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About rrgg

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    Unholy Action Forum Commander
  1. If you have all their needs met and your bar operational with lots of bartenders all you can really do is wait for morale to improve. It takes a while. Any new immigrants you can get tends to help a lot. They get a morale boost whenever they meet a new person which keeps them happy for quite a while. So assign them to important jobs like techs and bartenders. Miners and builders tend to work to hard and always get depressed because of that, not really much you can do there. Avoid mass deaths.
  2. My main complaint I think would be the way walls and floors are prioritized over objects right now. When I want a derelict demolished I can usually get the walls taken down pretty quickly, but waiting for all of the doors and other objects to get demolished is what really takes ages. (For some reason builders tend to fly out, destroy only a single item, and then go right back to the pub or lifting weights or taking a nap) As for the fog of war I would kind of like it if builders were just able to lift it as they are demolishing the outside walls or something. Also we could demolish things with explosives maybe? That would be cool. . .
  3. My 50 man base was running fine on about 5 or 7 techs. How's morale?
  4. Oxygen essentially just ignores wall tiles which are not adjacent to space, spreading from room to room that way. The main issue tends to be when you have a 1 m wide hallway with space on either side that the oxygen can't flow quick enough (If a ship docks to you and you want to keep it then be sure to make the part connecting it to your base wider right away). Although yeah, oxygen essentially being considered the same as atmospheric pressure is pretty annoying. Also don't forget that you can right click on a room and select "seal O2" to suffocate fires, raiders, whatever. Keep in mind though that if you want to seal the O2 in airlocks you need to unzone them first for some reason. The leaking effect as far as I'm aware is just a bug having to do with lag and especially the faster game speeds. For now probably best to just accept that at 100+ people you should keep the game speed on normal and you'll likely need around 200+ O2 capacity to avoid suffocation.
  5. The blog post mentioned that the ability to assign where people work was being pushed back, but what I'm really looking forward to in is the ability to assign multiple bedrooms. It's really hard to set up an oppressive hierarchy when I can't even specifiy who gets the lush penthouse suites and who gets crammed into dank holes!
  6. @Onty, How many guys did you manage to cram onto that massive discus anyways?
  7. Sweet, Something I made got featured by the devs! I like how they picked the screenshot from right after I lost 80% of my guys. ; )
  8. Go right ahead.Anyways, to clarify what I meant about bravery. Panicking in this game doesn't actually make citizens run away from a threat right now meaning that it is basically amounts to a death sentence if the person doesn't have enough support. So you really want to be keeping an eye out for citizens with brave traits (mildly brave, mostly brave, or very brave, very brave is the best). This especially important when exploring derelicts, since if a 3-man party stumbles across a killbot or a monster and all 3 of them panic then they're all dead. If you're having trouble keeping track of your brave citizens then I guess you might try putting a (B) or something after their name so that they are easier to find in the roster. I lost a lot of people before I figured that one out. Also, I figured out a trick for if you desperately need an O2 recycler or food dispenser or other object built right away. a. Lock down the room where you need something built. b. Assign all the trapped citizens inside as builders. c. Refuse to let anyone out until everything is finished.
  9. 1. It looks as though you can change the screen resolution via the bootconfig file (My Documents > SpacebaseDF9 > Saves), I haven't tried it. 2. It's a very annoying bug. Sometimes if you don't have any asteriods selected for mining your miners will pick up some of the asteroid chunks left laying around your base, but if they don't then you just have to demolish them. No idea about how to prevent this. One common cause I've noticed is that if miners don't make it out of the airlock in time they start to panic due to low O2 and drop whatever they're carrying, so I suppose you might try building more airlocks to try and reduce traffic. 3. Unfortunately no way to set priorities right now. The best advice is probably just to plan ahead and just take steps at a time. If you are really desperate there are a couple of work-arounds, for instance: a. Lock down the room where you need something built. b. Assign all the trapped citizens inside as builders. c. Refuse to let anyone out until everything is finished.
