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Messages - ChiefBigFeather

#1
Any plans on updating to B19? :)
#2
Do quality surgeon/builder work with a19? Or are they unstable branch only? Thanks in advance!
#3
General Discussion / Re: The balancing process
July 24, 2018, 06:34:21 PM
Quote from: Eterm on July 24, 2018, 02:54:47 PMBedrolls, foraging and fairly cheap drop-podding has made caravanning reasonably easy now. You can send them out without too much gear and if a caravan gets into trouble you can drop-pod them food and meds to get them out of trouble. The foraging system means it's much easier to send pack animals without having to send them with half their carry capacity in kibble.
My comment was not really about the people going on the caravan, it is more about the weakened defense back home when you take your best shooters.

I think the foraging system is not the best idea. Food management was one of the fun challenges of caravaning. The unfun being mentioned by bbqftw.
#4
Ideas / Re: Tents!
July 23, 2018, 09:40:03 PM
Quote from: Capstar on July 12, 2018, 01:48:27 PM
A fireplace infront of the tent could serve as a heat source?
Cool idea. I think the quality and materials of the bedrolls could also be a facor.
#5
General Discussion / Re: The balancing process
July 23, 2018, 09:32:26 PM
In my b18 experience, the biggest balance issue was not traps vs animals vs turrets, it was about caravaning vs no caravaning.
This regards risk management for raids/deseases as well as economic questions of wether it wouldn't be better to just produce wealth. In b18 it was usually better not to go.

This might of course be entirely a result of playstyle (I like to defend with pawns).

I hope this has been looked into or is being looked into.
#6
Ideas / Re: Tents!
July 12, 2018, 06:47:34 AM
Quote from: mcduff on July 12, 2018, 05:43:32 AM
Tents + an "on expedition" mood buff seem like easy things to add to vanilla that would take a lot of the unfun negatives out of caravan trips.
Definitely!

Tynan could then go a small step further and add some obvious traits related to the "on expedition" mood buff.
#7
Ideas / Re: Your Cheapest Ideas
July 10, 2018, 10:00:21 AM
Sleeping bag material should determine it's weight.

This would follow the same logic some modern camping gear is: Save every ounce by using excessively good and expensive material :)
#8
Ideas / Tents!
July 10, 2018, 09:57:27 AM
Dear Tynan and Community,

here is a smallish suggestion that would make traveling a lot more convenient and entertaining:

Let us make tents.

Especially if a colony is rich and people have high expectations, managing sleeping requirements while traveling is quite a hassle. Making proper bedrooms on every map where you need to sleep gets old quickly and seems like a waste of time and resources.
Not having tents seems to jeopardize the usefulness of sleeping bags. What is the point of bringing sleeping bags if I have to invest a lot more time and resources to make rooms to sleep in?

Tents could come in two sizes: Tipi and small. The material quality could determine the weight of the thing. It's quality could give very small buffs and debuffs to traveling pawns.

Pawns could ignore some luxury requirements while sleeping in a tent for a few weeks. So even if the colony is very rich, pawns could lower their expectations to more realistic levels while traveling for a while.

Another small related idea:
Maybe there could be extra mobile hospital beds for lategame military operations. Operating on your wounded in sleeping bags feels wrong.

I know tents have been suggested before, but the last suggestion I found is from 2015. A lot has changed in regards of caravans since then, so I decided not to necro an old thread.
#9
General Discussion / A fix for grass growth?
January 30, 2018, 12:40:31 PM
Dear community,

is there a fix for the grass growth? I'm playing on a mountain map with seasons and the grass is dead because summer is not long enough for the seeds to grow back. A google search turned out this seems to be a very old problem.

Is there a mod or another way of fixing this? Preferably in some immersive manner (like letting grass seeds endure under snow)?

Thanks in advance!
#10
Outdated / Re: [B18] Verify Start - Continued
December 30, 2017, 12:41:17 AM
Thank you very much for continuing this!

Sadly, I can no longer lock or ignore colonists.