I'll add mine to start... I have a pet Boomrat. :)
He get's fed 2 meals a day, and has kept safe, sane and clean all through the settlement. He's outlived most if not all the original settlers.
His home is in the brig. He must of wondered in there himself, and just made it home. Neither the warden or the prisoners have the heart to "remove" him. So he became a part of the furniture. I think as a bonus, he helps "persuade" the prisoners to become valid members of society.
No one's given him a name though... :P
Here is a vid of it:
http://youtu.be/ZC4NlVfZgFI
I'm also considering doing a narration to a settlers story. Would there be any interest? Give thoughts and conversations to the colonists events?
I captured two assassins who are useless at everything other than shooting stuff. They spend all their waking (and non eating) hours wandering the perimeter of my base.
I like to think they are silently waiting for the next raider attack, cleaning their M-24s and giving a gruff nod to the construction worker fixing up the auto turrets.
Of course when a real attack comes they're sleeping or wandered off into a mine somewhere
I have a comfy prison psychiatric health care center in my colony where people who see too many corpses PTSD sufferers get treated. Sadly, it's staffed by an urbworld entrepreneur businessman who took night classes in psychology instead of an actual shrink, but we'll have to manage with what we have.
Brilliant idea, I'll have to try that.
Your colony is filthy!
Oh, I have some full time cleaners there now. All tidy. Raiders come less often it seems, else my defenses just make it seem like it.
I never even thought of how the animals would eat your potted plants. Awesome.
It would be even better if that boomrat went insane one day.
Quote from: Tynan on November 02, 2013, 08:32:17 PM
I never even thought of how the animals would eat your potted plants. Awesome.
It would be even better if that boomrat went insane one day.
OR! if he evolved into an intelligent Boomrat alien... and then went insane
I wonder what a transboomrat would be like.
Quote from: Tynan on November 02, 2013, 08:32:17 PM
I never even thought of how the animals would eat your potted plants. Awesome.
It would be even better if that boomrat went insane one day.
Hmm... this gives me an idea for an indoor shooting range with live animals.
Having the animals being potentially explosive just makes it FUN.
This really makes me want to just skip everything and do animal husbandry.
Quote from: Tynan on November 02, 2013, 09:19:55 PM
This really makes me want to just skip everything and do animal husbandry.
Please do that, because if your adding the ability to eat animals, it'd make sense to add that not to far behind if not at the same time. And because ya know, bacon.
Tynan might be able to confirm this, but at the moment I swear the animals respawn, because I certainly made an extensive effort to shoot every boomrat on the map, but 5 minutes later there were a bunch of them.
I even think I saw a squirrel fly down from outer space. Although even I was like... Nah, that can't have been what I saw.
Of course they respawn; the edge of your map isn't a barrier. New animals enter the area when the game detects that the ecosystem is emptying out. Which gets weird in some cases, but that's how it is for now.
I Knew It! Space Squirrel Invasion!
Dun-dun-DUN!
i like the space squirrel thing, i would be tempted to keep it. not many people would notice and those that did would be treated to a funny little quirk in the game.
Quote from: Kevlar on November 02, 2013, 10:21:52 PM
I Knew It! Space Squirrel Invasion!
Dun-dun-DUN!
Reading this thread then this comment I had a funny mental image, Space Squirrel Invasion fought off using RPB! Rocket Propelled Boomrats!
I had a friend send me a picture of his colony that he was playing on Randy Random. He told me that when a group of over 50 raiders landed he blew up all his colonists and let them wreck his base. Oh and he also told me that after a while some of the raiders went insane and started shooting the other raiders.
Oh and also he took advantage of the naturally growing food plants and got rid of all the grass so that he can have a blight immune food source.
(http://s9.postimg.org/g8ryhf1a5/sfgdshgfdgfds.png)
Hmm I thought I found the trick to raiders. I keep one turrent and assumed the light raids were from only having one turret. I then plop down turrents as needed when a raid comes and then sell them once the raid is over.
I had assumed this was keeping the raids from getting larger. once it went to 5 or 8 raiders it was hopeless. they simply came faster than I could repair.
From what I was told it seems to be directly linked to population and randy random isn't so random in this regard.
Quote from: Tynan on November 02, 2013, 08:32:17 PM
I never even thought of how the animals would eat your potted plants. Awesome.
It would be even better if that boomrat went insane one day.
He did. Took like over 7 cycles. Technically killed his owner, but I savescummed cos I did not realize you could feed patients (doctor tag).
But as you mention in your "easy ideas" submission thread. These simple flags/actions that you can put on items do have interesting and relevant emergent results. For instance, in DF, a moody or insane unit is lost. :( But in your game, the "arrest " flag means you can constrain them. The "feed" flag means they get looked after (when I remember the doctor flag is the one that activates it). Then the "heal in bed" flag and the "talk to" flag means they can get better. Finally, you can "recruit" them again. This is so much more gameplay than even DF (though DF offers more story/notation/narration currently).
Oh, and the "all squirrels go insane" event almost took out the entire colony. :D
Scott Manley posted an interesting video. His own defenses exploded on him, it was the mines that caught fire! :O
http://youtu.be/xtMMBDXwBnw?t=4m41s