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Messages - Sirus

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1501
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: February 02, 2019, 02:32:39 pm »
I thought you couldn't build things like farm plots or refineries within city limits. Anything labeled "exterior", basically.

1502
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: February 02, 2019, 12:40:14 pm »
The wind generator description mentions using batteries, but I can't find them in the research bench. Is it higher up in the tech tree?

1503
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: February 02, 2019, 11:27:16 am »
No, what I meant by "more regular harvests" is that I want two fields growing at different times. For example, one getting harvested while the other is about halfway through its grow cycle. I feel like I'd be able to maintain a better supply of food that way and have to buy less from town (seriously, at the moment I'm buying all the dried meat from both nearby taverns just about every day. Sometimes I snap up the dried fish as well).

Interesting note on the timing of electrical lights. I'll probably just stick up some torches and call it good.

1504
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: February 02, 2019, 10:20:40 am »
Not football, floorball. Not that it doesn't seem like a crushing defeat anyway.

1505
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: February 02, 2019, 10:08:34 am »
I saw I could upgrade farms; I just want to build a second wheat farm so I can have more regular harvests and possibly enough of a surplus that I can brew some. On the other hand, that's basically what the cactus will be for. We'll see.

I...never even thought about putting some lights up. Will any lights do the trick or do they have to be some sort of special growing lamps?

1507
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: February 01, 2019, 10:38:28 pm »
Okay, things have recovered. I now have 15 dudes in my burgeoning faction, including a seasoned Shek warrior. We did have something of a setback when a surprise attack by starving bandits somehow overwhelmed the entire crew (including previously-mentioned Shek warrior; in fact he was one of the first to go down), but fortunately they settled for only taking some of my food, rather than all of it. I was able to recover with the help of one of the Squin townies, who rushed out to perform first aid and drag the worst-wounded to their sleeping bags.

That was quite a few attacks ago. The Starving Bandits are now officially my enemies; I guess I finally killed too many of them. They sometimes send raids but each time my dudes are able to fight them off a little better than before. I have both a wheat farm and a cactus farm up and running; once I get enough wheat I plan to build a second one. The walls are not quite complete, but they're filling in nicely and the potential avenues for attack are getting smaller and smaller. The last time the Dust Bandits showed up to make demands, my leader sent them running by breaking their leader's jaw :D

Over near Squin, one of my copper miners has proven to be remarkably badass. Despite a severe lack of training (something I have since rectified somewhat using equipment) he has proven to be surprisingly good at fighting off occasional hungry bandits. One time, despite a single-digit melee attack and almost no skill in his weapon, he managed to sever a bandit's arm. I mean, okay he has to run for the city if there's more than one or two, or if they're nastier foes than Hungry Bandits. But he's still all alone and virtually untrained. I need to bring him to the settlement sometime.

I'm about to send my leader on another recruiting trip. I bought some maps from town, and there's some villages and a city to the south. Hopefully I'll be able to bring home an extra set of hands or three.

1508
Arial took Grizel's new appearance in stride, noting only that she looked vaguely like some of the less skeletal undead in Bonetown. As a scout, she'd seen odder-looking things.

: "So, what now? We can make a run for Bonetown, get you people safely behind some walls and guards. Or...we could maybe do something a little more proactive."

1509
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: January 31, 2019, 02:31:38 pm »
Blocking also buffs dodge by 20 points.  What I like to do is set my fngs to block, put them in the heaviest high-coverage armor I can afford then let them get beaten into the ground until they hit 30ish block or dodge.  After that they can defend themselves pretty solidly and start leveling up attack.
This is basically my logic. If I let the scrubs run in and get thrashed, they'll just get knocked out before they can learn much. If I set them to block they'll last a bit longer and build their defensive skills a bit more before their inevitable beatdown. Only once they can look after themselves will I worry about letting them learn how to hit things.

1510
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: January 30, 2019, 09:30:32 pm »
Went on that recruiting trip to the Holy Nation, found myself a couple of dudes in one city. One of them at least had some combat stats while the other was a fresh newb, so I considered it a good trip. While I was in the area, I decided to take my three scouts and run them up to the next city over. No sense in leaving and coming back later, right? I switched back to my Squin team to get some copper sold...and then I noticed the portaits for the scouts flashing red. I quickly switched back over, waited a couple of minutes for the game to load...

And was greeted with this lot.

I counted about 44 hungry bandits. While weak individually, all of them together was way, way too much for three dudes, one of them completely untrained and another only sorta-trained. I quickly turned them around and ran them back to the HN city and was chased the entire way.

Eventually we got close enough that the city guards began to charge our way, so I decided that this should be the newbies' first lesson. I set everyone to Block and let the chaos unfold. It was a mess, with more guards charging in every minute and bodies littering the sand. All three dudes got knocked out, though luckily my main character had sufficient toughness to merely play dead and wait for things to calm down before beginning the medic work. Once everyone was out of danger, I (very slowly) got them to an inn and rented three beds.

1511
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: January 30, 2019, 06:10:48 pm »
In one of my earlier games, I did the "five nobodies" start and took dudes of each race. I explored North of Hub and came across a Holy Nation city, where the guards flat out demanded that I turn over the non-humans on my team. I tried to run and what seemed to be two entire squads ran me down and slaughtered my dudes.

Forgive me if I'm not planning to go back there with non-humans any time soon.

Anyway, it's the surviving I most worry about. Even my band of scrubs can leave hungry bandits dying in the sand - I shudder to think what will happen to them if they try to tackle someone really dangerous that might then decide to watch over the bodies for a few days. Even with a really good medic, I feel I'd lose dudes.

Random question: when my base was raided by ninjas I managed to lure a few of them close to town and loot what was left after the guards took them down. I saw that they were equipped with twin katanas in their primary weapon slot. Is there any mechanical reason for this?

1512
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: January 30, 2019, 05:36:17 pm »
Well, I managed to get the whole squad back to town, limping the entire way. My mule even managed to snag all the food in the storage barrel so that the bastard bandits wouldn't get any! :P

Now to figure out what to do next. I figure a recruiting trip might be in order, maybe heading up to the Holy Nation to snag some humans. Maybe send one of my three shek to explore other towns, but of them the only one I'd trust to survive alone is also an "outcast" and might have a hard time finding recruits. The other two are big dumb bruisers that are easily my slowest dudes - not ideal for traveling solo.

I also need to make money. Copper mining is nice, but the node I have easiest access to can only be mined by one person at a time. The one at my base is a little better, two people max, but it's much much further away from town and also subject to attacks, which might hit my mules coming or going. I hear that drug running can be profitable but I have no idea how to get started on that. For now, I'll just focus on copper. Maybe I'll set up a second copper operation in Hub.

I'm mostly just unsure how to get my dudes better able to survive. Yeah, I can use training dummies to get their melee attack skill up to "better than nothing", and I can have my dudes cart around lumps of iron to (very slowly) build their strength, but melee defense and toughness requires actually finding punks to fight. Finding punks that can be fought "safely" is tricky.

1513
Forum Games and Roleplaying / Re: FEF: Death to Traitors: Chapter 3
« on: January 30, 2019, 03:35:24 pm »
Attack the knight! Canto to (13,13) if I live.

1514
Arial shrugs at Alshadmar's question.

: "Don't forget; those were bandits, not champions or warriors. They like to hit easy targets and tend to lose their backbones when something serious threatens them. Once they got a good look at the mighty, pissed-off Alshadmar - not to mention the lovely ladies backing him up - they all remembered urgent appointments elsewhere. I wouldn't let it get you down."

1515
(18,13) and Tiena Ociel.

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