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Messages - Tycho X

#1
Quote from: Bonjour on April 06, 2016, 09:21:38 AM
26 October 2016

Woaaah, I hope you don't mean it  :-\
#2
Quote from: Oxidus on April 04, 2016, 12:24:25 PM
April 8th or April 9th.

You can't pick more than one day  ::)
#3
Ideas / Re: Hail weather
April 02, 2016, 04:31:29 PM
I'd say yes, but considering how deadly cold/ice sheet biomes already are it's unnecessary  ::)
#4
Bugs / Re: [W|0.12.914] Targeting through walls
April 01, 2016, 08:31:08 AM
I've had this bug before too. Except it was worse; my colonist was hidden in a way that he had no line of sight to the scyther, even while leaning, and yet the scyther just shot him through the wall multiple times.
#5
3rd of May. (I hope  ???)
#6
Stories / Re: The Crashed Ship. Of Hope.
March 30, 2016, 02:37:50 PM
Hilarious. I have the opposite thing happening over here; the Scythers/Centipede from the poison ship are aggro'd on my colonists and allies, and I have nowhere near the firepower to take them down. My only ally, some outlander town, has already sent four waves at them- they've lost about 14 men in total. The problem is, they keep equipping them with Steel Shivs and Shoddy Pistols, which clearly isn't enough to lay even a scratch on those damned mechanoids.
#7
Ideas / Re: More options for friendly factions
March 30, 2016, 12:12:37 PM
I believe there is already a mod that allows you to do so, but it should definitely be added to the core game -  the ability to visit other Factions and/or raid them. Perhaps even just the ability to travel to different, empty plots of land across your randomly generated planet. Maybe add a colony relocation option-

#8
Oh wow. I feel quite stupid. I noticed today that I did in fact have no warden - I assumed 'Doctor(ing)' included wardening. Well damn. My one and only warden died from one of the triple rocket launcher attacks earlier that day. Sorry, false bug report. But my suggestions still stand.

I actually noticed one last thing (UI): I play RW fullscreen, and when I try to build, say, a trap out of wood, the 'wood' option goes off the screen, meaning I'm forced to build it out of steel or plasteel (only 4 options fit on the screen, so as soon as I get sandblocks 'wood' disappears).
#9
That ain't a bug. It's on purpose- notice how all buffs and debuffs go away when dazed/enraged? It actually helps the player by allowing the colonist to recover from all the bad things that have happened by furiously lashing out for a bit. Happens in real life too!
#10
Bugs / Prisoner Bug (Injury) + Rant + Suggestions
March 29, 2016, 01:59:21 PM
Hey guys,

just a quick report on a very annoying bug I've come across multiple times (I couldn't find it here in the forums):

-Whenever a prisoner get's incap'd, I'm unable to order my wardens/colonists to 'save/arrest' them. It just says 'Colonist XY is not a Warden'. It's happened about 3-4 times during the same playthrough, including loads of saves and restarts (spent 12 hours on this colony). Playing on a mac by the way.

It's really annoying because whenever a prisoner goes beserk I'm forced to knock them out (even though they're unarmed) and then just sit and watch as he/she bleeds to death. I tried saving and quitting, doesn't work.

Sidenotes:

I've had multiple raids where the pirates are equipped with Triple Rocket Launchers... it always ends in a ton of friendly fire for them and a couple deaths on my side... really annoying. How do I deal with these apocalypse weapons? They're even killing their own men with it!

The trading could really use a fix. Traders will always, always buy at minimum price. It's irrealistic and annoying. Wouldn't it make sense that the player can participate in the local economy and actually make profit instead of 'Buy this Cobra for 450 Silver but sell it for 120 or less!'. It'd be nice if, say, for example, Slave Traders bought Medicine at medium/high prices- speaking of which I heard there's a 'Trading Caravan' update coming, like in DF, which allows the player to interact more with other factions. Now that's going to be great; actually make the factions a bit more... alive? Functional? They seem kind of hollow right now, you can't do much with them. Just be sure to fix some of the trading prices! Please!  :'(

One last thing (my rant is over, no worries), some suggestions:
-Allow player to select number of starting colonists (From 1-7 for example)
-Allow player to select/change 'random pet' - either increase, randomise or disable this part.
-As mentioned above, make factions more interactive

I'm very sorry for the long post, originally I had just intended to report a bug, but I felt like I had lots to say... I hope you see and read this, Tynan. Love the game, glad I participated in the Kickstarter all those years ago.