It does make great clothes to outfit you colonists with though, I'm not sure you'd need 22000 of it for that. If by "venture" you meant money making, devilstrand is literally the worst plant to grow in the game for making silver, both because of the time required to grow it and the low gains you get using it for production compared to cloth. I'm guessing when you started it in January the temps were still below ideal and it was growing at a slower rate for a while, and a summer heatwave can add a few more days as well. On most maps you would want a greenhouse to grow it so you can keep the temperature stable for the duration. It's one of those items that benefits the AI.Originally posted by Astasia:Ya the real grow time for devilstrand is like 40 days on normal soil, 60 days on gravel, at perfect temperatures. Smokepop is there to annoy players, i'm sure. Neither mortars nor plate are must have, but they're ok. Even better if it's a desert map as you can use fire shells without causing map wide fires. Mortars can fire from those places and at least do some damage. I think they're nice on mountain maps with unroofed pockets. The reload time is worse than the accuracy. The accuracy is appalling, but pawns with bad combat skills, or old age or other issues that slow them down can be useful in a fight by manning mortars. Mortars are *kinda* handy in certain situations, though you can just steal the ones brought to you. It's kinda in the middle, but i like the look of it, and it's performed pretty well. Mortars aren't that useful unless you want to attack other settlements. Originally posted by olympe:Things on my "don't bother" list:īows and advanced bows as well as longblades and plate armor usually, since I never played tribal starts yet. If I wanted to anti-climatically end the game, I'd just quit. Seriously, just build your base out of stone bricks with stone floors. Any drugs but psychoid tea, yayo, and medicine. Plus they take up a lot of time and resources. I used to love these, but the long ranged scanner is far superior. Deep Drilling/Ground penetrating scanner. Psychoid tea every other day is far superior, and requires much less time and effort. Things I used to use, but now find worthless: Takes away the need for freezers, and can survive a power outage. Poison Synthesis (venom fangs for everyone, and talons for ranged characters) Bionics (to replace the lost body parts colonists will have by now) Biofuel refining (turning human flesh into $$$) (I use small ones to draw aggro, big ones cost too much and can kill my own guys too easily) There are also things like smokepop belts that could be irrelevant if you have a psicaster able to do that ability or a must have if you do not. Or drug production that can be used to keep your dudes happy or be sold for profit. For instance deep drilling gives you infinite building materials. There are others for sure, but those are usually the ones that make the biggest impact for me. Also keeps their temp fairly well in all environments so it can potentially be worn 24/7. Essentially the endgame where your colonists rarely die because they are hard to kill. Because they do well against mechs due to high armor pen. Because diseases suck, operations are not fun when they fail, and colonists lose way too many body parts.Ĭharge weapons. Sterile Tile/Medicine Production/Hospital Beds/Vital Monitors/Bionics. Prisons are either basically hospital rooms or luxury suites for recruitment. Managing 7 or 8 prisoners at a time early game is manageable, but trying to prevent prison breaks when you have 30 or 40 captures after a raid is just too much work. Whenever the royal tax collector comes around I pull them out of cold storage, let them wake up, then trade them in for royal favor. It doesn't guarantee success, but I have more successes than failures.įor prisoners I patch them up and let them recover, apply anesthesia, then put them into cryptosleep caskets for storage. Doctors get bionic arms and eyes first for better surgery outcomes, glittertech medicine is used, and everything is done in a sterile hospital room. Trust me when I say that it sucks a lot to set an archotech eye to be installed and to get a catastrophic failure, so everything I can do to improve success rates gets stacked onto the list. I put a lot of emphasis on putting bionics on my colonists and capturing live targets from raids. Surprisingly hospital beds, cryptosleep caskets, and vitals monitors are very high on my to do list.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |