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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,111
So, you can't leave the factory if you load a save after you've done it(except the last fight), or am I missing something here?

Nice touch with the sniper event, btw. As a sniperfag, I approve it

thumbs-up-approve.gif


Only thing I didn't like was the new map layout. The places descriptions and pics are a nice addition but I miss the old map, It helped me locate myself and navigate through the locations. Maybe a middle ground between them would be the best option here.
 
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Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,111
Are some exploration checks tied only to the MC now?

faythefailure.png


faythefailure2.png


Happened quite a few times since I started the new chapter, all with the new content it seems.

Vault Dweller
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,111
Are some exploration checks tied only to the MC now?

Didn't have this problem, are you sure Faythe is set up as your Electronics specialist on the Party (P) screen?

Fuck me. I forgot about that.

Thanks bro.

Looks like you missed out on a ton of xp and an optimal run, then. It's time for another playthrough :troll:

Not really. Like I said, it was only after the update. She was probably set as my grease monkey in the previous entries because I don't remember having any issues with that. I just forgot I could set specialists in the party window. I thought it was health and ammo related only.

I'm going lone wolf anyway. Everytime I see an electronic or computers check I leave it to Faythe(I either immediately go back to the pit and grab her or clear everything I can in the area first without triggering those checks). Which reminds me that there would be a lot less backtracking and busywork f you could just dump her anywhere instead of in the Pit only.
 
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Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,111
Mission-control-clear.png


I guess that's it for content? Unless you can find that eye still in this chapter and go inside the locked gate.

I didn't find that fight that hard btw. Although I probably would've been in trouble without those zen stims in the storage defended by the turrets since I burned the first one I got against the first two mind worms back in the operation center.

And I was disappointed I couldn't find Ol' Bub. Perhaps there's a trigger for him to show up(like recruiting Wilson)?
 
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Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,198
Location
Space Refrigerator
I'm very into cock and ball torture
Where is that?
Here, broski. First you need to get past door at level two of mission control. This door:
seYaqyp.png
Go straight. Then turn left. There should be a perception check that you need to make. Once you've passed it. You can move the barrels with strength. Go down. Into this hole:
bim45MD.png
Now. You will be prompted with a computer 5 check. Fail it. Fail it like a boss. Thus, is your turret encounter:
9Uw8Ub7.png
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,198
Location
Space Refrigerator
I'm very into cock and ball torture
Heya. Vince is currently collecting feedback about the enemy AI. I'm sharing the thread here too. If you guys have any feedback to share on how Iron Tower should improve their enemy AI. You should do it!
https://steamcommunity.com/app/648410/discussions/0/2958292387829305631/
AI feedback
Now's a good time to gather some AI feedback so that we can release a more comprehensive system update in Nov-Dec. At the moment the AI is very basic, but we aim to improve it. With this in mind:

1) What actions would you like the enemies to do? Help them become better at killing your characters with extreme prejudice!

2) Which AI actions offend your delicate tactical sensibilities the most? Specific examples and suggested 'instead' actions, please.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,506
Why allow looting in combat, especially in light of the multi-phase fights?

This happened before with the Braxton fight, but factory is full of it. I get you don't want players to loot everything, but atm they still can, it's just extremely gamey.

Is this intentional? Extra loot for spending AP for looting, keeping at least one enemy alive? Extremely degenerate.

If you loot with Smiles it goes into her personal inventory, screen says party inventory.

Also, autosave at the start of combat would be nice, like in DR/AoD.

I'm going lone wolf anyway. Everytime I see an electronic or computers check I leave it to Faythe(I either immediately go back to the pit and grab her or clear everything I can in the area first without triggering those checks).

This is also incredibly annoying, the needed change is allowing you to NOT deploy some party members in a fight. Even in a full party run I'd use that occasionally.

I thought I missed something, but it's just that I don't fail.:smug:

It's done in a pretty dumb way, who would ever want to skip that turret encounter intentionally?
Will be changed in the near future.

You should add an option to intentionally fail skill checks, a simple toggle would work fine.

Would fix all currently annoying situations and save you a lot of work on future ones.
 
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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Is this intentional? Extra loot for spending AP for looting, keeping at least one enemy alive? Extremely degenerate.
That's your choice, not mine.

I'm going lone wolf anyway. Everytime I see an electronic or computers check I leave it to Faythe(I either immediately go back to the pit and grab her or clear everything I can in the area first without triggering those checks).

