This is why I do practically all my hunting via drafting.And when hunting your characters stay as far away as possible from the prey. So you get instances where the guy is standing a mile and a half away plugging away at a sleeping squirrel until he gets so tired or hungry he has to go rest.
Yep. Still in Alpha.Another thing I learned last night - shot accuracy calculations actually completely ignore your weapon's visual "cone of fire." Sure, every shot from your weapon gets less accurate the greater the distance, but it isn't analogous to the observed path of placement variance at maximum range. Even at point blank range, it is possible to "miss" by an entire tile or more, meaning that you can potentially watch as a bullet exits the tip of your assault rifle's barrel at a 60 degree angle and strikes a wall to your left instead of the animal one tile in front of you.
That's often preferable, though. Every shot you take gets you the same shooting skill experience regardless of if it hits or misses, so plinking away from maximum range ensures maximum skill gain per hunting session. Furthermore, if you're hunting a wolf or a bear or a megasloth instead of a squirrel, you want as much range as possible, because if it decides to attack you the first time you hit it, you want as much room between it and you for more shots before you have to switch to melee.And when hunting your characters stay as far away as possible from the prey. So you get instances where the guy is standing a mile and a half away plugging away at a sleeping squirrel until he gets so tired or hungry he has to go rest.
Apparently the original author had stopped updating back in A15 or something, and somebody new took on its mainenance and updated it for A16, and now A17. Then, near as I can figure, there was some kind of drama or something between the various contributors - the original author didn't COME BACK but for some reason the person in charge of the new "updated" version disabled it on the workshop.Any reason why it was yanked? Estate of Romero got legal or something?
--Patrick
Yeah next time i'll hit the random button a few more times, no more arid scrubland for me!Didn't start in a temperate forest, eh?
Here's a fun tip - if the absolute worst comes to worst, you can attempt to have your colonists flee to the hills by going to the world map and ordering a caravan consisting only of the colonists and nothing else (it will complain about their lack of food). Then you can walk a space or two away, and found a new colony. The wealth calculations for events are on a per-location basis, so your "new" area won't get assrammed like your developed area is.I did a game last night that I thought would be fun. I started it with three people on hard difficulty but instead of building a base I put it on God Mode and built it all up.
For those who don't know, God Mode allows you to build anything instantly. It does NOT stop your characters from dying - I'll come to that in a bit.
So the idea was that these people crash landed right by an already established base, complete with every type of production table, a hydroponics farm, full hospital with health monitors, everything. So my 3 people basically crash landed into an abandoned city.
They didn't last to winter.
As Gas said, the game determines the challenge by how rich the group is. And with this base, the game thought they were loaded. So it threw the kitchen sink at them. Meanwhile, they had no armor and only basic weapons. Two pistols and a knife, actually. I had turrets up but it did no good. But we did find out what had to have happened to the last group to inhabit the base.
Nah. This was just an experiment so I could see what some of the upper level things were like since I haven't ever gotten that far. I just didn't expect fire & fury.Here's a fun tip - if the absolute worst comes to worst, you can attempt to have your colonists flee to the hills by going to the world map and ordering a caravan consisting only of the colonists and nothing else (it will complain about their lack of food). Then you can walk a space or two away, and found a new colony. The wealth calculations for events are on a per-location basis, so your "new" area won't get assrammed like your developed area is.
Now, granted, that's basically the same as starting a new game, just with a lot more extra steps and less starting materials... but it's handy to know that if you need to bug out, there's a way to do it.
You got worse than that...
Emphasis mine.Here's a fun tip - if the absolute worst comes to worst, you can attempt to have your colonists flee to the hills by going to the world map and ordering a caravan consisting only of the colonists and nothing else (it will complain about their lack of food). Then you can walk a space or two away, and found a new colony. The wealth calculations for events are on a per-location basis, so your "new" area won't get assrammed like your developed area is.
The downside of multiple bases is they all operate in real time and you have to switch back and forth between them on the fly... the more bases you have, the harder it is to keep up with what needs attention in each. Also, it massively compounds system resource useage. So, unless you have a really strong system, I wouldn't recommend going with more than two colonies simultaneously. Even my system bogs down bad at 3, and my rig is no slouch.Emphasis mine.
So, on a hypothetical note, having auxiliary bases with a (much) smaller size and fewer people might be practical even for a highly developed colony, at least insofar as defence goes?
Probably not a good idea for the Halforums House game, as we seem to be well on our way towards meeting our targets with the massive setup we have, and managing that number of colonists in a single base might take too much time to afford the up-front micromanagement cost of getting a permanent auxiliary base going. But I'm considering getting my own copy of the game and, should I be inclined towards empire building, could it reasonably be done?
Does anybody know if taking out the hostile bases in the area, thereby crippling their local infastructure, has any effect on pirate (or tribal for that matter) raids? Decreased size and frequency, maybe?
What about the other Duran, blah blah I can't actually think of a joke because I am not a fan and know nothing about the band blah blah blah?Just lost my first colonist. His name was Duran. He was the only one who could grow food worth a shit. Nobody else has shown any interest in it at all. This should be interesting.
And no, I didn't butcher him. Now, were we low on meat, maybe...
You could've taken the Barbarella angle, you know.What about the other Duran, blah blah I can't actually think of a joke because I am not a fan and know nothing about the band blah blah blah?
"Your buddies were pretty dumb...but they are kinda tasty. Want some? Of course you do. Eat up."I'm hoping we get attacked soon by farmers so I can kill all but a couple and then Stockholm Syndrome the shit out of the ones who are left.
May I suggest Powerless! I haven't used it yet, but the description seems interesting. . May work just right with your current setup.Started a new game (letting the Fine Young Cannibals have a rest) and did everything completely random. I used the random storyteller at about mid level. I landed next to an ancient danger and the first thing I did was to open it up. One guy attacked me, one I put back into cryosleep, and one wandered off the map.
My guys are going to die. They are all GREAT at hunting and shooting and killing and stabbing...but only one cooks (3 skill), only one knows how to grow anything (2 skill), and the two that have any construction skill when adding it together equals a grand total of 2 points. So we are hunter/gatherers but we can't build shit.
"That just means he likes you."The guy I thawed out has a name, but his nickname - given by the game, not me - is "Balls". Which leads to some amusing screenshots. "Nuzzled Balls."
Hope you're growing rice, it matures the fastest. Also if you get in a really bad way, you can harvest it early, at a yield penalty. I had to do that once or twice to save the HF colony. And don't forget, berries still grow in the wild even in late game. If you've got Allow Tool, you can simply find one and then right click it and say "harvest all on map."Did a new playthrough as a tribe but I have 10 people and I completely balanced the skills. There's at least 2 people for everything. My medical people can't leave the home area and they are also my top researchers. So when nobody is hurt all they do is research, which means they are both almost Godlike at this point.
But I'm not sure we're going to last the winter. Last night when I was playing there were three events back-to-back-to-back. Cold snap killed all the plants outside. An eclipse drained all my batteries. Then a solar flare turned off ALL my electronics, meaning all my food died in the hydroponics area. I have 10 people but only 20 pemmican, 15 simple meals, and some bug meat that I've been saving for kibble. I have 4 guys out hunting anything that moves and hoping the game gives me more critters to kill until I can farm again.