  10. Speaking of the whole "dwarf fortress in space" debate that's been occasionally been popping up in various threads. I don't know if anyone at DF is interested in hearing my musings on difficulty curves, but here they are. So there are a couple of different directions I think you could go with a game like this: Type 1: A static difficulty. This route basically tries to keep the game 'realistic'. The game-world is completely random no response to the player whatsoever and all events have a steady probability of happening at any given time. I'm one of the sort of people who actually finds this a really interesting concept and I really hope the end product still has some way to play the game like this. But in practice it does not necessarily make for good gameplay due to the fact that the actual difficulty curve is completely backwards. The game is hardest at the very start and then only gets easier and easier over time until you are eventually left almost completely invincible and the whole experience feels sort of meaningless. Type 2: A brick wall difficulty. This is where the phrase "losing is fun" really comes into play. The basic formula is that as time progresses the threats slowly get worse and worse and the game slowly gets harder and harder over time while the player slowly gets weaker and weaker due to the mistakes he makes until it is literally impossible to progress and he gets wiped out. A lot of people tend to really appreciate the "hardcore" element of a system like this, but if it is all the game does then it winds up losing a whole lot of it's creative/personal elements. For instance: You can't waste time designing a really cool base because you need to constantly be preparing for the next enemy attack, You can't even really get that attached to your bases when you know that they are just going to be wiped out sooner or later anyways. The only real way to play is as a cold, calculating, min-maxer at all times, often continually re-using the exact same "optimal" base design. Type 3: Heuristic balancing. This is where the game is constantly reacting to the player in order to try and create the optimal experience. For instance, the strength of enemy attacks depends on how big your population is or how well your base is doing. If you are doing really well then the game starts throwing more threats at you. But if you suddenly make a mistake and lose half of your population then the game eases up on you, raiders stop appearing quite as frequently, your surviving citizens think "Well, at least we have a whole lot more elbow room now" and start coming out of their depression, allowing you to slowly rebuild. If done correctly, the idea with a system like this is for there to constantly be some level of challenge presenting itself to the player, yet any actual "game over"'s are going to be rather rare unless the player just sort of gives up. This I think is sort of the best of both worlds and probably ideal for players who just want to jump in and play. The real problem with this sort of system only really starts to appear for more experienced players, when they start to get used to how the system works and start to game it (for instance, keeping one's population at 99 rather than letting it reach 100). When this happens it can sort of start to suck the challenge out for them. In my opinion, I think what might work best is if the system used depended on the start location chosen. If you choose to start somewhere with a green threat level then your base has a type 3 experience. If you choose somewhere with a red threat level then your base has a type 2 experience. That I think might be a really good way to separate the newer/more casual players from more experienced players looking for a greater challenge. THE ONE THING to remember is that no matter the starting location, even if it says "ridiculously low threat" or something, the game should still slowly get harder as the player's base improves. Eventually allowing them to experience almost every possible threat/event. The fact is that when you present the base selection screen as a map like you do, a new players first instinct isn't to look at it and think "oh, this is the difficulty select screen", no, they are going to see it as part of the game and slowly scan over every tiny inch of the map looking for the perfect starting location, and if that starting location turns out to be essentially creative mode and never challenges them or shows them more than a fraction of what the game has to offer those players are going to feel really disappointed and complain to all their friends about how lame Spacebase DF-9 is. (This is not to say that the game shouldn't have some sort of sandbox mode, just that it should be a completely separate option and really obvious.)
  11. Also, can you please consider upping the difficulty a bit during the next update? Even if it's only for the "very dangerous" starting areas or so? Right now I can't even seem to make a doomed Spacebase when I try. Once I'm up over 50 citizens or so occasionally having 2 or 3 raiders board me ceases to be any threat whatsoever.
  12. -What do each of the personality traits do exactly (brave, neat, gregarious, chatty)? (In particular, what's the difference between gregarious and chatty?) -Are all of the skills implemented right now? (in particular, I haven't really noticed builder, miner, or security skill seem to do much) -I asked this question earlier at some point, but is there a limit to how sad citizens can get? If my population suddenly drops from 180 down to 35 people due to death are the survivors going to be basically screwed/permanently sad? -Do unassigned citizens lose moral if they have the "duty" need listed?
  13. Sorry for the rambling- It feels like combat has suddenly gotten a whole lot less interesting in the most recent patch. I don't worry about walls getting blown out or anything any more, it's just case after case of "bang bang bang someone's dead". Maybe you could decrease everyone's accuracy again and then come up with some other ways to demonstrate collateral damage. For instance more fires being started and more damage to other objects like O2 recyclers. (Speaking of which, I think it would be kind of cool if raiders left alone in a room started to smash up the place before moving on.) Also it might work better if there were more degrees of wall damage, for instance, a few stray shots might create just a small leak that is still bad, yet is hardly some sort of sudden tpd for everyone involved. From then walls could move on to a large hole and almost completely destroyed (a hole big enough for people to walk through). Also, as far as raiders being outsmarted by an enclosed moat or something goes. I think a good compromise might be if raiders trapped in a room were able to break through walls, however in order to do so they would need to plant a breaching charge that takes 20 seconds or so to detonate. So walls would still be really useful for slowing raiders down. Also, I think maybe projectile speed needs to be increased quite a bit. It seems really silly whenever I have a shootout in a long hallway and once it ends there are still a whole bunch of lasers hanging in the air for a while. Also, non-security people still don't run away from raiders, they either panic and run towards them or run towards them anyway to engage in fisticuffs. This is really annoying.
  14. I'm not sure that it's been completely thought through yet. One possibility i considered is that during the start screen you are actually in a completely different galaxy millions of light years away which is why it initially takes such a long period of time to deploy.
  15. On bartenders: you don't want too many tables or bars for your bartenders to handle, this will just result in a lot of people wasting their time waiting. You don't want too few tables either as they are likely more full than they look. (A builder out in space shouts "dibs on that table!" And then everyone has to wait until he floats back inside. On botanists: Plants grow more slowly as they lose health so keep them on good condition (sickly plants may eaven start to grow backwards). Plants have 3 stages of growth, the first lasts until about 50% growth while the final stage begins at about 80%. If your garden is running at peak capacity then you should be seeing at labout half the plants in the baby stage on average and only 20% fully grown. However, if your plants are almost all fully grown then your garden is likely understaffed. This is especially true if they all say "87% growth" which seems to be the point that a never tended to plant stops growing.
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