This is also incredibly annoying, the needed change is allowing you to NOT deploy some party members in a fight. Even in a full party run I'd use that occasionally.
Also your choice.

You should add an option to intentionally fail skill checks, a simple toggle would work fine.
We do that, some people start failing every check just to see what happens, then reloading and complaining that it's 'incredibly annoying'.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,506
Is this intentional? Extra loot for spending AP for looting, keeping at least one enemy alive? Extremely degenerate.
That's your choice, not mine.

You disabled looting after combat because you couldn't balance the economy.

I'm going lone wolf anyway. Everytime I see an electronic or computers check I leave it to Faythe(I either immediately go back to the pit and grab her or clear everything I can in the area first without triggering those checks).

This is also incredibly annoying, the needed change is allowing you to NOT deploy some party members in a fight. Even in a full party run I'd use that occasionally.
Also your choice.

It's not a choice if you want to play solo.

You should add an option to intentionally fail skill checks, a simple toggle would work fine.
We do that, some people start failing every check just to see what happens, then reloading and complaining that it's 'incredibly annoying'.

Then don't gate content and skill points behind skill check failures.

Tbh this system makes all the story extremely unnatural, since you can't let the players change their minds after deciding on a path, since they get skill usages for failures.
In AoD you could kill most people after successfully persuading them, here you had to cut it off since otherwise everyone would take the free SP.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
You disabled looting after combat because you couldn't balance the economy.
No economy can be balanced if you loot all bodies after large fights that require allies. Not to mention it makes no sense if you help a faction and then claim all loot as your reward.

It's not a choice if you want to play solo.
Nothing stops you from developing these skills even when playing solo. They might not be as high and you won't get everything, but that's fine. If you insist on getting every little bit of content, that's on you.

Anyway, choosing who fights and who doesn't isn't an option. It will take too long to implement and we have other tasks with higher priority. We will consider disabling looting in combat to make your life easier.

Tbh this system makes all the story extremely unnatural, since you can't let the players change their minds after deciding on a path, since they get skill usages for failures.
Change their minds or methodically collecting every xp - first I talk to them, then I sneak past them, then I kill them. A very natural story.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,506
Change their minds or methodically collecting every xp - first I talk to them, then I sneak past them, then I kill them. A very natural story.

No, you can't even change your mind during just one of those.

If you click a persuade option, you can't attack anymore, unless you fail a check. Often you have no idea what exactly the final deal will be, you just have to go with it. In AoD you could always go "Fuck you" since you didn't hand out XP like here.

CS feels extremely railroaded compared to AoD.

Anyway, choosing who fights and who doesn't isn't an option.

Too bad, would add a lot to the game.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Anyway, choosing who fights and who doesn't isn't an option. It will take too long to implement and we have other tasks with higher priority. We will consider disabling looting in combat to make your life easier.

Just disable looting in combat, really. You do not have time to search all those items in pockets during fight. Or to remove armor from lying body. It takes a lot of time. Noone will allow you to.
 
Joined
Dec 12, 2013
Messages
4,334
No economy can be balanced if you loot all bodies after large fights that require allies. Not to mention it makes no sense if you help a faction and then claim all loot as your reward.

Why not disable looting and after the battle have allies give you your monetary share of loot?
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Keep in mind that if you disable looting while fighting, you lose some interesting possibilities for emergent combat. Kill a guy with a weapon you could really use for the rest of the fight, go over and loot it and proceed to use it? I'm not saying it will happen often, but you take that option off the table by implementing these nanny restrictions for those that can't help themselves and must loot everything.

The possibility that systems can be used in degenerate ways does not mean that the systems are inherently flawed. I love the idea of killing a character you know has a grenade, to loot it and then use it on his companions. Again, not something that will even happen for every player - but for those it does happen to, it will create a memorable experience.

Idk; maybe just make it a custom difficulty toggle.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
No economy can be balanced if you loot all bodies after large fights that require allies. Not to mention it makes no sense if you help a faction and then claim all loot as your reward.

Why not disable looting and after the battle have allies give you your monetary share of loot?
We could but then:

Keep in mind that if you disable looting while fighting, you lose some interesting possibilities for emergent combat. Kill a guy with a weapon you could really use for the rest of the fight, go over and loot it and proceed to use it? I'm not saying it will happen often, but you take that option off the table by implementing these nanny restrictions for those that can't help themselves and must loot everything.
So that's what we have to consider.

The possibility that systems can be used in degenerate ways does not mean that the systems are inherently flawed.
Pretty much.
 

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