the incinerators.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
They decay only above a certain skill level (I think it's 12). It's to keep people from making super colonists who can do everything in a nod towards realism I guess.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
You can put down four fertilizer pumps that will cover most of the area that a sun lamp can provide. Otherwise if you want full coverage you'll need to put in 8.
Fortunately you can reclaim the pumps afterward so the metal cost is halved.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Check this for a couple kill room setups I've made: http://forums.somethingawful.com/showthread.php?threadid=3598337&pagenumber=8&perpage=40#post433801588. It's essentially the only entrance into the colony, though you may have to double/triple up outer walls elsewhere to prevent attacks from just breaking through instead and not have to deal with your massed defenses.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Nope, accuracy is basically a crap shoot. You can't do anything to make it better.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yeah, the attacks directly in your base will be centered around your beacon. You should slap down some turret defenses around it and maybe incorporate it in your entrance for defensive efficiency.

I'm building out in the new biome in a non-hill/mountain section this time to see if I can manage without a lot of secure stone. Somehow the compound I made is really good for defending against small groups; there are plenty of clear firing lanes for my colonists hiding behind corners to shoot those coming to the entrance. The first pirate to be incapped didn't have the stats I wanted in a hostile world, so I cleared him for organ harvest. Out goes his lung, his kidney, his liver and oh he's dead, guess he needed that one!

Some time later, we get an attack of like six tribals. To my complete surprise, one of them went around to the back and set fire to my wooden wall! It wasn't much of a distraction, one of my colonists went to extinguish it before getting drafted. It spread to the ground adjacent to it and eventually whipped up into an inferno, but the attack had passed at that point.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yeah, at that point you should have some sort of wall around your compound and one way in, one way out filled with turrets. And then you get that effect that shuts off all your powered machinery and then 15+ pirates attack your somewhat thriving colony of five.

The only combatant worth his salt anymore is a guy suited up in power armour and lugging around a minigun. I had two really good snipers but one lost an eye and the other had someone manage to hit a 1% shot blowing off his left hand when he was working over a siege party. :argh:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Lprsti99 posted:

Just save up lots of silver and buy some bionic eyes and arms.

That was the plan but unfortunately no trader has come through with any. A bionic leg, once, but I didn't need to move faster. :v:

And my killbox is essentially two turrets protecting my trade beacon and gauge how strong their group is, two turrets further in to provide non-squishy targets while my colonists can fire back without reprisal, and one turret sitting in the middle of the compound with plenty of alleyways to fall back to. I've been quite happy with how the arrangement sort of formed organically as things progressed and how well the storyteller AI has ratcheted up the challenge until now.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
It should be counted as your silver at the very top of your trade list. You can't manipulate it like the other trade items because it would be rather silly to do. You sure you don't have a number that's > 0 in the top left?

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Look, start with some hard bitten colonists, only take in those that are sanguine, optimistic and not Too Smart, neurotic, etc. and use the rest as "organ donors."

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

IAmTheRad posted:

Why won't my people eat the nutrient paste fromt he machine I made for them? They take the raw potatoes and eat those from the hoppers instead.

As well, how do I get more settlers? 3 isn't enough and I'm on day 20 for my colony.

Settlers fall from the sky! :v: To be more serious, there are certain events that will allow you an easy capture/coercion of a person or someone from another colony decides to join yours. There are also occasions that you are attacked by peoples and in fleeing, leave their incapacitated for you to pick over. 20 days is nothing, you'll grow soon enough.

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.

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:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
They do that if it's quicker. I've had a couple nasty times when instead of following the convoluted path in they started bumping their way at a stone wall far from the entrance. I had to quickly shore it up with another wall layer. And a couple times tribals detoured to the side and set fire to my wooden walls before rejoining their brothers. That was a pleasant surprise.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
They go by how satisfying food is to what they'll eat first and give no thought to distance. Unfortunately prepackaged is their favourite.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
That calls for emergency surgery!

To harvest those precious organs before he goes off. :v:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Scratch that, I'd want a way to accelerate a spear wall at relativistic speeds towards my enemies. No need for explosives if the impact kills them dead just as spectacularly.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Time dilation when you travel at near light speeds instead of being interred in some cryosleep casket to wake up like some sort of lovely vampire!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Slime posted:

The escape into space narrative makes no sense when there's ship apparently passing by that you can trade with who can pull up the things you sell them. Why can't our colonists just pay them for a ride to a less lovely planet? If they have the resources to make their own spaceship they can afford to pay for a ride.

Uh, that's what happened to those slaves that you can occasionally buy off them. Never trust a trader.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
No, unless there's a mod for that. I suggest putting down lights where pawns work and high traffic zones indoors. Ignore the places where pawns sleep and where they only occasionally travel to (like food storage).

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
So long as it's somewhat contained in a room with a door, you can pop in and out to take potshots at the bugs until they die. They have animal AI where if they can't pathfind through a closed door, they forget entirely about getting shot in the first place!

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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
PRO-TIP make the cubby holes you have your turrets in either roofed over or entirely dark if inside a room. Single biggest modifier towards not getting hit.

Inversely make everywhere else lit up so your turrets have no trouble hitting targets.

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