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Messages - WolveNZ

#1
- Just to give perspective on how much land it takes  to keep cows busy"

We have a small heard just for keeping the grass down, we have about a dozen paddocks in a semi-industrial area and 3 separate heards of something like 20, 12 and 6.

Now, it takes about 150,000m2's to keep the 20 odd young steers fed on grass for the year round. Any less and they wouldn't have enough grass. (Thats about 7,500m2's per head)

And this is in a place where its grass growing weather all year round.

#2
Ideas / Re: Lightning Rod
April 22, 2016, 08:01:04 PM
Would also be a good alternative power source.


Also, if when selecting a area on the map for the game, their was a lightning probability also.

This would make lightning rods a safety requirement for some maps along with a power source once researched as an alternative to wind/solar/fuel
#3
Ideas / Re: Fix mining
April 16, 2016, 02:12:24 AM
Quarry's would be a good alternative to mines, acting akin to Growing Zones in that you zone an area that gets 'dug' up by the pawns giving both chunks and ores.

Once Dug, something needs to happen to the ground for a tradeoff, preventing building or just crop etc..


#4
Mods / Re: [Mod Request] Play as Mechanoids.
April 15, 2016, 04:01:39 AM
my $0.10

- Butchering 'things' gives flesh, bone and skins
- Power made initially by 'harvesting' organics (ie. burning corpses, wood) making farms for Mechanoids useful
- Building material by grinding up organics and mixing with rock chunks and making a 'bonecrete' or a 'bloodcrete' (depending on what materials used with bloodcrete being cheaper, faster to build and bonecrete being more fortification type)
- Skin can be used to make coverings for Mechanoids, (who dosnt want human skin covered Mechanoids?)
#5
Ideas / Re: Alcohol
December 30, 2014, 05:44:52 PM
Buffs to pain resistance, happiness, strength.
Cons to work speed, accuracy, movement speed ?
#6
Ideas / Re: balencing heating/cooling
December 30, 2014, 05:41:23 PM
A Central heating system would be cool, maybe needing a geothermal vent? then is just a case of having some piping (as with the power system) to go to vents in each room?

Pros:
+ Powerless heating
+ cheaper per room

Cons:
- More expensive start up costs
- Requires vent
- Requires piping for the heat
#7
Mods / Re: [Mod Request] Box Lunches
December 28, 2014, 04:18:24 AM
+1

Would be a great thing to have! Gets annoying when your people mine one block, then go back for lunch...
#8
Off-Topic / Re: Science Fiction Movies
September 24, 2013, 03:10:33 AM
Quote from: Tynan on September 24, 2013, 01:09:08 AM
I think Solaris is really underrated. I liked it more after I read about the book and the ideas behind it. I quite enjoy the idea of a completely alien and unknowable intelligence, seemingly omnipotent, taking actions that human beings cannot come close to comprehending. It's the opposite tack of most sci-fi, which is to take the exotic and compress it until it is familiar (e.g. humanlike "aliens" with rubber on their foreheads). Might also be what attracts me to Al Reynolds books.

Would that be the 1972 One or the 2002 one?
#9
Im amazed at how good this little game is!

Great find!
#10
Off-Topic / Re: Science fiction books
September 19, 2013, 03:31:50 AM
She is a great book, mine never had that fancy dust cover but just the plain dark blue hardcover!

Im sure anyone who has half a brain would go crazy over finding anything from the series!
#11
Off-Topic / Re: Science fiction books
September 18, 2013, 08:10:29 PM


This book is what I was brought up on, great book, Wonderful Illustrations and little storys, gotta be the most I ever read when I was just a Wee Lad!

But would highly recommended! takes from the perspective of a Historical document/Handbook for Spacecraft, featuring a Hypothetical timeline for major events as well!
#12
Ideas / Re: Got an idea for an incident?
September 18, 2013, 08:07:48 PM
Quote from: mori on September 18, 2013, 04:23:37 PM
- Some sorts of hidden persons (like spy, maniac, thief, corporate raider, social engineer Government Official(steals your money/stuff in really huge amounts,
and you don't even know where it's gone).

Fixed ^^

but would be good to have 'Seasonal' events? ie, Breeding season, Migrations for Native animals, Springs, summers, winters etc...

But having allot of the smaller things will really help create the enviroment, and if I remember anything from that Evil Genius game, its really dammed annoying if you get spammed with bad events, constantly..
#13
General Discussion / Re: What is/is there an end game?
September 18, 2013, 03:22:55 AM
Quote from: Hypolite on September 17, 2013, 01:44:37 PM
It would have been a good reason if I weren't fully stocked on weapons of all sorts. I even have been able to buy a slave!  :o

I mean, it makes sense in a context where I would have to settle a piece of unknown land for a living, but it's less likely in a Robinson-like setting.

Now, I havnt played the game, but couldnt you make them Un-manned Trading stations that just kinda float/fly around searching for outposts/ships etc...
#14
Ideas / Re: Got an idea for an incident?
September 18, 2013, 03:19:07 AM
Following on from Xenoacid:

Bad Batch: Concrete (or spacecrete ^^) structures dont take as much punishment if built withen time-period

Stray Fire: Some stray interplanety/ship fire hits the area, a Few Explosions here and there
#15
Ideas / Re: Got an idea for an incident?
September 17, 2013, 09:20:14 PM
- Strange Corrosion: Metal structures and whatnot start to rust away, Damaging/Disabling them

- Dust Storm: Maps arnt visible/Colonists cant go outside without damage/Structures damaged

- Fallout: Something happened somewhere, Causing Biological/Radiological Fallout, Colonists Damaged/Structures Damaged/Radioactive?

- Swam: a Locust like swam attacks the area, Killing crops, Damaging animals/Colonists (Slightly) that are outside

- Bad Coding: Computerized systems shutdown/Incorrectly operate (turrets, doors, Solar Panels) 

- Sinkhole: Random 'hole' opens up, swallowing a Outside Structure, Colonist, Animal etc...

- Scientific Party: a group of lightly armed people arrive somewhere and stay around for a day or two, then bugger off leaving supply's behind, Also has a chance of causing more pirates to come.

- Ship Breaks up on Entry: Items, Supplys, and maybe a Colonist gets scattered about the map (May or may not be hostile)

- Hunters/Poachers: Groups of Well armed Semi-Hostile dudes arrive, Hunt down whatever animals their are