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Messages - HattoriHanzo

#16
Thank you for the fast answer! Can't wait to get home from work and start off a new colony :D
#17
Howdy!

As the subjects says: Is there a complete changelog for A9? The 4 points in the changelog from the changelog-thread can't be everything^^

Thanks!
#18
Ideas / Re: RIVER on map creation
February 11, 2015, 05:06:04 AM
I think that could be moddable. Add "Fishing pole" or "Fishing net" as a weapon with 0.1 Damage, Add Fish as animals (could be the tricky part, don't know how to add animals to watter areas) and create a task called "fishing" like hunting.

Voila! Fishing is in the game.

May start a request with that idea in the modding area? Think some talented guy could do that in about 2 hours.
#19
Ideas / Re: RIVER on map creation
February 11, 2015, 03:49:19 AM
Quote from: Kegereneku on February 10, 2015, 11:51:22 AM
Woah, let's not be ahead of ourself here. I mean, we also want rockish torrent in mountainous zone don't we ? It can't be always-always fertile then.

Soil =/= Rock.

In snowy and rocky regions, it shouldn't get fertile, that's for sure. Just thought using the term "soil" should be enough, next time I'm going to be more specific ;)

Further idea:

Fishnets as an item sound like "give it a colonist and he goes fishing" (like hunting? Fish as animal in the river maybe? could be moddable...hm..), but what about a bow net/fish trap as a structure? Build it and it "grows" like plants.

Looking forward for more ideas :)
#20
Hi there!
I would love to do some basic textures. I already modded some Gnomoria stuff, back when i played that game.

Can give you some work examples on thursday/the weekend.

See you!

Edit: Here's some basic Broadsword and Longsword, did them in about ~10 minutes each or so^^


[attachment deleted due to age]
#21
Ideas / Teaching system
February 09, 2015, 08:49:51 AM
Howdy!

Spontanious idea:

What about a teaching system?
When a colonist reached 10+ in a skill, he can teach another colonist that skill till 10.
The only other precondition is, that the "student" at least has to have an affliction to that skill.

What would be needed to add to the game:

- prioritisable task "teaching"
- prioritisable task "studying"
- furniture "schoolbench"
- furniture "black board"

Feedback welcome!
#22
Mods / Re: [Mod Request] Medieval Age
February 09, 2015, 04:38:34 AM
You may play Gnomoria then^^

#23
Ideas / Re: RIVER on map creation
February 09, 2015, 04:30:41 AM
Great idea! Love it!

Further event: Flood

Heavy rain fills the river with masses of water it can't handle, the river therefore doubles in width for x days destroying every building nearby.

Also soil near rivers should be always fertile.
#24
Quote from: 200Down on February 09, 2015, 03:46:26 AM
Like the broken ribs idea too. Sadly pawns forgot they needed ribs at all it seems :) Heck maybe they do have ribs and I never noticed.

They do have ribs, you never had a colonist with a broken rib?
Some aggro tribesmen where hitting my people with some clubs early in the first playthrough and one got a broken rib from a hit to the body!
#25
General Discussion / Re: Endless play thoughts?
February 09, 2015, 04:07:56 AM
In my opinion the game is so much like Gnomoria in many ways, that it should be like it in a couple more.

- AI scaling should be tuneable when creating a new colony. Gnomoria has some options there like:
a) Enemy army size
b) Enemy army strength
c) rate of attacks
These could be variables scaling from 0% (turned off) to 200% (double the amount of what would be normal for the chosen difficulty level). Then you could turn the growing of enemy groups to a "normal" level for  the endless "sandbox" mode, so the groups of pirates are not like: "1 pirate, than 4 pirates, than 10 and then 25" and more like: "1 pirate, than 2, than another 2, than maybe 4, another 4, than 5" and so on.

- stockpiling: seriously, you didn't thought of containers? Look at your home, don't you have closets? Cupboards? Fridges? Add those stuff please! Also barrels and chests should be added

- ressources: a complex way would be adding several z-floors. Than you could mine and find more stuff to go on building. Furthermore you could be more creative in building stuff. I love that in Gnomoria! A more easy way to fix the problem would be traders selling cheap steel/stone and buying food/clothes and stuff. Maybe as a temporary solution until z-levels are added? I know that must be hell of a work

Furthermore, add craftable armor and ranged weapons! It's idiotic that i can craft a golden gladius and some feaked out alien clothing with high resist but no armor and rifles.
#26
Howdy dear colonists!

I purchased the game last week (good job so far!) and played my first 2 years in a beginners colony at the weekend to get into the game mechanics.
I soon discovered odd stuff happening, for example:

"Maddy" is a masochist pirate I imprisoned and turned on my side with excelent food from my 3-star-cook "Ian". Maddy is an expert sniper and equipped with energy armor and a sniper rifle, hell yeah!
One day, a group of ~10 pirates came to my colony and started to kick up a row. Brave Maddy took position behind the turrets and defended his new homeland like a brave scothish lad on the side of William Wallace but got shot at heavily by the pirate leader.
Long story short: he was hit at his right shoulder, which was gone (erm, what?!) but his right arm was fine (erm, double what?!).
I'm not an expert in medicine and stuff, but when my shoulder is shot off, my arm would be gone, too, wouldn't it?

Furthermore, ma buddy Maddy also took 2 shots to the chest, which resulted in bleeding wounds, although he has worn energy armor, which is stronger then a kevlar west (which handles a couple of shots quiet ok).

So, my suggestion to make the damage causes more realisitc is:

- shoulders shot off result in 1 arm less, which further results in an inability of using 2-handed weapons like bows and rifles

- Shots on an armored body result in broken ribs and 3 broken ribs result in a blackout

Otherwise: great game, had lots off fun so far! :)