Tips, Tricks, and Newb Questions!

[quote=“Litppunk, post:16621, topic:42”]NPC’s gain trust if you keep them fed, uninjured, etc… basically if you treat them like a person instead of cannon fodder. Congratulations on actually taking care of your NPC instead of using them as a minesweeper, armourd aggro machine, interactive book, warning sculpture scalp-ture, disposable pack-mule, walking threadsinew glue and food container or any of the other 1001 better ways to use NPC’s than as an NPC.

I…I don’t get many trusting NPC’s…[/quote]

Remind me to never be your friend/partner/companion. In fact, I probably shouldn’t even come close to you. :stuck_out_tongue:

[quote=“Litppunk, post:16621, topic:42”]NPC’s gain trust if you keep them fed, uninjured, etc… basically if you treat them like a person instead of cannon fodder. Congratulations on actually taking care of your NPC instead of using them as a minesweeper, armourd aggro machine, interactive book, warning sculpture scalp-ture, disposable pack-mule, walking threadsinew glue and food container or any of the other 1001 better ways to use NPC’s than as an NPC.

I…I don’t get many trusting NPC’s…[/quote]

Meh, I pretty much do their quest to get them to trust me enough to train any skills, then leave them at base… in part, because they are annoying, but also because they are very hard to keep alive in combat.

Because they are stoooooooooopid.

I really only posted that for humor, I have not had NPC’s long enough to be very annoyed by their issues. :frowning:

I only take one NPC to battle. It effectively gives you double attack. Besides, I used to be a medieval farmer until the Deufyl Meister Blobb manipulated the time–space continuum and sent me to future. I need a moderner to read for me.

I like playing with NPCs and I believe I understand rather well now their quirks and the limitations of the code. To compensate for the extra firepower they give, I up the challenge with PK Mod, +50% health monsters, +50% number monsters.

That said, the NPC code is a bit limited at time, but not that buggy, if you know how it works. I can 100% of the time re-arrange all their armor/clothing, weapons. I give them food and water and it’s not a chore, because they eat and drink much much less than a player. I like when I see messages like they eat a nacho, complain they are tired, help me craft, etc.
Hey, I even like when they friendly fire me with a shotgun… I had done mistakes too myself, like killing a NPC with a car while trying to escape a horde.

For me NPCs are part of the end goal I assign to myself, i.e rebuilding a community and clearing a large area around it. Now, I don’t judge cannibalistic psychopaths either. You are too numerous and dangerous for me to do that :wink:

As for the bandit NPC… I have never been able to change the ‘mood’ of a NPC, once set. Byt that I mean a ‘fleeing NPC’, will always be fleeing, and an hostile one will always remain hostile.
So I believe you can kill him safely, §k

[quote=“Nibelung44, post:16627, topic:42”]As for the bandit NPC… I have never been able to change the ‘mood’ of a NPC, once set. Byt that I mean a ‘fleeing NPC’, will always be fleeing, and an hostile one will always remain hostile.
So I believe you can kill him safely, §k[/quote]

Fleeing and Hostile NPCs are always “Safe” kills in terms of morale as long as you don’t shoot first. If they scream at you to drop your gun and you refuse, they’re not considered innocent. If they tell you no sudden movements and you tell them that it’s okay but they still flee anyway, you can slaughter them anyways. If they mug you and enter the fleeing state afterwards, you can kill them with no problem.

Or take phychopath and never worry about killing npcs and then you can also create zombie slaves with no issue… turn that hulk that threw you through the wall into your own personal cargo carrier

What lv skills do you need for creating a zombie slave.

Thats why I keep NPC, too.

It’s good that it won’t be killing innocent. Even if it is, I can put on my bagpipe and saxophone!

Edit: I botched the attack plan, and DIED… “It’s a competitive world. You’d be a fool to think otherwise.”

How do you cope with poisoning? I mean, anything can help to reduce the time being poisoned, or the intensity of the effect?

What’s a good ranged weapon with replenishable ammo in the current build? I’ve had an electromagnetic rifle for a while, and the UPS power is no problem since I have the right body mods, but the fact that it needs a reload after each shot and heavy ammo is a turnoff. It’s not really very usable against tough zombies like corrosives that you need to kill quickly before they reach you.

The pneumatic bolt driver is the best.

With high archery skill and metal arrows the reflex recurve bow might be better, due to not having to reload, but I am unsure.

Laser rifle, of course - nothing compares for ease of ammunition. On full auto-damage is sufficient to kill even a hulk in a 3 bursts (sometimes two).

1)If the game says that I can no longer learn from book X because my skills are high enough, can I still learn recipes?

2)How exactly does recipe learning work? Is it as simple as reading a book several hundred times or something until the game finally decides to let you learn it?

3)How many moves are in a turn? Is it 100 moves in a turn?

[quote=“Taberone, post:16635, topic:42”]3)How many moves are in a turn? Is it 100 moves in a turn?[/quote] Your Spd value determines the length of your turn. Speed in the game is not used to make actions use less movement points, but rather it makes you have more movement points to spend on your turn so it ends after more actions have been taken.

If reloading a gun takes you 60 points and your speed is 90, you will only have 30 points to spend before your turn ends. That’s you being “slow”. When you’re fast, say at Spd 120, and reloading a weapon takes 60 points, you can do it twice - now you’ve chained more actions together, ones that you couldn’t chain in one turn when your speed was lower.

Naturally, low speed (short turns) means actions will drag out for longer than one turn, giving the other actors (hostile mobs) a chance to play theirs out. Longer turns give you the means to react to enemies before they can.

From my limited experience about recipes, you need to have the book nearby (6 tiles) and craft one of the recipe to memorize it. Reading again and again a book won’t do anything.
So keep these yellow books around your crafting place, until they are grey (meaning you have done everything you can with them).

So what about poisoning, can it be cured except by suffering an hell of a time from them?

You can memorize recipies through reading, but your better off memorizing it through crafting, or just keeping the book with the recipie on hand, in your base, or somewhere you can get to it where you expect to be crafting its specific recipies.

It was my understanding that learning recipes through reading has been removed, but I haven’t updated my experimental build in a few months now, so I could be wrong.

Oh, I haven’t kept up with the changelogs so I wouldn’t know. Used to be only a small chance to learn through crafting anyways. So unless you made several it was unlikely you would memorize it. Not that there was any reason to make a point of learning any recipe. Simpler to just keep a the crafting book near where you plan to craft said object.

how do you unload a turret without dismounting it?